The untilted campaign - A DM's adventure

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First Post
If for some reason you are moved to post something regarding this campaign, please do so in the following thread to keep this clean and easy to read. just reference the post number.

http://www.enworld.org/forum/plots-...mments-suggestions-critiques.html#post5310132


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I've decided that I'm going to make an attempt at chronicling the DnD 4E campaign I'm running. We've completed 3 sessions so far so I'll have a bit of catching up to do. Perhaps this can also generate some feedback from more experienced DM's. Perhaps i'll get some ideas on future content. Perhaps i'll grow bored of it <shrug>. We'll see.

Disclamer:

I'm neither an english major or a word-smith. So all following text is potentially dangerous to your mental health.
All material is subject to editing as I either realize what I forgot to say or how ridiculous that paragraph was constructed.

Status:

- I have never DM'd a role-playing game.
- (Most) of my players haven't played a DnD game since their teens
- We're (mostly) 30-ish. We all have either kids or active social lives. I am inviting 8 people to participate with the goal of having at least %50 attend on a given night.
- We play every 2 or 3 weeks.
- We start at level 1
- We are not heavy RP'ers. We just enjoy playing games. Maybe the RP wil develop in time. It seems weird now. We'll never get to the point where the PC's are acting (i think). We'll see.
- My wife works evenings at Target. When this happens on a game day I have 2 children (6 and 2) and one new puppy to be in charge of (games start after bed-time).

PC's:

Untote the Assasion - played by Nate
Bane the Wizard - Played by my brother Brandon
Asteria the Bard - played by Casi
Rhizar the Warlord - Played by The RZA (ok his name is jim but we call him the RZA)
Agravaine the Ranger - Played by Jim
Shadowlander the Druid - Played by Dan
Krelnick the Rogue - Played by Mark
Gwerith the Battlemind - Played by Tyler (as of session 3)

So that leaves us with:

Defenders: 1
Controllers: 2
Leaders: 2
Strikers: 3

DM's beliefs and/or mandates:

The world has to make sense to me. I can not cater the world to the PC's. I need that to remain interested in the game. The pc's are not the star of the show. The environment is not the star of the show. The PC's are in a grey-area where they have an opportunity to play the primary parts, but they can just as well end up with supporting roles (i.e. death).

I don't believe in wishlists. I am concerned about monstes at later levels being constructed with the idea that a PC will have a number of magic items as deem 'normal' by the DMG. I don't believe in smushing magic items in either when it won't make sense. what if they fight animals for 8 encounters? <shrug> anyways I have come up with a work-around. I am going to devise my own 'boons' to give to the players periodically. These will be more akin to magic items then the boons outlined in the DMG2. These will be somewhat decided upon by the PC.

Super-easy/cheesy example: The cleric has a dream when he sleeps. 3 angels hold out a hand to him. in their other hands they hold a shield, a holy standard, and a vial. Whose hand do you grab? Then that leads to a pre-determined benefit similar to a magic-item. They'll probably end up being more abstract so there's more fun in doing it (the mystery will be appreciated) but there you go.

I hope to include many silly easter-eggs. I suppose I won't mention them. Better that way...makes sure you don't know if I fail miserably.

Campaign basics:

Many details are going to be filled in when they must. Primarily because they are so far away from where the PC's are. However the main premise:

An alchemists shop in the city of Organo is constructed in a space where the veil to the Far Realm is worn thin. Fell taints have passed through and further weakened the veil. Also they attract a gibbering orb who passes through and sets up 'shop' in this alchemists work area. The orb will have to be reconstructed as a stock one is way too powerful(*). The choice of using the orb comes about because it makes sense (as you'll see) and I wanted something that was exciting for me as I'm normally a player. Gibbering orbs are just too cool and it helps to keep my interest level up. The gibbering orb infiltrates the mind of the alchemist who is a person of intense charisma. A cult will be formed. the alchemists talents are used to create a potion that transforms humanoids into foul-spawn. The 'children' of the gibbering orb (which will be perceived by the cult as the beautiful white light, or the 'father', what-have-you) are meant to be unleashed to crush the cities inhabitants, and rebuild it into a 'paradise'. This potion is created with a local hallucinogenic drug, but of course intensifying it immensely.

there are many other facets at play but better to just go over it when it comes up. The PC's will get sniffs of this as they play but this storyline will be in the background much of the time until they approach the end.

