Not a story as such but more of an account of the action to date, I'd be happy for any instruction. We play by the rules, or else our version of them- when consent is available, we're all old friends and have been at this game for far too long to change our ways. Sessions are weekly and 4-5 hours long, including bickering time, catch-ups and general shooting the breeze.
PS The Wizards of the Coats is nothing to do with anything, just some dumb name I thought up for me and my players some time ago, sorry if that somehow counts as false advertising.
This then is an account of our first attempt at 4e.
The Story so far…
Chapter 1 Part 1 Making Enemies
Our five intrepid adventurers are spending time in the Blue Moon Alehouse in Fallcrest; they haven’t met each other yet of course-
Daja, Dragonborn Paladin of the Raven Queen relaxes by the fire with her shoes off, her feet have been playing her up of late, icy cold- she stretches and yawns bathed in the fire’s warm glow.
Falco, Dwarven Cleric of Kord, and erstwhile Potter, props up the bar in conversation with a friendly Merchant awaiting payment for his last shipment of wares, money to take home to his wife and children.
Lambrini, Tiefling Wizard, apprentice to Nimozaran the Green, Septarch of Fallcrest- a bumbling old fool really. Lambrini works the crowd, keeping an eagle eye on the inhabitants of the bar; she’s clearly looking for somebody.
Talwyn, Elven Ranger, devoted to the Raven Queen also; he inhabits a dark corner of the Inn, away from the smiling, laughing crowd, awaiting his fate.
Trader Vik, Eladrin Rogue, props up the bar also, a little away from Falco and his Merchant friend; he too is waiting for Falco’s payment to put in an appearance.
The door to the bar smashes open and in strolls Otis Benbough, the toughest Halfling in all of Fallcrest, and right-hand man to Stormbeard, Dwarven Crime Lord. Otis is not alone, plenty of hired help, a rag-tag bunch of ne’er-do-wells including Thugs, Ruffians and an armoured Mercenary, Yet more Thugs wait outside of the bar in the street, making sure there are no interruptions.
GAME DETAILS- Encounter level 3 [850 XP].
Humans- Thugs [Level 1 Minion] (x8), Ruffians [Level 2 Skirmisher] (x2), Mercenary [Level 3 Soldier] & Otis, Halfling Prowler- [Level 6 Lurker].
DM NOTES- My intention here was to mix it up a little, the PCs first fight in 4e something they could kill and the start of a beautiful enmity, Otis Benbough a boomerang villain, one for the future who will keep on coming back.
The volume in the Inn drops to zero.
“This is a fawkin’ robbery.” Otis proclaims, and then stupidly decides to belittle Falco just to stir things up- it kicks off, arrows fly, radiant light bathes the attackers, a dagger searches out their softer parts, magic missiles arc and loop and a slashing scimitar draws lines of blood wherever it falls.
In no time flat the assailants are on their way, at least those that are not dead or dying, running pell-mell to escape the embryonic adventuring group, Otis is particularly beaten, and burned, and blasted, he escapes only by running head-long into the night, still on-fire, and then plunging into the frothing current of the Nentir River.
DM NOTES- damn, neophyte adventuring party my backside, this may be their first 4e fight but they've been at this game for years. All six of them did their deadliest best to get at the Halfling, two rounds in and Otis is already bloodied and running like a little girl (no offence ma'am). Worse the pity, with three of the players in hot-pursuit, the other villains of the piece abandoned or else left to the machinations of the other members of the party, and with the remaining bad guys now sans their leader. It was all I could do to get Otis in the river with 6 hit points left and taking 5 fire damage every round. Falco burns his daily in his first fight, I guess I (in the guise of Otis) shouldn't have called him a “lard-arsed, no-necked, retard”, still Falco's played by my brother so he should be used to it by now, hey-ho, you live and learn- I hate my players.
The other oddity of the evening is the Ashfall, while out in the street, mid-chase, ash begins to fall from the sky- like snow except more… ashy. The wind and rain that follows quickly erases all evidence of this strange event.
Back in the bar tonight’s entertainment, a knife thrower and his beautiful assistant, forgotten in the fracas scream in unison, and loud enough to wake the dead, the beautiful assistant has been injured in the melee, the half-undressed young elf holds up one bloody hand for all to see.
