D&D 4E Running Commentary on Rel's 4e Campaign (Complete 8/2/10)

Rel

Liquid Awesome
Ok I'm going to make a concerted effort to catch things up this week. I may be a bit sparse with some of the details but feel free to ask questions of either myself or the players.

The PC's were met at the doorway by a pale-skinned bald man with the glowing eyes they had come to associate with the minions of Mayaheine. He led them into the ice fortress where they found The White Queen. She stood some eleven feet tall and glowed from within. They got the distinct sense that she was working to contain her brilliance such that they would not be blinded by her.

She explained at some length that she was an "aspect" of the lost god Pelor, being a physical manifestation of his "Wisdom and Insight". Her brother had been a similar representation of Pelor's Righteousness. As such he had been unable to resist the urge to try and help the mortals of the world some 500 years ago when the Mists came, despite the fact that she had warned him that it would bring about his doom.

Her brother became corrupted by the Mist and was since known as The Dweller, the mysterious and feared god of the people of Opkhar. After a couple hundred years of saying, "I told you so", Mayaheine had set about trying to cleanse her brother of the taint of the Mist and restore him to his rightful place by her side. Because she too was highly susceptable to the influence of the Mist, she could not do this directly. Nor could she dispatch any of her special minions. She instead needed to recruit mortals to undertake this task.

Thus the "cult" of the Dark Moon was created in order to try and free The Dweller from his corruption. But over time the Dark Moon became more about gaining power for its own sake and less about cleansing The Dweller. Then the PC's destroyed one of the primary sects of the Dark Moon and turned their leader, Rhazul, over to King Klo for his various crimes (the most egregious of which was, in the eyes of the King, the destruction of the bridge to Semma).

Thus Mayaheine now desired for the PC's to pick up the task of cleansing her brother. Mayaheine instructed them that she would richly reward their cooperation with their choice of either making them immortal or else telling them anything they desired to know. She didn't belabor the point that their refusal would vex her and very possibly cause her to destroy them.

The PC's said they could use a minute to think about her offer. Mayaheine blew a puff of air toward the group, as a man would seek to rid himself of a bothersome insect, and they were instantly teleported many miles down the mountainside. A brief discussion pointed up that none of them were particularly enthusiastic about pursuing her goals but that doing so might be for the greater good. And they didn't want to earn her ire in any event given her apparent power. Since it was well below freezing outside they kept the conversation brief and as soon as they generally desired to give her an answer they were immediately teleported back into her chambers. This called into question how private their conversation had really been but it seemed impolite to bring this up.

They agreed to undertake her task so long as they could do so at a pace of their choosing. Mayaheine indicated that she had waited 500 years and could wait a bit longer. But she also said that she would know if they had effectively abandoned her quest and her retribution would be swift if that happened. With the conversation over she blew on them once more and they found themselves in a snowstorm, just outside the dwarven aerial tramway.

They descended the mountain and returned to the chambers alotted to them where Mialain discovered a note from one of the priests with whom she had entrusted the body of the dead Eladrin girl who had carried a holy symbol of Melora. The Priests of Karak Tor had successfully raised the girl and were keeping her in a cell. Mialain entered and spoke to her, discovering a bevy of useful information.

The Eladrin's name was Thierastra and she had been a member of the crew of one of the winged ships. They had struck a bargain with the Arcanon Confederacy in exchange for the AC's help on a problem plaguing the Feywild. However prior to crossing over from the Feywild, Thierastra had met a charming Elf who preached the return of the goddess Melora. This was of course Mialain's long lost brother Sellarian. Thierastra became a secret follower of Melora before she was called into duty for the Arcanon Confederacy. When she saw Mialain's holy symbol tatooed on her arm, she knew that she could not allow her to be killed by the other Eladrin or the AC Wizards. So she had crashed the ship hoping that it would allow Mialain and her friends to escape.