* - for now I plan on keeping the orb very powerful and finding a story-line where special, one-use items are constructed to help them overcome it (like massive psychic damage resistance). Also different 'players' in the city will take part in the final battle. Hopefully I can get them to equal the number of PC's so they can just pilot those NPC's when that time comes.

Another thing I want to do is give each PC a chance to really make a stamp on this new continent. Players who send me backstories will have their own private adventures constructed. We will play on scheduled days outside of normal game times. These games will be 1 on 1, occasionally allowing the player to take along a companion or 2 (other PC's). These adventures will provide no xp, just item and esoteric rewards.

So for example the rogue player will, via his personal quests, arrive to a point where he has the option to found his own gang or theives guild.

On party decisions i'm creating a homebrew formula for determing group direction. I've decided that since this is fantasy we're not going to lean on real-world persuasive skills to play a factor. We're going strictly off of charisma and number of other PC's in agreeance (is that a word?). Here is what I wrote to the players:

This formula is subject to change, however as it stands a player will roll 1d20 + (X)d8 where X is equal to the PC's charisma modifier. The higher number determines who was more persuasive, the player can determine in what context (bluffing, intimidations, smooth-talking, etc.) for RP purposes. I'm going to start with d8 as it gives a pretty hefty bonus to someone with a +2 bonus over another. That is my baseline 'big' advantage. All persons who agree on a course of action will add their scores together.
 
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Campaign introduction narrative

At the foundation of the world, the Elemental Chaos churns like an ever-changing tempest of clashing elements - fire and lightning, earth and water, whirlwinds and living thunder. Just as the gods originated in the Astral Sea, the first inhabitants of the Elemental Chaos were the primordials, creatuers of raw elemental power. They create worlds, most of which are torn apart and returned to their raw elements. Some worlds catch the eyes of the gods who value them as a place to increase worshippers so that their power can grow. Thousands of years ago the gods fought the denizens of the Elemental Chaos over such a world, and eventually lost. During that process, the most powerful magic-users of that place came together, in an attempt to find a solution. The only viable one was escape. The gods and the worshippers that loved them slowly lost the world piece by piece. The magic-users sent a call to the leaders of the humans, elves, halflings, and dwarves to march into a giant portal they created, leading to another world which the gods succeeded in securing.

The other races we know today were the original inhabitants of this world. Scattered about in (mostly) isolated cities. They did not have the hunger to make the land theirs, like the newcomers. Eventually a bloody war erupted between the newcomers and the Dragonborne. The Tieflings joined against the newcomers, more out of perceived opportunity for conquest than out of desire to aid. The newcomers won. Centuries of integration have cooled the aggressive, militaristic attitudes toward each other down to racism normal to society with so much diversity.

Centuries more passed, the civilized races of the world dominated the land and made it theirs. In the earlier centuries it had been discovered that the land they lived on was but a giant island (think australia), but it was not their mentality to leave and branch out during that epoch. It is theorized that this is in large part due to the intense feelings brought about by the newcomers lack of control on their old land carrying on in their subconscious. The way the native races lived before made them weak and conquerable. A collective will formed to conquer the land, to feel safe.

Now the Mainland of Alta Sheed is indoctrinated. Its time to branch out. The land you are on now, the land of Alta Feroq is the next step of the civilized races. There are two cities here, the port city of Caane and the inland city of Organo. Original plans were to build another port city, but a rare resource was discovered and a central location had to be developed to support (and tax) the companies after it. There was a suitable location found with other resources required to sustain a city, and Organo was formed.

Alta Feroq is the definition of untamed. Much is unknown about it. The cultural psyche from the races of Alta Sheed remains intact and the desire for slow, methodical indoctrination of the land is preferred over rapid expansion. Organo is neighbored (geographically speaking, i.e. far away) by two hobgoblin tribes. Much is still to be learned about them but we know their names. The larger of the two is the Chipped Tooth Tribe, The smaller are the Fell Claws. They are of course aware of our presence, but ancient feuds keep them at each others throats. While they attack each other, Alta Feroq's new inhabitants make themselves strong. The immediate lands surrounding Organo are forests and fields, and farmland. Further out are some smaller mountains and hills. The hills and mountain regions to the northeast are where the hobgoblins populate. There is a large bog and swamp area which is theorized to have formed from an ancient lake that was lost to the vegetation.