Portents over the watch arrive, or rather were here all along, in the shape of Sgt. Murgeddin, a portly dwarven patrolman, off-duty- he suffers for his lack of action when the swords were swinging but eventually cool heads are made to see, to understand the seriousness of the situation. Otis is dangerous, Stormbeard is lethal, and the gathered adventurers have just made the enemies list of two of Fallcrest’s less enlightened citizens.
Murgeddin introduces the adventurers to Teldorathan, another dwarf, an armourer, but not any old armourer; he’s an armourer with a proposition.
It seems a little while ago a murderous band of Kobolds, the Skull-Kicker Kobold Clan to be precise, lead by Chief Grog ambushed a caravan bound for Fallcrest, the caravan was carrying a precious Green Dragon Hide which Teldorathan was expecting. The armourer has money- he wants the hide back.
Murgeddin adds his voice, there’s a bounty on Kobold heads, Lord Warden Markelhay, Fallcrest’s ruler, has set the bounty- perhaps now would be a good time to get out of Fallcrest and head into the wilds, Gloomhall to be exact, the rumoured abode of the aforementioned kobold clan.
Lambrini goes one further, it seems her master Nimozaran suspects that some greater intelligence lies behind the kobold attacks, he wishes to hire capable adventurers to gather information on the subject.
The party consider themselves employed with three quests to complete- kill kobolds, fetch the green dragon hide & find out who is stirring up the troublesome kobolds, they head off into the night.
But don’t get far, there’s more to the wizards apprentice than meets the eye, twenty minutes later the intrepid five are standing within a teleportation circle situated in Nimozaran’s tower.
Blink.
The next moment they find themselves standing at the top of a ruined flight of stairs, situated in the remains of some great keep, in the dark and the rain- Gloomhall, they head on down.
DM NOTES- and so into the Kobold Halls from the DMG we go.
And straight into the second fracas of the evening, a rough looking chamber at the centre of which is a large trench full of gloop, a barred passageway heads north, the chamber is also of course inhabited, a gang of Kobolds, some with slings and strange clay pots for ammunition, others with spears and an eye for an opening.
GAME DETAILS- Encounter Level 1 [500 XP]
Kobolds- Skirmisher [Level 1 Skirmisher] (x3) & Slinger [Level 1 Artillery] (x2)
DM NOTES- an easy fight, I'm not messing with Kobold Halls much, I want to see how the mechanics of the game actually work.
The fight is short but sweet, at least for the adventurers, less than a minute later three kobolds are dead, the fourth is soon to be- drowning in the goo-filled trench, and the fifth has legged it down the northern passage to go and tell his friends.
The adventurers follow after and soon creep into another strange and ancient chamber- ruined suits of armour either side, stone sarcophagi in the centre and at the far end four kobolds armed with spears ready to take them on.
They advance and soon discover a pair of dart traps, the hard way, these do not delay them in their blood quest, the third fight is joined.
GAME DEATAILS- Encounter Level 1 [600 XP]
Dart Trap [Level 1 Blaster] (x2) & Kobold Skirmisher [Level 1 Skirmisher] (x4) (including Skirmisher fled from previous encounter)
Once again the adventurers are victorious, the kobolds killed, save one of course, the same one, who as usual high-tails it north down another passage. An altar is discovered, dedicated to Tiamat, evil Dragon deity, it is duly despoiled and robbed, the offering of gold confiscated.
DM NOTES- easy again, Fey Step and an Eladrin Rogue with an eye for danger, two tanks not frightened of getting hit, or rather taking that chance- another easy victory for the players. This could get interesting.
The traps are disarmed, just in case a swift exit from the area is required at a latter time. Then the adventurers press on, into yet another ancient chamber, in the centre of which are yet more sarcophagi, another pit filled with gloop, and at the far end a pair of large metal-reinforced wooden doors, there are ledges either side of the doors it seems.
They wander forward cautiously, straight into the most ridiculous of ambushes, kobolds appear on the ledges, one of them has a huge stone on a rope suspended from the ceiling like a wrecking ball, it seems the adventurers are the skittles at which the kobolds aim, battle is joined.
