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Raiders of Oakhurst: A 4E Fan Playtest Adventure
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<blockquote data-quote="Dizlag" data-source="post: 4127219" data-attributes="member: 60046"><p>I ran this adventure last Friday night and would like to let you all know how it went. This may turn into a really long post … so bear with me. =)</p><p></p><p>The characters played were the Wizard, Cleric, Rogue, Fighter, and Paladin. They were chosen at random and I must say my group were definitely into the "role" playing part of it. Especially the cleric, the player chose a cleric miniature that was darker skinned, so Erais was a "brother from the hood". I dunno why, but it struck us all funny and he did a great job with it.</p><p></p><p>I have a question … what is a thorp? Actually, I know what it is and I'm sure they did to, but I'll be damned if their characters did. ;-) And of course, Erais was mentioning Jim Thorpe and the halfling paladin asked Teren, <em>"Is this thorp of Oakhurst more like a village or is it closer to a hamlet?"</em> I replied in kind saying it was a farming "community". And from there, the night was kicked off in the right direction. Hehehe</p><p></p><p>When I mentioned "chickens" being taken and of course sheep, it started to go down hill but was quickly back on track when they finally decided to follow the tracks to the cave.</p><p></p><p><strong>Encounter 1: Kobold Warren</strong> - The rogue stealthed in brilliantly (he rolled a natural 19) and got the low down on what was ahead of them. Dog-faced scaly baddies eating some roasted chicken. He returned to the party, let him know the lay out, and snuck back in next to Ichi-ichi. The cleric and paladin lead the way, then the rogue sneak attacked Ichi-ichi as he banged on his gong. *cue a pop song from a decade or two ago* The minions met the attack of the cleric, wizard (magic missile), and paladin by dying. And the fighter put his own spin on the battle by falling on his face as he charged in (yes, the player rolled a natural "1" and I figured a fumble-rooski would be funny here ;-) The other group of minions came out, surrounded the rogue, and Ichi-ichi (using the bonus from his minions) backhanded the rogue with the gong mallet. The minions, yet again were taken down quickly by the rest of the party and Ichi-ichi was done in by the rogue. Pik and Otto-wombo approached the top of the stairs. Seeing the battle over, Otto-wombo barked at Pik telling him to worn King Meepo and he tossed a gluepot at the paladin … missing. It was a valiant effort to by his companion time, but Otto-wombo was over-come-by-events that ended his life quickly and painfully … a magic missile, a crossbow bolt, a lance of faith, and a thrown hammer from the paladin. And during the aftermath of battle, this is where the night just turned fun into hilarious. I let them know the gong was small about 1.5 - 2 ft. in diameter, so the halfling paladin took it. After looks of confusion and laughter, the characters proceed down the cavern where Pik retreated.</p><p></p><p><em>DM's Comments: I didn't bring Varkaze down the cave for this because it was over before it even got started. I did however, have the archer sneak down to assess the situation and snuck back, so the hobgoblins would've been ready. This fight was very easy for this group and was a perfect introduction encounter to their powers and abilities.</em></p><p></p><p><strong>Encounter 2: The Kobold King</strong> - The rogue led the way up in the edge of his low-light vision and finally into the cave with Pik and Meepo. He didn't notice the spider and the spider didn't notice him. So, the rogue got into position behind Meepo and waited … and waited … and waited. Suddenly, he heard the gong getting banged on like no tomorrow and the paladin yelling, "Oh rogue! Hello? Rogue?" With that, the fighter walked up into the room and the spider used it's Death From Above attack to take him to a bloodied state. The rogue took his surprise attack as well almost taking Meepo to a blooded state as well. The rogue won his initiative and spent an action point to make two attacks on Meepo with his first one a sneak attack and the second one an at-will power … yes, Meepo was blooded with only 1 HP left. ;-) Pik maneuvered around the rogue and missed his attack, but gave Meepo the combat advantage needed to hit with his rapier. The spider got blasted by the cleric and used it's Prodigious Jump to leap over the fighter and behind the cleric to land another solid blow. The paladin marked it and missed, then the wizard took it's shots at the spider, damaging it a bit. The rogue took down Meepo and the fighter moved in on Pik, who after seeing his King die, dropped his weapon and gave up. The wizard, paladin, and cleric were still having their own fun with the spider as it recharged BOTH abilities (I rolled a "6" … w00t!) using them again to get yet another nice attack in on the cleric. But, it was for naught because the spider was bloodied was taken out soon after it's last defiant attack.