You've come to this land. For reasons that are your own, you travel to Organo.

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DM's notes
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I found the 'points of light' mentality didn't sit well with me. As if a thriving city would be content to just keep to itself and not expand or take more of the surrounding area. I imagined people forming new cities in triangular-fashion. Would any monster, dungeon, or tribe of evil humanoids be allowed to flourish within the confines of that triangle? My conclusion was no. The civilization would root them out. Each city after the first 3 would create a new triangle, and a new area to secure. That is how I came to having one 'finished' continent, and one new one. With Alta-Feroq being the 'wild wild west' anything goes as potentially anyone or everyone is rushing to get a foothold in the new world.

This ends up making Erathis a big player on the new continent. That's a story-line that I have touched on in my notes, but haven't completely fleshed out.

Since Erathis is now a big player I feel that druids and other primal-types could form an opposing faction to Erathis (followers of Melora or not, haven't decided). We have a ranger and druid in the group already so I plan on attempting to bind Rhizar (a Dragonborne) to Erathis during his personal quests. I might try for a second but i'm not sure. I think creating some tension amongst the PC's in this regard will make the game interesting. One of these two factions will end up rising over the other, it'll be up to the players to decide who.

Creating tension - I'm far away from this potentially happening. I know its not wise to potentially have players harboring angst with each other. I do feel that introducing some conflict creates more of a 'cinematic' or 'story' aura to the game though. We can't *always* be holding hands can we? I guess I'll find out.
 

ACTIVITY 1​

A week and 4 days ago you left the city of Caane with a the merchant Puulco and his wagons. Puulco trades food, sometimes alcohol. Puulco is shorter then your average human, and a little overweight (mostly in his belly). A life of trading in regional meat and crops has the benefit of a good meal when you want it. Puulco is a tenacious bargainer but timid at physical confrontation. He hires guards when he can as the land is still wild and sometimes allows travellers to come along with him. Safety in numbers. This trip Puulco has gathered many of you. He has five wagons total. Three crop and two meat wagons.

Puulco's ultimate destination, where you are headed, is the City of Organo, with a couple stops along the way. Organo is the next Gem of civilization being faceted into this new frontier. It is not fully developed but hosts most of what a typical city has to provide. Organo is land-locked, so traders with wagons like Puulco have an advanced opportunity for profit. Organo is not culturally developed yet so it's income is based primarily on resources. Companies that profit from resources will set up camps a good distance away from the guarded city to extract them, especially if they are regionally specific resources. With plenty of poor to go around and hazard pay for people who work these camps, finding the labor is not difficult.

The Briston Mining Company found a healthy iron vein on an expedition here and set up a mining camp. There is an increased focus on tracing veins over extraction right now as an intelligent method of transporting the ore has yet to be implemented.

There are unique grains that farmers grow in the area, the two most popular being threshish and bilt. As is common with new agriculture a buzz is created in the mainland and its hard to keep up with demand in the early stages. Once the wealthy become bored of it (as prices are inflated over the native foods of the mainland) exports will undoubtedly go down but many farmers feel they can weather it while the land developes and brings more people to feed.

Most important are the Bronze-Oaks. Trees with a deep bronze tint and much stronger then a typical oak. The Marryl and Swinging Axe lumber companiers are furiously competing against each other over them. The logs are easier to transport then ore and more valuable then the crops so it is without a doubt Organo's chief export.

One new export that has begun to gain steam are potions for military use. An accomplished alchemist that has set up shop in Organo developed easy-to-use bombs for Organo's garrison for use against the Hobgoblin tribes in the region, should the need arise. Grenadiers lob them over frontline soldiers for high shock value, during which a disciplined company of soldiers wreak havoc. They passed tests against raiders and border-developing missions with flying colors. News is slowly spreading and his bombs are more in demand as excursions find new lands to colonize.

