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Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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<blockquote data-quote="Piratecat" data-source="post: 4656377" data-attributes="member: 2"><p>A few game comments:</p><p></p><p>- This run would have definitely benefitted from me having drawn out the armory in great detail ahead-of-time. Trying to sketch three levels at a time (yay, split party!) in limited space was awkward.</p><p></p><p>- I hadn't necessarily expected this to be one huge, long-running encounter. I expected a little down-time after the whole party entered through the watergate and killed the 2-headed lizardman. That clearly didn't happen. It will be interesting to see the response.</p><p></p><p>- Stron missed his attack with sleep, meaning the 2-headed foe was slowed until it made its save. I rolled below 10 on something like 4 or 5 consecutive rounds. Annoying for the bad guys, although it'll be a fun fight next game. </p><p></p><p>- I missed an opportunity here. Toiva had asked if there was any way to open the drawbridge from outside, and I said no - after all, it was made to avoid exactly this sort of thing. But I'm ascribing to Rel's "spend an action point and your daily, and get to do something cool" house rule. This would have been a perfect opportunity for it.</p><p></p><p>- Having Logan's player miss a session made it far more difficult for Sagiro to set up sneak attacks. There is synergy there; two rogues working together are greater than two rogues working apart.</p><p></p><p>- I freakin' love minions. It's great fun having a tower full of intelligent lizards that can still be a threat, but not having combat bog down during the melee. They aren't always appropriate, but they worked really well this game.</p><p></p><p>- Any foe that hadn't yet been inside the armory (the two lizardmen in the water) were only doing a d4 damage instead of the normal d8. Crappy improvised swamp weapons are no replacement for good steel.</p><p></p><p>- Obviously, the teleportation rope isn't in the official rules. It's the result of a ritual that makes a teleportation device that goes a short distance to a specific spot. There are a few other details, but I won't share them at this point. One conclusion: the PCs suspect that the attacks may be organized by a rogue dragonborn warrior named Xiras. If that's true, he picked up a ritualist somewhere along the line as well.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 4656377, member: 2"] A few game comments: - This run would have definitely benefitted from me having drawn out the armory in great detail ahead-of-time. Trying to sketch three levels at a time (yay, split party!) in limited space was awkward. - I hadn't necessarily expected this to be one huge, long-running encounter. I expected a little down-time after the whole party entered through the watergate and killed the 2-headed lizardman. That clearly didn't happen. It will be interesting to see the response. - Stron missed his attack with sleep, meaning the 2-headed foe was slowed until it made its save. I rolled below 10 on something like 4 or 5 consecutive rounds. Annoying for the bad guys, although it'll be a fun fight next game. - I missed an opportunity here. Toiva had asked if there was any way to open the drawbridge from outside, and I said no - after all, it was made to avoid exactly this sort of thing. But I'm ascribing to Rel's "spend an action point and your daily, and get to do something cool" house rule. This would have been a perfect opportunity for it. - Having Logan's player miss a session made it far more difficult for Sagiro to set up sneak attacks. There is synergy there; two rogues working together are greater than two rogues working apart. - I freakin' love minions. It's great fun having a tower full of intelligent lizards that can still be a threat, but not having combat bog down during the melee. They aren't always appropriate, but they worked really well this game. - Any foe that hadn't yet been inside the armory (the two lizardmen in the water) were only doing a d4 damage instead of the normal d8. Crappy improvised swamp weapons are no replacement for good steel. - Obviously, the teleportation rope isn't in the official rules. It's the result of a ritual that makes a teleportation device that goes a short distance to a specific spot. There are a few other details, but I won't share them at this point. One conclusion: the PCs suspect that the attacks may be organized by a rogue dragonborn warrior named Xiras. If that's true, he picked up a ritualist somewhere along the line as well. [/QUOTE]
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Running player commentary on PCat's 4E Campaign - Heroic tier (finished)
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