GAME DETAILS- Encounter Level 3 [800 XP]
Skull-Skull Trap [Level 1 Blaster], Kobolds- Minions [Level 1 Minion] (x4), Slinger [Level 1 Artillery] (x2) Skirmisher [Level 1 Skirmisher] & Guardian Drake [Level 2 Brute] (x2) (including Skirmisher fled from previous encounter)
DM NOTES- this is a stoopid trap, it digs into the time available for the Kobolds to be throwing things at the players, and is easily defeated. Nullified by simply, and quickly, killing all the Kobolds on one side.
And this time it’s a rout, the thing-on-a-string is less wrecking ball and more child’s conker, it hits nothing. Trader Vik meanwhile Fey Steps onto the ledge and creates havoc, Falco and Daja barrel through the doors, smashing them wide open to reveal the Guardian Drakes, while Talwyn and Lambrini provide artillery support.
A few cuts and bruises later and silence returns to the chamber, two of the creatures escape- one of the Kobold Minions and the newly christened “Running Man”, the same Kobold Skirmisher that has been fleeing from the adventurers since the first fight, the pair head north again down a short passage. One of the Drakes makes a break for freedom but is chased down before it can exit the lair, such is the zeal of the adventurers, and the range of their artillery.
And so part one, actually session one, comes to a close, a pile of heads have been gathered, no sign of the dragon hide as of yet, nor any greater intelligence. There’s more to come yet though.
GAME DETAILS- Method
Just a note to say that the game is played using Skype and Maptools, this seems an ideal way to play D&D 4e as it is at times a board game of sorts. Maptools makes it much easier to present the dynamics of battle- you should try it some time.
GAME DETAILS- Experience Points
A second note to say that we are so far obeying every rule that we’ve read and understood from the 4e Core Set, save one, my players and I are keen to prolong the journey, experience points are therefore rewarded according to a grand (and extremely complicated) method I have developed over 25+ years of playing D&D. Experience points are gained not only in combat or skill challenge like encounters, but also for role-playing, dynamic skill-use and in a myriad other ways. The players require 3,000 XP to make it up to level 2, at the end of this the first session they have 698 XP each to their name.
PS The Wizards of the Coats is nothing to do with anything, just some dumb name I thought up for me and my players some time ago, sorry if that somehow counts as false advertising.
This then is an account of our first attempt at 4e.
The Story so far…
Chapter 1 Part 1 Making Enemies
Our five intrepid adventurers are spending time in the Blue Moon Alehouse in Fallcrest; they haven’t met each other yet of course-
Daja, Dragonborn Paladin of the Raven Queen relaxes by the fire with her shoes off, her feet have been playing her up of late, icy cold- she stretches and yawns bathed in the fire’s warm glow.
Falco, Dwarven Cleric of Kord, and erstwhile Potter, props up the bar in conversation with a friendly Merchant awaiting payment for his last shipment of wares, money to take home to his wife and children.
Lambrini, Tiefling Wizard, apprentice to Nimozaran the Green, Septarch of Fallcrest- a bumbling old fool really. Lambrini works the crowd, keeping an eagle eye on the inhabitants of the bar; she’s clearly looking for somebody.
Talwyn, Elven Ranger, devoted to the Raven Queen also; he inhabits a dark corner of the Inn, away from the smiling, laughing crowd, awaiting his fate.
Trader Vik, Eladrin Rogue, props up the bar also, a little away from Falco and his Merchant friend; he too is waiting for Falco’s payment to put in an appearance.
The door to the bar smashes open and in strolls Otis Benbough, the toughest Halfling in all of Fallcrest, and right-hand man to Stormbeard, Dwarven Crime Lord. Otis is not alone, plenty of hired help, a rag-tag bunch of ne’er-do-wells including Thugs, Ruffians and an armoured Mercenary, Yet more Thugs wait outside of the bar in the street, making sure there are no interruptions.
GAME DETAILS- Encounter level 3 [850 XP].
Humans- Thugs [Level 1 Minion] (x8), Ruffians [Level 2 Skirmisher] (x2), Mercenary [Level 3 Soldier] & Otis, Halfling Prowler- [Level 6 Lurker].
DM NOTES- My intention here was to mix it up a little, the PCs first fight in 4e something they could kill and the start of a beautiful enmity, Otis Benbough a boomerang villain, one for the future who will keep on coming back.