It has been almost 5 days since the wagon train has left the village of Cumi, which lies to the northwest of Caane. Your first stop is the logging camp of Corander, owned by the Swinging Axe logging company. Three of those days were spent travelling. The last 40 hours have been an exercise in comedy that only people outside of the situation, and those inside with patience or ambivilance can appreciate. One of the meat wagons broke a wheel during a cave-in in the ground. Something had burrowed close to the surface and unknowningly orchestrated the theatre you have witnessed. Puulco became quite animated, and began cursing just about every living thing and known force in the universe, gesturing wildly as if he was on stage, performing solo in front of a crowd. Puulco has a container of tools, but he is not exactly what you would describe as proficient with them. He hands them to a couple of guards that came with, Drago and Neet. They have travelled with him many times so obviously he just feels more confident entrusting them with his haul. The tools are pretty old, cheap, and have never been used. They snap as Drago and Neet try to jury rig a solution (watching them operate was a fair bit of comedy in its own right).

In desperation Puulco conscripts you all to move the meat onto the other meat wagon. Fate of course is not quite done with Puulco and the axle on that wagon snaps. As Puulco's face turns a brand new shade of red he screams at Drago and Neet to hurry back to Cumi to buy the replacement parts from someone else's wagon or even a new wagon if they have to. Of course Puulco is a better narrator then I am and his instructions were much more intricate with forms of slang I don't have the talent or intellect to conjure up.

Drago and Neet left, night came. The day has waned by and evening approaches. Puulco's mood has shifted from fiery to sullen to defeated. He has kept to himself, far away from the rest of you, making it clear he has no desire to socialize. You often see him staring inside his chest. Counting his purse you wager. Perhaps it helps to calm him down. Some of you have no real obligation to stay, but it is a very nice day to take a break and besides...safety in numbers. The temperature is pleasent, clouds dot the skyscape, and a cool wind blows about. The wagon path is bordered by high growing vegetation, mostly grasses (about 4' tall on average) and watching it blow to and fro is mildly mesmerizing. To the East over the grasses you can see hills and rocky outcrops. Fathered by the small mountains beyond them.

**DM**
A kobold hunting party is on its way back from a failed exhibition. They are starving and desperate to return to their lair with something. The meat on the wagons have drawn them to the group. Their hunger overpowers their fear and they use the vegetation as cover to advance.
The wagon path is about 50' across. Situate the parth lengthwise on your battle-map and have the kobolds emerge from one side of the map.

Draw 5 wagons and 10 livestock who pull them
Some rough terrain will be by the defunct wagons. scattered tools, parts, etc..

**Narration**

Gazing peacefully at the grass, looking at patterns of movement akin to people looking at shapes in clouds you briefly see strange patterns in the waving grasses off toward your (right or left). Something alien and unwanted in the middle of a beautiful dance. Your lips curl to a slight frown, perturbed as if someone has splattered paint on a portrait you admired. The hair on the back of your neck stiffens. Shapes emerge from the from the vegetation. Kobolds. They look thin, more-so then you've seen depicted or described. They stare lustily at Puulco's wagon of meat, eyes glazing. The appetizer for the days comedy is now the centerpiece of the kobolds drama. Then, as if awakened from a slumber they notice you. You perceive a look on their faces akin to how you felt just a moment earlier. There's however is colored in a blend of anger and the slight madness of hunger. The moment of recognition hangs between your group and there's. Then with a primal scream the kobolds launch themselves at you.

**Monsters**

- Add +2 kobolds for Puulco
Kobold Skirmishers
Kobold Minions
 
Nature DC 15: Kobolds often dwell near a dragon's lair, maintaining a safe distance but bringing sacrificial offerings to their "god". Most dragons ignore kobolds, as a crocodile ignores the birds that pick its teeth clean. Once in a great while however, a young dragon takes an interest in its kobold cult, which then becomes a real menace to the dragons enemies.

Nature DC 20: Kobolds are skilled at making traps, which they use to capture prety and to acquire sacrifices for their dragon lords.

Tactics:
The group must set up on one far end of the wagon train, Puulco will be on the other.

