The rocky experience of a KotS test run (spoilers)

Just finished A3 and it was a TPK. Three characters ended up unconscious and two died from the three strike rule.

We started it a 5 minute rest after A2 so the PCs could recover encounter abilities. The rogue snuck into the cave to check things out, and wanted to explore deeper into the cave where Irontooth and company show up later. I ruled this was not possible since there was nowhere to squeeze through the enemy lines while hidden. The fighter and paladin snuck in successfully, and a surprise round started with the cleric and wizard still outside.
  • The encounter doesn't give a DC for sneaking inside even though it's mentioned as a possibility. I decided it would be 11 since the highest modifier among the first wave is +1, and this seems to be how the stealth DC in A2 worked.

The PCs attacked the northmost cave, which meant that the wizard's area spells were not as effective. Once the kobolds acted they began coming up on both sides of the wall dividing the north and central cave. Area spells took out the minions two at a time, so the minions lasted longer, but they did not do much damage. I noticed that the flat damage of minions means they cannot benefit from critical hits, which is clever.

The paladin snagged a skirmisher from afar with its ranged mark and once again ended up taking a lot of damage from two of them in a flanking position. The paladin was healed once and used a surge to keep its hit points high, but the PCs were doing well up until the 3rd round of combat when Irontooth and company appear.

The tactics section says that Irontooth tries to flank with a dragonshield. Since the dragonshields are much better infiltrators, I had them take the initiative and push into the PCs' ranks.
  • Can a creature shift diagonally across squares adjacent to an enemy? I ruled no, based on the fact that you can't shift diagonally through squares adjacent to an obstacle, and you can't move through an enemy's space even though enemies are not described as obstacles.
Since the kobold minions had pushed the PCs together in the middle, this meant that both the cleric and the wizard had enemies adjacent to them that they couldn't shift away from. They used action points to double-shift and cast one last time, but the next round it was the same situation.

One way I see this could have been avoided is if the rogue used a shifting power to move a dragonshield over to the fighter, or just away. Unfortunately it didn't work out that way. Irontooth used an action point to attack both the paladin and rogue twice, both of them were reduced to single digits and picked off by the wyrmpriest. In 3 rounds the rogue failed 3 death saves and died.

The fighter hit Irontooth with Brute Strike, which brought his hit points down to the 40s and caused him to be bloodied. With the spellcasters reduced to ineffective melee attacks all the damage against Irontooth came from the fighter. Every round Irontooth regained 5 health. The fighter bought it, then the wizard, and then the cleric.

So A3 concluded with a bunch of sad sideways-tuned PC counters, the wyrmpriest untouched, one dragonshield and Irontooth unmoved from the 40-50 range of hit points where he became bloodied. I'm sure things could have gone better but they also could have gone worse, and when I run the adventure with my regular gaming group they won't have the luxury of doing test runs to see what works and what doesn't.

While looking ahead at the treasure the dead PCs would not be getting, I noticed the first magic item. I also noticed it doesn't give enough information about it.
  • The +1 dwarven chain mail says it gives a +1 bonus to AC. Doesn't it depend on what armor your were wearing before? Who can wear it? What is the penalty? I have no idea.

My conclusion is that the A3 encounter is too difficult. I'm thinking maybe I should remove the wyrmpriest, and reduce the effect of Irontooth's Blood Crazed power- likely by removing the healing.
 

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JustKim said:
Just finished A3 and it was a TPK.

Ditto.

Well, the rogue ran away...

Highlights:
  • The uninjured slinger escaped to warn Irontooth, so the entire cave was ready when the PCs made their entrance from the Southern tunnel opening.
  • I had some kobold minions and a skirmisher jump out through the waterfall to surround the PCs. The dwarven fighter decided to break off and fight them by himself while the others handled the two dragonshields.
  • The wyrmpriest was nasty! He just hung back and used his fire attack. The paladin and warlord were holding back the dragonshields, so he went uncontested.
  • The warlord's powers always missed. They would have been useful if the dice had been with him.
  • The paladin was down before Irontooth even made it to him, and that's with him being present in the battle from round 1. So, when Irontooth made it to the front line, he started using his offhand attack to kill the paladin, which freaked the others out quite a bit!
  • That's when the rogue ran away! The fighter was still outside holding back the skirmisher and some surviving minions. He refused to leave with the rogue, though.
  • Everyone else died. And died horribly.
 

JustKim said:
My conclusion is that the A3 encounter is too difficult. I'm thinking maybe I should remove the wyrmpriest, and reduce the effect of Irontooth's Blood Crazed power- likely by removing the healing.

I wonder if it's supposed to be too difficult? Isn't the encounter level 6, optional, and ultimately a sort of trap since that's where the elf tries to misdirect the party?

It seems as if the point of the encounter is not to go chasing after everything that's set down in front of you, but to keep focused on the actual task at hand. Out of three Quest Hooks at the beginning offering bonus XP, how many of them involve wiping out the kobolds? None.