</p><p></p><p>In the aftermath, the paladin, a cleric of luck, blindfolded himself and whipped a hammer at Pik saying, "If the goddess of luck wants us to let you go, then this hammer will completely miss you. But, if not may this hammer strike you DOWN!" He rolled a natural "1" and yet again, it was the fighter who was the recipient of a fumble … clocked him good too. *insert hilarious laughter, a grumbling dwarf, and everyone yelling, "NO!" as the paladin reached for another hammer*</p><p></p><p><em>DM's Comments: Ok, I love this Deathjump Spider and it's abilities. The recharging mechanic is pretty solid, IMHO. Why didn't I use Meepo's Wicked Dodge ability? To be honest, I forgot. Playing this 4th edition playtest was a last minute decision and it just slipped past me. Question on it though ... if Meepo hasn't acted in the encounter yet, can he use this ability?</em></p><p></p><p><strong>Encounter 3: Nightscale's Lair</strong> - The rogue noticed the secret door and they made their way to Nightscale's Lair. The rogue, ahead of the party again, was first into the huge cavern and was taken aback by it's size and luminesence . The paladin got out the gong and banged on it, yet again. Enter Nightscale. A surprise breath weapon attack hit the paladin (after I rolled to hit a second time, yes he used his racial power called Second Chance) and fighter solid. Nightscale won initiative, the breath weapon didn't recharge, so she dropped her Cloud of Darkness on the entire party except the wizard … he wasn't far enough down the hallway. With everyone blinded, they heard a splash … Nightscale retreated back into the water. The cleric moved first and was out of the darkness, on the opposite side of it from Nightscale he told everyone it wasn't that big and they could move out of it. The rogue, paladin, and fighter moved out of it. The wizard just held his action to follow the cleric.</p><p></p><p>Nightscale attacked, breath weapon recharged this time, only got the paladin and landed. I spend an action point and took two claw attacks … one on the fighter and one on the paladin. "What?", comes from somewhere around the table as I sit back behind my DM's screen. I smile back as I let them know solo monsters like this iconic dragon get action points too. Looks of fear are seen all around the table. They thought I was just kidding when I put the dragon mini on the table. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>"Fighter, you're up." I say. And the fighter hit Nightscale pretty good and made his save, but the paladin was still not having a good time with the acid and moved in anyways … starting his "mark". The rogue moved in for a sneak attack, he missed and was tail slapped. "8 Radiant damage!", the paladin's player called out. And this was the beginning of the end for the dragon and for my sanity for the night. Hehehe The following round was nice for Nightscale again, because I used another action point to get two claw attacks and a bite. However, the "8 Radiant damage" on the bite and one claw sucked. For the next several rounds, Nightscale's breath weapon did not recharge, the paladin retreated, the fighter "stuck" her in her spot so she couldn't attack the paladin. "8 Radiant damage!" Tail slapping the rogue and biting the fighter. "8 Radiant damage!" "8 Radiant damage!" Paladin heals himself, "8 Radiant damage" as Nightscale bites the fighter for a third round in a row. "Is the dragon bloodied yet?", the players ask and I respond with a quick look at her 200+ HPs, "Nope." More paladin mark / radiant damage plus the fighter's Combat Superiority = bloodied dragon. She gets off her immediate breath weapon on the fighter, taking him negative.</p><p></p><p>The paladin's player realizes at this point (and after I mention 80 HPs of damage from the radiant damage total) the radiant damage is only once per round. DOH! We just continue as is with only one radiant damage done to Nightscale per round for now on. The fighter gets healed, then drops again. Hehehe The damage from all the characters, mainly the fighter and the paladin's mark is taking Nightscale down … no breath weapon recharged yet again for several rounds. As she gets down to 50 HPs, her breath weapon recharges and I tear into the paladin good. This is where she takes off and retreats. Only one OA hits on Nightscale as she flies away. They all move to the edge of the water … in a line, but my breath weapon doesn’t recharge. So, she flies out further and the dwarf swims out to the island. The paladin starts sinking halfway out. And the rogue runs around to cross the stream. Nightscale gets a recharge on her breath weapon and sees the lone fighter on the island … breath weapon hits and the fighter dies. Yes, he had 1 HP left and swam out to the dragon. I did 13 damage with the breath weapon taking him to -12 HP. Fighter is up and takes 5 acid ongoing immediately … -17 HP = dead fighter. The rogue gets one attack and misses … and Nightscale gets away.