**important - Two of the Kobolds will move off and attack Puulco. The kobolds will kill him early (treat Puulco as a minion) and make off with his small chest. This chest holds the PC's payment. It also holds a rather large amount of Hether.

Hether description - You see a large pouch, completely full of dried stamen (reproductive part of a flower). It is a deep brown in color, showing signs that it was a change in color from the act of drying.
 
 
Loot:
The kobolds do not have any loot. The only money available was stolen by a couple of opportunistic kobolds who have fled.
- If the party wishes to track the kobold down proceed to Activity 1B
- If the party wishes to forget about it and continue down the path proceed to Activity 2

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My Notes
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My very first encounter I make my very first mistake. In my excitement/nervousness/etc. I forget to include the +2 kobolds for Puulco. So later on during the encounter, after 2 of the kobolds take Puulco’s chest and make off with it, I explain to my players that I have to introduce 2 more kobolds from the brush.

Also when I formed the kobolds up I put them in one big group. That was just serving them up for Brandon (wizard) to have an incredible impact on the encounter. He cast sleep and fortunately for me he did not roll too well.

My first unexpected action took place when the fight was concluded. The group elected to subdue the final kobold instead of kill him, with the intention of interrogating him.

What to do.

I try to put myself into the head of a starving, terrified small thing that is certain that its death is imminent. I decide that this kobold is beyond reason and just screams and struggles. Its important to note that if the PC’s choose to pursue the fleeing kobolds (after all that is the bait) there will be a skill challenge for tracking the them. I can’t %100 say that didn’t factor in to it. Maybe I should have given kobold more credit and allow them to discern where the 2 were headed via interrogation. I’m not certain.

Second unexpected action. Mark (rogue) hands me a note detailing that he'd like to inspect Puulco for any loot. I hadn't thought of that. I decide to reward the action with a 50gp ring.

Nate (assassin) gets fed up with the blubbering and ends the kobolds life.

Puulco’s chest is being taken to the kobolds lair. It is a new lair. There didn’t seem to be too many options when it came to level 1 monsters so why not kobolds. My micro-story for the kobolds is that they were annexed or fled their living area by/from the Chipped Tooth hobgoblin tribe. They finally find a location that suits them, but they are starving from the trip. Being unfamiliar with their new hunting grounds food does not come to them as rapidly as they desire, perhaps they are even finding out that the area has poor hunting.

The group takes the bait and makes after the chest.
 
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Activity 1B

ACTIVITY 1B​


Skill Challenge: Tracking the Kobold Runaways

Complexity: 4 Successes before 2 failures

Primary Skills:

Nature (moderate DC): At least one nature check is required to navigate the lands safely while pursuing the kobold

Perception (moderate DCs) +2: This is the baseline skill required to track down the kobold. This skill must succeed at least 2 times.

Athletics (moderate DC): One time only a person may make an athletic attempt for the group to safely navigate the rocky terrain they find themselves in (eventually)

Success: see narrative below

Failure: attempt again or give up

Tracking the kobold was not too difficult. The added weight of the chest helped to establish footprints in the soft ground in the beginning, giving you a very good sense of direction. On through the grasses you pushed on toward the hills you noted earlier. The sun is waning and darkness has almost fell upon the land when your feet take you between the grassy hills and the piedmont of the mountains. In the distance just off the the right a bit is the maw of a cave. A very healthy sized opening at that. It 'lays' at an obtuse angle from the ground. There is no doubt this is where the kobold ran off to.

Making your way to the cave, you take the time to reflect on how the land has changed. The lush vegetation that seemed to swallow up the land has been beaten down by what little soil is available. Now only patches of grass and other remote plants are about. You have traveled quite a ways. Those little bastards covered a lot of ground, good thing they can't fight like they run.

**Entering the cave**

The air inside has dampened a bit. Rock formations are only occassional and the floor is not hard to traverse. You are not too far in when you see a kobold on the ground 30' ahead of you. Probably one of the ones you followed. A javelin has entered his side and come out his back. Blood pools on the floor. The chest is not to be seen. The cave has a branch that heads off the the left, while a couple bloody footprints head off straight. There are a great many small tunnels in the walls of the cavern with a few on the floor. A skittering sound is heard amplified by the cave, coming from the left passage. Glowing shapes float in toward the body, emitting a red/orage hue and hugging the ground. As they close in more details are revealed. It is a group of beetles, of varying size. The reach the body, but then notice you. After a slight pause, they head in your direction.

