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D&D 4E Running player commentary on PCat's 4E Campaign - Heroic tier (finished)

Iceman

First Post
The group is considering asking Grimble Thimbletick the NPC defender to stay with them, thus effectively abandoning his duty post. Not sure yet what he'll do. They could use a defender, even as a companion character, but that makes for a large party. I'd welcome any advice or experience you've had with companion characters.

Backup cleric? Sure. Artillery wizard? Why not. But a frontline defender is going to be (or in a lot of ways should be) in the thick of every fight.
I haven't had to do it in 4E (yet), but I don't recommend it, Kevin. But you're probably better at managing such an NPC than I.

Of course, on the flipside, Grimble sounds like a lot of fun, with a good connection/interaction to the rest of the group. And I like the Battlemind myself (but then, I like defenders a lot, second only to strikers).

-VIC
 

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Sagiro

Rodent of Uncertain Parentage
Run #44 featured only a tiny combat, but was filled with plot-tastic goodness. As such, it’s more suited to an actual Story Hour-type post (which Piratecat will doubtless get around to someday ;)) than this sort of tactical analysis. Still, here’s a summary.

Actually, before we get to the run proper, I’d like to mention an extremely cool thing that Piratecat does. I and my wife (who plays Bramble) have two daughters, now ages 3 and 5. We bring them to game nights and put them to sleep just before we start, but sometimes Piratecat runs a little 5-minute “mini-adventure” for my 5-year-old, who loves to play my wife’s Spirit Companion, Thicket. He did this again before the run, allowing my daughter to talk to a “branch with eyes and a mouth” who was ostensibly guarding the way from the treasure room back to the swamp surface. Bramble and Thicket eventually convinced the branch to divert us to the swamp (as opposed to some “bad place”) by singing a song to it.

So… we dived down into a sucking whirlpool and found ourselves mostly back on the swampy surface. There were two complications:

1. Due to an astoundingly bad series of Athletics checks, about half the party was stuck in subaquatic muck and started drowning, and
2. We were immediately attacked by an enormous underwater alligator, which none of us could actually see.

The drowning proved just as perilous as the reptile, but soon we were all on the surface, and the alligator (with only 70-some hit points) was dispatched. Gilran the Sorcerer, one of those stuck in the mud and drowning, extricated himself in flamboyant fashion by using Thunder Leap.

It was night, and there were no land-masses anywhere near us, but there were many trees growing up out of the swamp. The Create Campsite ritual made us vine-hammocks in the trees and set alight a stump for a campfire, so things were less dire than they might have been.

Furthermore, with Grimble’s ability to read the stars, we realized that we were dozens of miles away from where we had started, and (hooray!) extremely close to our next destination – the city of Laroch. You may recall that most of our adventures have been side-distractions from one of our earliest missions for the Guard – finding the AWOL Caducity Skirr. Our only intel on her whereabouts was a ritual that placed her in or around Laroch some weeks earlier.

Political background: Laroch is in the country of Croghan, whose government set up that of Iskaine, promising to assist in their rebellion and then betraying them to the Empire.

Personal background: the reason my character (Cobalt) joined the Grey Guard was because he was otherwise going to be executed for the accidental death of Anders Riverlimb during a bar brawl. Riverlimb was some kind of nobleman from Croghan.

Now, what are the odds that someone in the small town of Laroch will know or care about this? Turns out: 100%. In fact, coming into the town (sans Grimble, who was honor-bound to return to his tower), we saw a burned effigy in a cage hanging outside of town – of someone who looked suspiciously like Cobalt. The reason for this: Anders Riverlimb was the son of the local Lord of Laroch.

Le Sigh.

Despite our best attempts to disguise and hide Cobalt, we weren’t fooling anyone. For one thing, we had told the guard at the city wall that we were from Floodford when we arrived. For another, we now have evidence that Caducity not only was here in town, but is actively in league with the local Lord Riverlimb, and it was probably her that told His Lordship exactly how his son had died, what Cobalt looked like, etc.