I don't think it's supposed to be a linear adventure. Mearls is old school. It's there if you want it, but you don't have to do it, and probably shouldn't at first level. Just like some of the stuff in KotB, if you remember.
 


Phoenix8008 said:
One thing I have noticed in rereading the Fighter pregen is that he should be pretty powerful against the shifty kobolds. With their powers letting them shift around so much, it should constantly trigger his Combat Challenge to let him take a free basic attack at the marked kobold trying to shift. They will either hold still or get tagged extra each round.

Yes & no. It will be effective when they shift when it isn't the fighters turn - once. Since you can only use one immediate reaction per turn, the fighter can only do this once until it is his turn again. Also, someone correct me if I am wrong, but this portion of the Combat Challenge is an immdiate interrupt and you can't use that ability during the fighters turn. Thus, if the fighter moves up, the Dragonshields can shift with immunity to that fighter.

Having said all that, I have two questions.

The Dragonshields have the Dragonshield Tactic as an immediate reaction to shift away when an enemy moves adjacent. The triggering actions is completely resolved before you can take a reaction. So the question is - A fighter (lets say with 6 movement) is 3 squares away from the Dragonshield. He moves 3 squares towards the Dragonshield. Does it A) trigger the Dragonshield Tactic ability at that point and the fighter can then move the extra square with his remaining movement or B)the fighter says he is done his move ACTION at which point the Dragonshield moves and the fighter now has to use a ranged attack if he wants to attack since he used up his move action. I'm pretty sure its A but just want to be 100% sure.

Qustion number 2 - Is it me or does the 1 immediate action per round seem really limited? It keeps the Dragonshields from shifting more than once and it keeps the fighter with combat challenge to only one OA if multiple people shift.
 
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Markn said:
The Dragonshields have the Dragonshield Tactic as an immediate reaction to shift away when an enemy moves adjacent. The triggering actions is completely resolved before you can take a reaction. So the question is - A fighter (lets say with 6 movement) is 3 squares away from the Dragonshield. He moves 3 squares towards the Dragonshield. Does it A) trigger the Dragonshield Tactic ability at that point and the fighter can then move the extra square with his remaining movement or B)the fighter says he is done his move ACTION at which point the Dragonshield moves and the fighter now has to use a ranged attack if he wants to attack since he used up his move action. I'm pretty sure its A but just want to be 100% sure.

AFAIK an immediate reaction unlike an immediate interrupt can't take place until the action that caused it is over, in this case a move action.

Basically what it comes down to is how you read: "An interrupt lets you act before the triggering action is resolved" versus "The triggering action is completely resolved before you take your reaction." I read "action" here as the literal standard/move/minor action.

Korgoth said:
Ah. Well, I guess he's a callous old git then, isn't he? :)

It makes you wonder how many adventurers he's sent to their deaths!
 

ThirdWizard said:
AFAIK an immediate reaction unlike an immediate interrupt can't take place until the action that caused it is over, in this case a move action.

Basically what it comes down to is how you read: "An interrupt lets you act before the triggering action is resolved" versus "The triggering action is completely resolved before you take your reaction." I read "action" here as the literal standard/move/minor action.

So, looking a bit further ahead in the module - the gnome in encounter A4 has an immediate reaction called Fade Away which happens after he takes damage from any source. If that were true and lets say the halfling from the same encounter used its Stone Rain ability against the gnome, then all 3 attacks would happen before the Gnome could Fade Away. I'm not sure that is correct. On the flip side, I can see your point because I tend to want to lean toward the literal reading as well but I kind of think the intent was the opposite. I am really torn how this is supposed to work.

Edit - I know that the halfling won't fight the gnome but I am just using it as an example.
 

JustKim said:
Just finished A3 and it was a TPK.

I did the same on thursday. I've been pointing out in various threads (mostly my "KotS TPK to Capture" thread, in which I've got a write-up, that I've decided to have the party captured and thrown in the cells in Area 4 inside the keep. (None of them were actually DEAD as the encounter ended, all unconscious.)

It's a thought, anyway.

Sure is a tough fight!

Fitz
 

If You Can Continue Move, Then The Dragonshield's Ability Is Seriously Gimped

If the sequence is -- Player moves three, Dragonshield shifts away one square, Player continues by moving one more squre to stay within range of the Dragonshield -- the Dragonshield ability seems seriously gimped.

I think it makes more sense that the interupt does not occur until you say your move action is done and that you are going to take your next action or end your turn. Then the Dragonshield shifts forcing you to take another action to stay close or let it go. The action that triggers the interrupt (moving adjacent) is complete (you did not keep moving), and that then allows the Dragonshield to interrupt the next thing you were going to do (probably attack him).

Using the halfling slinger example, I'd say the action that triggers the interrupt (taking damage) is completed after the hafling has rolled the die, hit and rolled damage. The successive attacks would take place after the interrupt since the game is exception-based (the halfling's three attack action is interrupted by the gnome's special ability as soon as the action that triggers it is complete).

Just my two cents.
 

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