Nature DC 10: These are fire beetles

Nature DC 15: A fire betle has two fiery glands that continue to glow for (1d12) hours after the beetles death; these can be removed and used as torches.

Monsters:

Fire Beetles
Fire Beetle minions

Loot: None save the glands
- If the party heads to where the beetles came from - Activity 1C
- If they head where the kobold went - Activity 1D

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My Notes
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The first part of this activity didn’t go over too well in my opinion. I wanted to introduce a skill challenge to gain some experience with it and it seemed a bit poorly structured if not just plain illogical. Of all the components to the game skill challenges intimidate me the most. Why wouldn’t everyone just follow the ranger? I didn’t want just Jim (ranger) making one roll. I didn’t want him making all the rolls. Yet he’s the ‘tracker’ so why wouldn’t they just follow his lead? I’m not sure how I could have conducted a tracking skill challenge better and any help or examples on this subject are greatly appreciated.

They of course succeed and find themselves at the maw of a cave.

The group discusses whether or not to take an extended rest before going into the cave. I am really unsure what I would have done had they attempted that but thankfully they just decide to go in. Before this however my brother (Brandon/wizard), the only controller at the table, declares that he cannot stay up any longer and must go home.

Aw hell. My first encounter with minions and the only controller fled to his bed.

The Kobold triggered the first (and only) trap erected in the first room of the cave. This is credited to the extra weight of carrying the chest.

Then I make my first truly large mistake. When the fire beetles come out, Jim (ranger) rolls a nature check to determine what he can inform the group about them. He knocks his roll out the box and I fail to inform him of the fire beetles breath weapon. I am thinking only of the content in the MM and not that paragraph in the PHB that details how he would know the beetles attacks.

The group makes egregious placement errors and gets messed up really, really bad. They manage to barely survive and we call it a night.

Next session I decided to own up to my mistake and give each player 2 ‘free’ healing surges. I think that was fair, I’m not certain. I didn’t want to overdo it.
 
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Session 2 - activity 1D

Players attending:

Dan (druid)
Jim (ranger)
Casi (bard)
RZA (warlord)
Mark (rogue)

Activity 1D​

The passage before you begins to take on signs of inhabitance. Clay pots, animal skins, and other trappings adorn the walls and litter the smooth floor below you. You continue to see small tunnels in the walls and floors.


**DM**

The passage to the kobold's lair is littered with traps. Kobolds are too light to set them off so they can move freely among them. Aside from your basic traps a few more have been hastily set up as they are aware of the groups pursuit (tripwire traps).

If the group does not attempt to search for traps then a random PC will set one off. There are 3 - 6 traps in the area. If they decide to start actively searching after that then initiate the skill challenge.
If the group does actively search for traps then perform a specialized skill challenge:

Setup: There are 3 - 6 traps the PC's must negotiate

Complexity: 2 - Each failure results in an attack by a trap

Perception (moderate DC's): The PC attempts to determine if a trap lay before them. Success means they've found one.

Dungeoneering (hard DC's): A PC may use their knowledge of cave formations to spot an anomaly in the floor

Acrobatics (Hard DC's): The PC set the trap off but because of their heightened awareness dodges the trap Success give the PC +2 to REF defense

Perception (moderate DC's): A PC may attempt to help another with their perception check (+2), this can only be done once per round

Atheltics (moderate DC's): A PC may attempt to help someone with their acrobatics check (+2) (shoving, pulling down). This can only be done once per round

Thievery (see below): A PC may attempt to disarm the trap

Success: You navigate the traps and proceed down the passage

Failure: Each failure sets off a trap

XP: divide the total number of traps by the proper xp award for complexity 2 for the groups level. This is the award garnered per each successful round.

