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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Running and 4E Demo this weekend, anyone have suggestions?
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<blockquote data-quote="beniek" data-source="post: 4241980" data-attributes="member: 65470"><p>I run my first Kots adventure 2 days ago with group of 4 players (3 of those players had experience with 4e already). They managed to clear both burial site and kobold lair (total 5 encounters). Session lasted for few hours, but rp was reduced to minimum - Most of my players are either power accumulators or they just want to kick butt. From my perspective everyone had very good time. Suggestions:</p><p></p><p>1. Know your players - put emphasis on the part of the adventure they will like. If your group likes storetelling a lot you need to really add more story to Kots. If they preffer combat your are good.</p><p></p><p>2. I created 2 quests for the advture to give my players an illusion of choice - One was missing husband (From hooks), other was Kobold Lair. Both had 750 XP reward, kobold lair also had 100gp reward as noted in the adventure. I wrote down those info on cards and gave those to my players - including XP rewards.</p><p></p><p>3. Items - My players wanted to buy/sell some stuff from the smithy - for the sake of saving time I told them that it's not possible in this session because we don't have the list of prices etc. It wasn't good solution, so for the next session I have a list of magic items they can buy (from various sources, including the stuff they can find later in the adventure). You also might want to allow players to buy/find some healing potions before kobold lair. </p><p></p><p>4. <u>Kobold Lair</u> This encounter is deadly. If your players try to chase the running away kobold into the watefall, it's pretty much TPK (They do need a short rest between those encounters). I adjusted the encounters of course for 4 players - by discarding some kobolds and/or minions. You might want to drop some monsters there as well - if your group contains new players and so. Second encounter was going pretty well untill irontooth became bloodied. He pretty much dropped a Warlord and Rogue to negative hp in one round, using action point. Long story short - Warlock (I allowed player to use DDXP one) killed both iroontooth and wyrmpriest while rest of the party was unconscious. Warrior failed 3 saving throws and died. </p><p></p><p>5. Leader - I stronglly suggest that your group contains either Cleric or Warlord. Their healing is really useful. </p><p></p><p>6. Warrior - If your group contains a warrior make sure he understand how his opportunity attacks work - it's mega useful against shifty kobolds. I'm a bit mean GM and i try to keep my mouth shut when people forget about their abilities.</p><p></p><p>7. Ambush encounter - It can be dangerous as well, you might want to discard a dragonshield and add some minions instead. My players had some pretty bad rolls (warlord got dropped to 0 hp before he could act - crit + high damage rolls, making this encounter pretty hard).</p></blockquote><p></p>
[QUOTE="beniek, post: 4241980, member: 65470"] I run my first Kots adventure 2 days ago with group of 4 players (3 of those players had experience with 4e already). They managed to clear both burial site and kobold lair (total 5 encounters). Session lasted for few hours, but rp was reduced to minimum - Most of my players are either power accumulators or they just want to kick butt. From my perspective everyone had very good time. Suggestions: 1. Know your players - put emphasis on the part of the adventure they will like. If your group likes storetelling a lot you need to really add more story to Kots. If they preffer combat your are good. 2. I created 2 quests for the advture to give my players an illusion of choice - One was missing husband (From hooks), other was Kobold Lair. Both had 750 XP reward, kobold lair also had 100gp reward as noted in the adventure. I wrote down those info on cards and gave those to my players - including XP rewards. 3. Items - My players wanted to buy/sell some stuff from the smithy - for the sake of saving time I told them that it's not possible in this session because we don't have the list of prices etc. It wasn't good solution, so for the next session I have a list of magic items they can buy (from various sources, including the stuff they can find later in the adventure). You also might want to allow players to buy/find some healing potions before kobold lair. 4. [U]Kobold Lair[/U] This encounter is deadly. If your players try to chase the running away kobold into the watefall, it's pretty much TPK (They do need a short rest between those encounters). I adjusted the encounters of course for 4 players - by discarding some kobolds and/or minions. You might want to drop some monsters there as well - if your group contains new players and so. Second encounter was going pretty well untill irontooth became bloodied. He pretty much dropped a Warlord and Rogue to negative hp in one round, using action point. Long story short - Warlock (I allowed player to use DDXP one) killed both iroontooth and wyrmpriest while rest of the party was unconscious. Warrior failed 3 saving throws and died. 5. Leader - I stronglly suggest that your group contains either Cleric or Warlord. Their healing is really useful. 6. Warrior - If your group contains a warrior make sure he understand how his opportunity attacks work - it's mega useful against shifty kobolds. I'm a bit mean GM and i try to keep my mouth shut when people forget about their abilities. 7. Ambush encounter - It can be dangerous as well, you might want to discard a dragonshield and add some minions instead. My players had some pretty bad rolls (warlord got dropped to 0 hp before he could act - crit + high damage rolls, making this encounter pretty hard). [/QUOTE]
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Running and 4E Demo this weekend, anyone have suggestions?
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