And to top it off, we think Lord Riverlimb’s handwriting matches that we saw on a weapons order, where said weapons had been delivered to marauding lizardfolk attacking Floodford months ago. Which means his late son Anders was probably in Floodford to help arrange delivery of weapons to be used against the town!

Anyway, to wrap this up, we had a meeting with His Lordship (since it was natural for us to present ourselves to him upon arrival), and we both pretended that everything was fine, but he knew who we were, and now we know that he knew, and for all we know he knows that we know that he knows, etc. He left us with a parting gift of some wine (the town is famous for its wineries), which our resident specialists (Logan and Caldwell) discovered afterward (and before we consumed any) contain one part of a two-part paralytic poison. Part two will no doubt be delivered tomorrow during the dinner to which we have been invited – and which we still intend to attend, for better or worse.
 


LightPhoenix

First Post
What I've done, though, is give each companion character a "tactics" section at the bottom of its stat block that the players follow.

That is amazing, and I'm totally yoinking it too. I can't give you XP, so I'm calling it out instead!

Backup cleric? Sure. Artillery wizard? Why not. But a frontline defender is going to be (or in a lot of ways should be) in the thick of every fight. I haven't had to do it in 4E (yet), but I don't recommend it, Kevin. But you're probably better at managing such an NPC than I.

I on the other hand have had to do it because my three player group doesn't have a Defender. Like Truename, my players run the characters, so it's important not to make them too complicated. The way it generally works is that Aoi (the defender) attacks whatever is closest, marks it, and then I usually have that enemy continue attacking him. If he doesn't have anyone on him, I'll usually send the weakest critter to him, or a few minions. Basically, it's like the inverse of Truename's "tactics block" - a "how enemies respond block" of sorts.
 

LightPhoenix

First Post
...when I used Twin Strike and rolled two 20s, thankyouverymuch. Doubled max damage FTW!

Sounds like my player last night. Big demon, almost 100HP... Avenger crits with his Rending Axe, crits with his followup basic attack, hits with the second followup basic attack, action point and rolls almost max damage on Sequestering Strike. Kills it. It was incredibly awesome.
 

Piratecat

Sesquipedalian
Excellent advice on the tactics section. As it turned out, though, I took a quick vote of the players; while every player liked Grimble, no one felt strongly that he should stay and one person preferred that he not be added to the combat mix. Away he went. He was incredibly fun to roleplay, but I'm sure he'll be back.. if he's not sitting, alone, in his flooded witchwater basement...

Blackjack's double crit was a thing of beauty.

That combat underscored for me a structural change of 4e that I'm not sure I like. I was playing a 1e retro-clone this weekend, and many fights weren't level appropriate for challenging all the PCs. Sometimes there's just a lone orc in a 10' x 10' room, guarding a chest. Sometimes combat is over in a flash. And I like that; despite the superb 4e guidelines for building excellent and balanced encounters, I have finally realized the obvious fact that I love how faster and more frequent combat pacing feels. I'll be doing more of it.

The players did a quick comparison after last game.

- Cobalt - here in Laroch, people are burning effigies of him for killing the much-beloved Anders Riverlimb

- Bramble - hunted by the Enlightened, kenku assassins, supposedly because killing her will make the world a better place

- Stron - he doesn't remember it if he's the former Imperial Inquisitor who conquered Iskaine hundreds of years ago, but the current Inquisitor has teams of soldiers hunting him to find out.

- Eli Caldwell - it's possible that followers of the entropic cult of Vodis were responsible for whipping up public opinion and forcing him into the Grey Guards. It's also possible that these cultists are business rivals of his family, and that they still bear a grudge.

- Logan - a corrupt Grey Guard commander killed his family and kidnapped his sister when he was just a boy. Now Logan knows where that commander is, and the commander knows that Logan knows. That's going to end badly.