</p><p></p><p><em>DM's Comments: The paladin's player said, "Retreating in this game IS a deadly tactic." Referring to his mark ability and the fact that the dwarf died and the paladin almost drowned when Nightscale retreated. Hehehehe Yeah, if it wasn't for the paladin's mark and the fighter's "sticky-ness" it would've been a TPK. If we did the mark right from the get go, might've been even more deadlier. IMHO, if the paladin doesn't attack it's marked target in a round then the mark comes off. I got a little frustrated at them for this tactic, but as written they used it. I felt better once I realized it was once per round. This was just a mis-read by my players and I didn't read the power all the way through before to realize it was a once a round damage power. I should have known, but it doesn't matter. We had a great time and they really like the new system. Here are some of their questions, comments, etc …</em></p><p></p><p>Overall Player's Comments:</p><p>- The cleric at-will abilities are all attacks … no "buffing" abilities are at-will because they are coupled with an attack. You have to attack AND hit, in order to buff your allies. A stand-alone at-will buff power would be a lot better here. </p><p>- The dragon's AC was WAY high for any of them to hit. The fighter was the only one hitting on a regular basis. </p><p>- If it wasn't for the paladin's mark and fighter's combat superiority, a TPK would've in sued. </p><p>- The players really like the new edition. Always having something to do is definitely a plus for them … i.e. the wizard tossing two magic missiles and being done for the day, is now history and a good thing.</p><p>- They also liked the bloodied stat, -blooded death threshold, and the healing surges mechanic / concept. It might seem like it's harder to die, but it's just that 1st level characters now are pretty powerful compared to previous editions.</p><p>- And that's another thing they like, starting off more powerful and having a more gradual slope to uberness. =)</p><p></p><p>My Overall Comments:</p><p>- Pretty much what the player's have said. I realize we haven't seen the PHB yet, so those powers for the cleric on the pre-generated sheet are not the only ones to choose for 1st level … I hope. The dragon's AC was nasty, yet at the same time this is THE iconic monster of Dungeons & DRAGONS.</p><p>- Speaking of the dragon, I had a GREAT time playing her. THE most fun playing a dragon I've ever had. The looks on the player's faces when I used an action point and a second action point was priceless. The shock that came from an immediate tail lash after a missed attack was classic as well.</p><p></p><p>This adventure is VERY solid and a great introductory module for 1st level characters. It's 4th Edition's "The Burning Plague" adventure, IMHO. And instant classic for us all. Thanks for the adventure, Olgar, and I'm looking forward to the released version of The Raiders of Oakhurst Reloaded.</p><p></p><p>Thanks again for a great time for a bunch of dorks like me. Sorry this post was SO long and thanks to those to stood reading through the whole thing. =)</p><p></p><p>Game on!</p><p></p><p>Dizlag</p></blockquote><p></p>
[QUOTE="Dizlag, post: 4127219, member: 60046"] I ran this adventure last Friday night and would like to let you all know how it went. This may turn into a really long post … so bear with me. =) The characters played were the Wizard, Cleric, Rogue, Fighter, and Paladin. They were chosen at random and I must say my group were definitely into the "role" playing part of it. Especially the cleric, the player chose a cleric miniature that was darker skinned, so Erais was a "brother from the hood". I dunno why, but it struck us all funny and he did a great job with it. I have a question … what is a thorp? Actually, I know what it is and I'm sure they did to, but I'll be damned if their characters did. ;-) And of course, Erais was mentioning Jim Thorpe and the halfling paladin asked Teren, [i]"Is this thorp of Oakhurst more like a village or is it closer to a hamlet?"[/i] I replied in kind saying it was a farming "community". And from there, the night was kicked off in the right direction. Hehehe When I mentioned "chickens" being taken and of course sheep, it started to go down hill but was quickly back on track when they finally decided to follow the tracks to the cave. [b]Encounter 1: Kobold Warren[/b] - The rogue stealthed in brilliantly (he rolled a natural 19) and got the low down on what was ahead of them. Dog-faced scaly baddies eating some roasted chicken. He returned to the party, let him know the lay out, and snuck back in next to Ichi-ichi. The cleric and paladin lead the way, then the rogue sneak attacked Ichi-ichi as he banged on his gong. *cue a pop song from a decade or two ago* The minions met the attack of the cleric, wizard (magic missile), and paladin by dying. And the fighter put his own spin on the battle by falling on his face as he charged in (yes, the player rolled a natural "1" and I figured a fumble-rooski would be funny here ;-) The other group of minions came out, surrounded the rogue, and Ichi-ichi (using the bonus from his minions) backhanded the rogue with the gong mallet. The minions, yet again were taken down quickly by the rest of the party and Ichi-ichi was done in by the rogue. Pik and Otto-wombo approached the top of the stairs. Seeing the battle over, Otto-wombo barked at Pik telling him to worn King Meepo and he tossed a gluepot at the paladin … missing. It was a