Mialain thanked her for helping them. She asked what Thierastra intended to do now and the Eladrin responded that it was a tremendous honor to stand in the presence of the High Priestess of Melora and she fervently hoped that she would be allowed to follow her and be of service in any manner possible. Mialain wasn't used to being regarded in this way and seemed a bit embarassed. But she did say that, for the time being at least, Thierastra was welcome to accompany them.

Finally she thought to ask why it was that the Eladrin had struck some kind of bargain with the Arcanon Confederacy. Thierastra rather sheepishly revealed that all was not well in the Feywild. The Mist had started coming through one of the old Fey Gates that led back to this world and all attempts to stop it had failed. Knowing that the Arcanon Confederacy was probably the leading authority about teleportation and things like interplaner Gates, they offered their assistance in the hopes that the AC could help them close that Fey Gate. From what she knew, their efforts thus far had been unsuccessful...

*******

Ok so heavy duty roleplaying stuff for most of this session. We get to some action very shortly.

The encounter with Mayaheine was one of those times when I had no real idea how things would turn out. Given the PC's reluctance to help her before I hadn't ruled out things coming to blows. It would have been ugly for the PC's but I had made a few contingency plans that I'll reveal someday when the campaign is over.

The one major way that this session relates to my view of 4e is with some of the charges that have been leveled that the system precludes much in the way of roleplaying. Almost the entirety of this session was pure roleplay with a sprinkling of skill checks added in as appropriate. The players seemed to have no problems at all with this and were not trying to hurry through the RP stuff in order to get to the next combat. I think that if you have good players and put forth a plot that involves their backgrounds in an interesting way then there is absolutely no reason why 4e would interfere with plenty of good roleplaying.
 

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Rel

Liquid Awesome
The PC's departed Karak Tor aboard Captain Tornear's Rat Bastard once more. The dwarves sent them off with great thanks for their service and happily paid Tornear's (outrageous as usual) fee for their passage to Opkhar and points west.

Once they were away the party informed Tornear that they wanted to make a stop at the small plateu where they had fought Blackbreather and planted Melora's Tree of Life. Tornear grumbled only a bit at the unscheduled stop, knowing that he'd been well paid. He changed course slightly and consulted his charts.

But before they could arrive at their destination they found themselves beset by an enemy airship that swooped out of the Mist below them. In a flash a pair of bat-like men had swooped aboard and several grappling hooks were pulling them closer to a small but fast vessel brimming with Hobgoblins. A hail of arrows rained down on them from the bowsprit of the enemy vessel.

Had they suffered this sort of attack the first time they sailed with Tornear the PC's would have been easy prey. But veterans of many battles now they quickly reacted and took the battle to the enemy. Astavian moved along the railing battling back the enemy boarders, aided by Zanne and Mialain. Eshik leapt the railing onto the enemy ship and was soon working his way out the narrow walkway where the archers attacked from.

Within moments the battle turned from an attack to an attempted retreat on the part of the pirates. Once Eshik had felled the archers he turned and aided Astavian in directly attacking the Hobgoblin Captain as Zanne continued to hurl her deadly magic at the remaining crew. Mialain patched up the few wounds they had suffered and stood ready to assist Tornear with handling the ship given her command of the winds.

Once the Hobgoblin Captain had been dispatched his remaining three crew members all surrendered and the party let out a hearty "Hooray!" with Eshik adding, "Free Ship!!"

The prisoners were transferred to the Rat Bastard and Thierastra went aboard the pirate ship to help steer it as Tornear towed it along with them. Thus they made their slow approach to their destination.

They spent that night camped beneath the leaves of the Tree of Life having eaten slices of its delicious fruit with their supper. They felt well rested and at peace for the first time in quite a while. In the night a bird flitted down from the branches above to land on Mialain's shoulder and whisper secrets in her ear of how to get small animals to deliver messages for her should she wish.

