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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: 5025069" data-attributes="member: 2"><p>We just played a different sort of game. The Grey Guard, with Toiva missing and an eladrin swordmage (played by PSC) acting as defender, was assigned to go negotiate with someone named <strong>Orrloth the Scabrous</strong>. This dwarven necromancer has long maintained a haunted tower in Bressail, long enough that his name is used to frighten misbehaving children. No one has ever seen him, and apparently he only arrives in the city occasionally - always accompanied by an increase in undead, kidnappings and body stealing. Problem is, he's much too powerful for anyone in the Guard to go and kill. The PCs are told this in advance and are sent to negotiate with him, hopefully convincing him to leave on his own account.</p><p></p><p>(For what it's worth, Orrloth is a lvl 15 solo and the PCs are 6th level. I took the time to roughly stat him up in case the PCs decided to attack him after all.)</p><p></p><p>The end result turned out to be really fun. Because they knew they couldn't (or shouldn't) try to kill him, they worked to break into his tower as politely as possible. </p><p></p><p>Knocking on the front door dropped half of them into a 30' pit trap which linked to a different spiked pit with a gravity sphere and a number of minion <em>decaying skeletons</em> in it (as well as two <em>lasher zombies</em> who were former grey guard members.) After much hilarity involving the other half of the group failing to jam open the pit trap, everyone retreated from the basement and climbed back up onto the lawn. I liked the mechanics of the gravity sphere, which pulls people towards it and screws up missile fire. Stuck in the middle of a pit, it's a nifty obstacle.</p><p></p><p>After fighting off three <em>runeflame skeletons</em> who followed them back up to the surface, the rogues disarmed the door trap and entered the tower -- a tower full of vivisection equipment, quiescent undead, and dissection diagrams. Orrloth the Scabrous wasn't such a bad guy for an insane scholar and necromancer. The group convinced him that despite a likely influx of bodies once fighting began, the city would be crawling with troops and Orrloth would never find a moment of privacy or peace. They also suggested that he'd have trouble accessing the bodies and that an invading army would be no end of bother. Swayed by their persuasive argument, Orrloth gave them the supplies he wouldn't have room for and vacated the tower for the near future, heading to one of his other labs instead. He clearly was nervous around living people, and the thought of so many intruders was enough to get him to leave.</p><p></p><p>I think one of the reasons I liked the game was that the climactic encounter was pure roleplaying, as the players tried to understand what motivated Orrloth and then used that against him. He wasn't exactly sane or canny, mind you, but it could have gone very badly indeed -- and sometimes it's really satisfying to get treasure that your enemy simply hands you.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5025069, member: 2"] We just played a different sort of game. The Grey Guard, with Toiva missing and an eladrin swordmage (played by PSC) acting as defender, was assigned to go negotiate with someone named [b]Orrloth the Scabrous[/b]. This dwarven necromancer has long maintained a haunted tower in Bressail, long enough that his name is used to frighten misbehaving children. No one has ever seen him, and apparently he only arrives in the city occasionally - always accompanied by an increase in undead, kidnappings and body stealing. Problem is, he's much too powerful for anyone in the Guard to go and kill. The PCs are told this in advance and are sent to negotiate with him, hopefully convincing him to leave on his own account. (For what it's worth, Orrloth is a lvl 15 solo and the PCs are 6th level. I took the time to roughly stat him up in case the PCs decided to attack him after all.) The end result turned out to be really fun. Because they knew they couldn't (or shouldn't) try to kill him, they worked to break into his tower as politely as possible. Knocking on the front door dropped half of them into a 30' pit trap which linked to a different spiked pit with a gravity sphere and a number of minion [I]decaying skeletons[/I] in it (as well as two [I]lasher zombies[/I] who were former grey guard members.) After much hilarity involving the other half of the group failing to jam open the pit trap, everyone retreated from the basement and climbed back up onto the lawn. I liked the mechanics of the gravity sphere, which pulls people towards it and screws up missile fire. Stuck in the middle of a pit, it's a nifty obstacle. After fighting off three [I]runeflame skeletons[/I] who followed them back up to the surface, the rogues disarmed the door trap and entered the tower -- a tower full of vivisection equipment, quiescent undead, and dissection diagrams. Orrloth the Scabrous wasn't such a bad guy for an insane scholar and necromancer. The group convinced him that despite a likely influx of bodies once fighting began, the city would be crawling with troops and Orrloth would never find a moment of privacy or peace. They also suggested that he'd have trouble accessing the bodies and that an invading army would be no end of bother. Swayed by their persuasive argument, Orrloth gave them the supplies he wouldn't have room for and vacated the tower for the near future, heading to one of his other labs instead. He clearly was nervous around living people, and the thought of so many intruders was enough to get him to leave. I think one of the reasons I liked the game was that the climactic encounter was pure roleplaying, as the players tried to understand what motivated Orrloth and then used that against him. He wasn't exactly sane or canny, mind you, but it could have gone very badly indeed -- and sometimes it's really satisfying to get treasure that your enemy simply hands you. [/QUOTE]
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