The traps are one of the following:

1) Dart Thrower
Pressure plate
Attack: +6 vs. REF
Damage: 1d6+2

2) Spikes on board that swings out to hit
Pressure plate
Attack: +6 vs. AC
Damage: 2d8+1

3) Rock on rope
Tripwire
Attack: +5 vs. REF
Damage: 1d10

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My Notes
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I feel this skill challenge went much better than the first. The group seemed to be ok with it. Mark might have felt a little left out as he’s the rogue and therefore his ‘job’ to check for traps. I was again trying to avoid a situation where everyone sits around and watches one guy roll dice. Thoughts on this are welcome.

I roll really bad on the traps that were set off and only hit one person. they continue on.
 
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Session 2 - Activity 1E (partial)

Activity 1E
After successfully navigating the crude kobold traps, you come into an open cavern. Its decorated with the crude trappings of a poorly developed tribal culture. Kobold dung litters some of the floor and your nose curls at the fragrance it provides. Looking across you see the opening to another cavern. Blocking that opening is the rest of the kobold tribe. Your two groups eye each other, both unsure of the next step as you tower over them, and they number near 20. Time seems to slow down for a while, then an important-looking kobold in the hides of a mountain lion, and wearing a skull from the same animal, starts to shout and gesture. His words start the work the kobolds up into a frenzied state as their confidence grows, realizing the numbers they have on you (those who understand draconic understand he wants to loot you and make an offering to the god). A crude but sturdy portcullis drops behind you. It look like its designed to keep out beasts or predators. Hands on weapons ready to draw, you pull in a final breath before the confrontation and try to make peace with your probable death.

Just as you are about to rush the mob high-pitched chittering and hissing noises, like that of giant insects, is heard and begins to grow. The kobolds begin to look less sure of themselves. They look about nervously trying to determine where the noise is coming from, not even sure if you are the cause or not. The important kobold shouts more in an attempt to stave the kobolds waning confidence. The chittering grows and grows, filling up the room. You can't determine where its coming from either. Suddenly insect-like chitinous creature burst from the earth to the right of the kobolds putting them between you in a 'L'. These new creatures charge the kobolds without hesitation.

Kobold Skirmishers (5)
Kobold Dragonshield
Kobold Wyrmpriest
Kobold Slingers (4)
Kobold Minions (12)
 
Kruthik Hatchlings (18)
Kruthik Young (10)
Kruthik Adult
adjust as needed
 
 
Tactics:

The kruthiks will not attack the PC's until all kobolds are dead.

Any kobold level 2 or more will only attack the kruthiks

Obstacles: The room will be litered with Kobold dung. Movement into a square with kobold dung requires a DC 10 acrobatics or athletics skill check. Failure causes the PC to stumble and sufer -2 to defense.

Loot:
The kobolds do not have any loot to offer
 
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My Notes
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I think it’s fair to qualify this activity as a near-disaster. I struggled with the idea of a band of individuals (being level 1) just waltzing right into a kobold lair as if “hey no big deal. There could be an entire tribe of kobolds in there but we’ll handle it”. So it ended up being really important to me to fill the cavern up with a number that made me feel good. Then I had to think of a way to save the PC’s asses and I came up with the kruthiks. I’m thinking I should have saved something like this for when they are of higher level and I can plug in some n-1 or n-2 monsters in addition to minions.

That left me with 2 mistakes. The first was that I painted myself into a corner where I was rolling WAY more dice then the PC’s. The second was that for some reason I envisioned the PC’s joining the kruthiks in taking down the tribe of kobolds. Of course what really happened was that they sat and watched to see what would happen. I do a poor job of executing or flat-out recognizing different monsters special powers as I’m trying to rush through the encounter as fast as I can.

I also didn’t do a good job of setting up the map. I liked the kobold dung pile idea, but I didn’t provide a choice between risking the poop for a tactical advantage. I gave the kobolds 4 piles of junk that they hastily prepared for the intruders to provide their ranged attackers with cover.
Also, I didn’t do a good job of writing up the activity with the thought of lighting. Kobolds, I realized after running the encounter, have darkvision. However I gave the PC’s unhindered vision. I should have described them as more moving shapes and paid attention to lighting issues. I hope to remember that in the future.

This one encounter took up the whole night and drained everyone’s souls. I will make efforts to never do that again. I’m grateful that my players are patient and understand that I’m learning too.
 

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