valiant effort to by his companion time, but Otto-wombo was over-come-by-events that ended his life quickly and painfully … a magic missile, a crossbow bolt, a lance of faith, and a thrown hammer from the paladin. And during the aftermath of battle, this is where the night just turned fun into hilarious. I let them know the gong was small about 1.5 - 2 ft. in diameter, so the halfling paladin took it. After looks of confusion and laughter, the characters proceed down the cavern where Pik retreated. [i]DM's Comments: I didn't bring Varkaze down the cave for this because it was over before it even got started. I did however, have the archer sneak down to assess the situation and snuck back, so the hobgoblins would've been ready. This fight was very easy for this group and was a perfect introduction encounter to their powers and abilities.[/i] [b]Encounter 2: The Kobold King[/b] - The rogue led the way up in the edge of his low-light vision and finally into the cave with Pik and Meepo. He didn't notice the spider and the spider didn't notice him. So, the rogue got into position behind Meepo and waited … and waited … and waited. Suddenly, he heard the gong getting banged on like no tomorrow and the paladin yelling, "Oh rogue! Hello? Rogue?" With that, the fighter walked up into the room and the spider used it's Death From Above attack to take him to a bloodied state. The rogue took his surprise attack as well almost taking Meepo to a blooded state as well. The rogue won his initiative and spent an action point to make two attacks on Meepo with his first one a sneak attack and the second one an at-will power … yes, Meepo was blooded with only 1 HP left. ;-) Pik maneuvered around the rogue and missed his attack, but gave Meepo the combat advantage needed to hit with his rapier. The spider got blasted by the cleric and used it's Prodigious Jump to leap over the fighter and behind the cleric to land another solid blow. The paladin marked it and missed, then the wizard took it's shots at the spider, damaging it a bit. The rogue took down Meepo and the fighter moved in on Pik, who after seeing his King die, dropped his weapon and gave up. The wizard, paladin, and cleric were still having their own fun with the spider as it recharged BOTH abilities (I rolled a "6" … w00t!) using them again to get yet another nice attack in on the cleric. But, it was for naught because the spider was bloodied was taken out soon after it's last defiant attack. In the aftermath, the paladin, a cleric of luck, blindfolded himself and whipped a hammer at Pik saying, "If the goddess of luck wants us to let you go, then this hammer will completely miss you. But, if not may this hammer strike you DOWN!" He rolled a natural "1" and yet again, it was the fighter who was the recipient of a fumble … clocked him good too. *insert hilarious laughter, a grumbling dwarf, and everyone yelling, "NO!" as the paladin reached for another hammer* [i]DM's Comments: Ok, I love this Deathjump Spider and it's abilities. The recharging mechanic is pretty solid, IMHO. Why didn't I use Meepo's Wicked Dodge ability? To be honest, I forgot. Playing this 4th edition playtest was a last minute decision and it just slipped past me. Question on it though ... if Meepo hasn't acted in the encounter yet, can he use this ability?[/i] [b]Encounter 3: Nightscale's Lair[/b] - The rogue noticed the secret door and they made their way to Nightscale's Lair. The rogue, ahead of the party again, was first into the huge cavern and was taken aback by it's size and luminesence . The paladin got out the gong and banged on it, yet again. Enter Nightscale. A surprise breath weapon attack hit the paladin (after I rolled to hit a second time, yes he used his racial power called Second Chance) and fighter solid. Nightscale won initiative, the breath weapon didn't recharge, so she dropped her Cloud of Darkness on the entire party except the wizard … he wasn't far enough down the hallway. With everyone blinded, they heard a splash … Nightscale retreated back into the water. The cleric moved first and was out of the darkness, on the opposite side of it from Nightscale he told everyone it wasn't that big and they could move out of it. The rogue, paladin, and fighter moved out of it. The wizard just held his action to follow the cleric. Nightscale attacked, breath weapon recharged this time, only got the paladin and landed. I spend an action point and took two claw attacks … one on the fighter and one on the paladin. "What?", comes from somewhere around the table as I sit back behind my DM's screen. I smile back as I let them know solo monsters like this iconic dragon get action points too. Looks of fear are seen all around the table. They thought I was just kidding when I put the dragon mini on the table. :p "Fighter, you're up." I say. And the fighter hit Nightscale pretty good and made his save, but the paladin was still not having a good time with the acid and moved in anyways … starting his "mark". The rogue moved in for a sneak attack, he missed and was tail slapped. "8 Radiant damage!", the paladin's player called out. And this was the beginning of the end for the dragon and for my sanity for the