As they prepared to depart the next morning Thierastra timidly approached Mialain with a request. Seeing as how she had betrayed her people she felt that she could no longer safely walk openly as an Eladrin. She would adopt the guise of a normal Elf but she also felt it prudent to adopt a new name. As she was now in the presence of the High Priestess of her goddess and in the most holy of Melora's places, she asked if Mialain would rededicate her with a new name.

Mialain was not used to having a "follower" and was a bit embarassed but the request seemed reasonable. After some thought she performed a short ceremony that she made up on the spot beneath the limbs of the Tree of Life wherein she dedicated the Eladrin to the service of Melora under the new name of Llyra. With that done they set off for Opkhar with the PC's helping Llyra pilot the pirate ship and Tornear flying as an escort nearby.

Arriving in Opkhar they attended an audience with King Klo who treated them to a lavish dinner and private coffee afterwards where he longed to hear of their many adventures. It seemed that the aging King was living somewhat vicariously through them.

They told him of their journey into the lands of the Arcanon Confederacy at the behest of the Dwarves and of the treachery of the AC Wizards who had violated the fortress of Old Karak Tor. They decided to keep quiet about The White Queen's demands that they "cleanse" The Dweller, patron deity of Opkhar.

In turn King Klo shared with them that Lord Rhazul had been put to death at his order for his treason against Opkhar. The death by strangulation had gone as planned right up to the point where Rhazul was pronounced dead when suddenly his body vanished in a blinding flash of light. The PC's looked at each other knowingly, thinking they might have an idea as to the cause of this, but kept mum about it.

King Klo also shared that his scholars and informants believed it possible that the strange female assassin made of bugs that had tried to kill him might well be part of an old order of assassins based in Zulhura, a plateau now part of the Arcanon Confederacy. This lended credence (in the King's mind at least) to the notion that the AC had tried to have him killed in order to add Opkhar to its domain. Zanne encouraged him to seek an alliance with the Empire of Vond at his earliest opportunity in order to make the AC wary of any further moves against the King. Klo agreed that this was a good idea and would send an ambassador immediately.

The group spent another couple of days in Opkhar enjoying the luxuries of the palace while their new ship was refitted and repaired for their planned journey to Enmurinon to the northwest. Tornear was only too happy to let them go on without him as there was still lucrative tranport work to be done between Opkhar and Semma with the bridge still under repair.

*******

So, just to put things in perspective, this all happened in the same session that started with them meeting The White Queen. As you can see and I mentioned before this part was very heavy on roleplaying/diplomacy. And I hadn't really planned much in the way of combat but the session reached a point where I felt like it really needed some to kick the pace up a bit.

So I did what I usually do at those moments. I went to the bathroom.

This is one of my better GMing techniques where, if I reach a point when I'm not sure quite what to do next I call a break in the action, go to the bathroom for two minutes and think, "What would make things awesome right now?" Plus I probably needed to go to the bathroom anyway. I drink a crapload of Diet Coke on game nights.

In this instance when I asked myself what would be awesome right now the answer came back the same as it usually does. "Sky Pirates!" This was one of the rare times when Sky Pirates was not only the answer but also appropriate. So I thought quickly to myself about what stats I could yank from the Monster Manual on no notice to use for my pirates and decided on Hobgoblins.

So I went back to the table, flipped open the MM and ran the combat above, which turned out to be a bit of a cakewalk for the PC's. But that's fine. My games probably need more of those anyway because I tend to have a lot of combats where the players are thinking, "We're all gonna die!" right up until the moment they win, just as I suspected they would.

Everything was totally cool right up until Eshik's player said, "Free Ship!"

Ah unforeseen consequences. Aren't they grand? I seriously hadn't considered that OF COURSE if they beat the pirates they would grab their ship. The isolation of the different plateaus and rarity of a means of transport has given me a lot of narrative control over this game thus far. And suddenly the players can go wherever they want whenever they want, all because I went to the bathroom and thought of "Sky Pirates!"