So, five out of the six PCs seem to have something from their past stalking them. Maybe Gilran, too, but his past is shrouded in mystery. I'm not sure that's intentional, but it makes for great plot hooks.

I think one thing I learned from Sagiro is that if you have been given a great plot hook, don't keep waiting forever to use it. It'll be interesting to see what happens here in Laroch with Caducity Skirr and the Riverlimbs.
 

wedgeski

Adventurer
I think one thing I learned from Sagiro is that if you have been given a great plot hook, don't keep waiting forever to use it. It'll be interesting to see what happens here in Laroch with Caducity Skirr and the Riverlimbs.
Yup, something I'm coming to realise as well. The earlier you use it, the sooner it can blossom into a core part of the game.
 

Mathew_Freeman

First Post
On the subject of encounters in 4e, last weekend I played a game and in about five hours of play we had two encounters. One was a very scary reskinned undead beholder (a creature "made entirely of eyes") that was a solo fight that nearly ended badly. Level appropriate, tense and difficult.

The other encounter was us fighting our way through around 20 or 30 Ogres (I lost count). Lots of them were minions, but even the tough ones weren't that tough and we breezed through, showing off and generally kicking arse in all directions. We're 14th level, but there are only three of (Cleric, Warlock, Rogue) with an NPC Drow ally and we felt like proper heroes after all the hard fighting we'd done recently to close off a major plot hook.

It's great to fight some foes that are "too easy" for you once in a while to remind yourselves why these characters are highly regarded and considered exemplars in the world.

Plus, pushing an Ogre Warchief off a 100 foot tall bridge is never unfun. :)
 

Piratecat

Sesquipedalian
Holy crap, I'm loving this game.

The group levels up to 10th level as of next game, right on track with the "every 5 games" levelling system. We're a bit behind here, though, as we played tonight as well as two weeks ago. At the previous game Lord Tomberlin invited the PCs to dinner, introduced them to his lovely daughter, and then - knowing they hadn't drunk the partially poisoned wine, as they hadn't been affected by the 2nd half of the poison delivered via a smoky fireplace - delivered poison needles to each of them through their chairs. I based the effect on mind blast, scaled upwards in effect and skinned to be poison. The PCs were temporarily stunned. Tomberlin monologued for a minute before pulling a lever that tilted the dining room table and dumped everyone into a chute.

A 70' long chute.

A 70' long chute that the poisoned and limp party couldn't brace their fall from.

And which dumped them, bleeding and poisoned, into a prison shared by a monster.

I'm well aware that it's dickish to drug the entire group and dump them into a death trap. A few things helped relieve my guilt. I rolled every one of the attacks and while I was hedging my bets, as the very rich Lord Tomberlin could afford exotic and efficacious poisons, I didn't miss once. I also made the fight in the prison one that would normally be easy (one 11th or 12th lvl elite brute vs a 6 person 9th lvl party) if they hadn't been horribly drugged and hurt from the fall. Now all they have to do is fight their way out.

I'll let Sagiro give the details. So far (including tonight) we've had one roleplaying encounter, two tough fights against golems, one easy fight against golems, a trapped gelatinous cube that tried to eat Logan, an assortment of medical and alchemical monstrosities, and a fair amount of exploring and investigating.

One of the things I love is how the group (Caldwell in particular) is getting even with Tomberlin. It's clear that the man is precise; each of the hacksaws, bone drills and chilled buckets of organs are kept in labeled and outlined spots. Caldwell responded by systematically trashing and defacing every room they enter. Family portraits? Little mustaches drawn on them. Antique desk full of papers? Ink poured across the desk, chair and floor. Carefully harvested fluids and limbs? Fed to the gelatinous cube. Man, Tomberlin is going to be pissed.

I've added a new house rule, and I love it. As suggested by Chris Sims on Twitter, I'm giving the PCs +1 to hit if they roleplay/describe their powers as they attack. It's great; combat is much more flavorful and exciting, and they get a little more accurate.
 


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