night. Hehehe The following round was nice for Nightscale again, because I used another action point to get two claw attacks and a bite. However, the "8 Radiant damage" on the bite and one claw sucked. For the next several rounds, Nightscale's breath weapon did not recharge, the paladin retreated, the fighter "stuck" her in her spot so she couldn't attack the paladin. "8 Radiant damage!" Tail slapping the rogue and biting the fighter. "8 Radiant damage!" "8 Radiant damage!" Paladin heals himself, "8 Radiant damage" as Nightscale bites the fighter for a third round in a row. "Is the dragon bloodied yet?", the players ask and I respond with a quick look at her 200+ HPs, "Nope." More paladin mark / radiant damage plus the fighter's Combat Superiority = bloodied dragon. She gets off her immediate breath weapon on the fighter, taking him negative. The paladin's player realizes at this point (and after I mention 80 HPs of damage from the radiant damage total) the radiant damage is only once per round. DOH! We just continue as is with only one radiant damage done to Nightscale per round for now on. The fighter gets healed, then drops again. Hehehe The damage from all the characters, mainly the fighter and the paladin's mark is taking Nightscale down … no breath weapon recharged yet again for several rounds. As she gets down to 50 HPs, her breath weapon recharges and I tear into the paladin good. This is where she takes off and retreats. Only one OA hits on Nightscale as she flies away. They all move to the edge of the water … in a line, but my breath weapon doesn’t recharge. So, she flies out further and the dwarf swims out to the island. The paladin starts sinking halfway out. And the rogue runs around to cross the stream. Nightscale gets a recharge on her breath weapon and sees the lone fighter on the island … breath weapon hits and the fighter dies. Yes, he had 1 HP left and swam out to the dragon. I did 13 damage with the breath weapon taking him to -12 HP. Fighter is up and takes 5 acid ongoing immediately … -17 HP = dead fighter. The rogue gets one attack and misses … and Nightscale gets away. [i]DM's Comments: The paladin's player said, "Retreating in this game IS a deadly tactic." Referring to his mark ability and the fact that the dwarf died and the paladin almost drowned when Nightscale retreated. Hehehehe Yeah, if it wasn't for the paladin's mark and the fighter's "sticky-ness" it would've been a TPK. If we did the mark right from the get go, might've been even more deadlier. IMHO, if the paladin doesn't attack it's marked target in a round then the mark comes off. I got a little frustrated at them for this tactic, but as written they used it. I felt better once I realized it was once per round. This was just a mis-read by my players and I didn't read the power all the way through before to realize it was a once a round damage power. I should have known, but it doesn't matter. We had a great time and they really like the new system. Here are some of their questions, comments, etc …[/i] Overall Player's Comments: - The cleric at-will abilities are all attacks … no "buffing" abilities are at-will because they are coupled with an attack. You have to attack AND hit, in order to buff your allies. A stand-alone at-will buff power would be a lot better here. - The dragon's AC was WAY high for any of them to hit. The fighter was the only one hitting on a regular basis. - If it wasn't for the paladin's mark and fighter's combat superiority, a TPK would've in sued. - The players really like the new edition. Always having something to do is definitely a plus for them … i.e. the wizard tossing two magic missiles and being done for the day, is now history and a good thing. - They also liked the bloodied stat, -blooded death threshold, and the healing surges mechanic / concept. It might seem like it's harder to die, but it's just that 1st level characters now are pretty powerful compared to previous editions. - And that's another thing they like, starting off more powerful and having a more gradual slope to uberness. =) My Overall Comments: - Pretty much what the player's have said. I realize we haven't seen the PHB yet, so those powers for the cleric on the pre-generated sheet are not the only ones to choose for 1st level … I hope. The dragon's AC was nasty, yet at the same time this is THE iconic monster of Dungeons & DRAGONS. - Speaking of the dragon, I had a GREAT time playing her. THE most fun playing a dragon I've ever had. The looks on the player's faces when I used an action point and a second action point was priceless. The shock that came from an immediate tail lash after a missed attack was classic as well. This adventure is VERY solid and a great introductory module for 1st level characters. It's 4th Edition's "The Burning Plague" adventure, IMHO. And instant classic for us all. Thanks for the adventure, Olgar, and I'm looking forward to the released version of The Raiders of Oakhurst Reloaded. Thanks again for a great time for a bunch of dorks like me. Sorry this post was SO long and thanks to those to stood reading through the whole thing. =) Game on! Dizlag [/QUOTE]
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