But you know what? That's cool! One of the things I like best about GMing is when things suddenly change in ways I hadn't expected. And honestly it doesn't really mess very much with the (minimal) prep work I'd done for the upcoming sessions since they pretty much plan to go where they were already going anyway.

In terms of relating this to 4e as a system, I'll just say that it was a breeze to go from vision (Sky Pirates) to concept (Hobgoblins) to execution (flip open MM, glance over the monster's powers and run the game). This has been my experience throughout but this reminded me that it works quite well on the fly too.
 

WampusCat43

Explorer
Just wanted to check in and say I tried out the "Do Something Cool" cards last night. At the very end of a long, tough fight, the last three bad guys attempted to make off with the party's boat. Owing to their remarkable speed (quicklings), they had a big lead on the party and were heading out of the cave everyone was in, to open water.

The player with the stormsoul genasi swordmage simply called for the snowstorm that was raging outside to change direction and blow into the cave, washing the boat up on shore and flipping it over right at the party's feet. I just had him make a couple of easy (for him) Arcana rolls and it was done. Highlight of the evening.
 

Rel

Liquid Awesome
Just wanted to check in and say I tried out the "Do Something Cool" cards last night. At the very end of a long, tough fight, the last three bad guys attempted to make off with the party's boat. Owing to their remarkable speed (quicklings), they had a big lead on the party and were heading out of the cave everyone was in, to open water.

The player with the stormsoul genasi swordmage simply called for the snowstorm that was raging outside to change direction and blow into the cave, washing the boat up on shore and flipping it over right at the party's feet. I just had him make a couple of easy (for him) Arcana rolls and it was done. Highlight of the evening.

Awesome! That's a perfect example of the kind of thing I like to see this used for.

Edit: I note by the way that boat theft is a not infrequent theme in my games and the players are pretty paranoid at this point that their spiffy new airship might get stolen.
 
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tallyrand

First Post
Re: Unforseen Consequences

Not only do they have a Sky Boat, they have picked up a follower who used to pilot one of these things. Unpaid pilot, navigator, and guard all rolled into one!
 

Rel

Liquid Awesome
Re: Unforseen Consequences

Not only do they have a Sky Boat, they have picked up a follower who used to pilot one of these things. Unpaid pilot, navigator, and guard all rolled into one!

Indeed. I'm certain that nothing bad will happen to her whatsoever.
 

Riggs

First Post
Oh, we're quite paranoid about losing the ship and the pilot and went back to check the ship twice during our latest session.

You will see when he advances a bit further that we were highly suspect of crew members as well even when handed to us on a platter.

I think one interesting players/DM dynamic is the metagame understanding that can be worked out indirectly where everyone just knows not to overly abuse an item or NPC or pet and just keep it in the realm of "cool and interesting" and not so much "overpowered and fun-draining".

We'll keep the pilot a long as we can since we need a pilot and she is devoted to Mialain. We're not going to put Llyra on the away team or have her check for traps and such. to me, she's a part of the ship with some plot/story interest. Also she is HOT for Dragonborn!
Ok I made that last part up.
 

Rechan

Adventurer
Edit: I note by the way that boat theft is a not infrequent theme in my games and the players are pretty paranoid at this point that their spiffy new airship might get stolen.
I suggest one of the PCs commissioning a mace that animates and attacks anyone that grabs the steering wheel.

Call it "The Club". :cool:
 


Rel

Liquid Awesome
Very curious what a bowspirit is.

What were the bat-winged monsters?

And, why are they headed Northwest?

A bowsprit is that part on a ship that sticks way out in front of the hull, usually for the express purpose of having rigging that anchors the masts (in this case the gas bag).

The bat-winged guys are kind of a mystery. Mechanically I know I reskinned some other monster but I don't recall exactly what at the moment.

They were headed northwest because that's the direction their destination lay in.
 

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