The volume in the Inn drops to zero.
“This is a fawkin’ robbery.” Otis proclaims, and then stupidly decides to belittle Falco just to stir things up- it kicks off, arrows fly, radiant light bathes the attackers, a dagger searches out their softer parts, magic missiles arc and loop and a slashing scimitar draws lines of blood wherever it falls.
In no time flat the assailants are on their way, at least those that are not dead or dying, running pell-mell to escape the embryonic adventuring group, Otis is particularly beaten, and burned, and blasted, he escapes only by running head-long into the night, still on-fire, and then plunging into the frothing current of the Nentir River.
DM NOTES- damn, neophyte adventuring party my backside, this may be their first 4e fight but they've been at this game for years. All six of them did their deadliest best to get at the Halfling, two rounds in and Otis is already bloodied and running like a little girl (no offence ma'am). Worse the pity, with three of the players in hot-pursuit, the other villains of the piece abandoned or else left to the machinations of the other members of the party, and with the remaining bad guys now sans their leader. It was all I could do to get Otis in the river with 6 hit points left and taking 5 fire damage every round. Falco burns his daily in his first fight, I guess I (in the guise of Otis) shouldn't have called him a “lard-arsed, no-necked, retard”, still Falco's played by my brother so he should be used to it by now, hey-ho, you live and learn- I hate my players.
The other oddity of the evening is the Ashfall, while out in the street, mid-chase, ash begins to fall from the sky- like snow except more… ashy. The wind and rain that follows quickly erases all evidence of this strange event.
Back in the bar tonight’s entertainment, a knife thrower and his beautiful assistant, forgotten in the fracas scream in unison, and loud enough to wake the dead, the beautiful assistant has been injured in the melee, the half-undressed young elf holds up one bloody hand for all to see.
Portents over the watch arrive, or rather were here all along, in the shape of Sgt. Murgeddin, a portly dwarven patrolman, off-duty- he suffers for his lack of action when the swords were swinging but eventually cool heads are made to see, to understand the seriousness of the situation. Otis is dangerous, Stormbeard is lethal, and the gathered adventurers have just made the enemies list of two of Fallcrest’s less enlightened citizens.
Murgeddin introduces the adventurers to Teldorathan, another dwarf, an armourer, but not any old armourer; he’s an armourer with a proposition.
It seems a little while ago a murderous band of Kobolds, the Skull-Kicker Kobold Clan to be precise, lead by Chief Grog ambushed a caravan bound for Fallcrest, the caravan was carrying a precious Green Dragon Hide which Teldorathan was expecting. The armourer has money- he wants the hide back.
Murgeddin adds his voice, there’s a bounty on Kobold heads, Lord Warden Markelhay, Fallcrest’s ruler, has set the bounty- perhaps now would be a good time to get out of Fallcrest and head into the wilds, Gloomhall to be exact, the rumoured abode of the aforementioned kobold clan.
Lambrini goes one further, it seems her master Nimozaran suspects that some greater intelligence lies behind the kobold attacks, he wishes to hire capable adventurers to gather information on the subject.
The party consider themselves employed with three quests to complete- kill kobolds, fetch the green dragon hide & find out who is stirring up the troublesome kobolds, they head off into the night.
But don’t get far, there’s more to the wizards apprentice than meets the eye, twenty minutes later the intrepid five are standing within a teleportation circle situated in Nimozaran’s tower.
Blink.
The next moment they find themselves standing at the top of a ruined flight of stairs, situated in the remains of some great keep, in the dark and the rain- Gloomhall, they head on down.
DM NOTES- and so into the Kobold Halls from the DMG we go.
And straight into the second fracas of the evening, a rough looking chamber at the centre of which is a large trench full of gloop, a barred passageway heads north, the chamber is also of course inhabited, a gang of Kobolds, some with slings and strange clay pots for ammunition, others with spears and an eye for an opening.
GAME DETAILS- Encounter Level 1 [500 XP]
Kobolds- Skirmisher [Level 1 Skirmisher] (x3) & Slinger [Level 1 Artillery] (x2)
DM NOTES- an easy fight, I'm not messing with Kobold Halls much, I want to see how the mechanics of the game actually work.
The fight is short but sweet, at least for the adventurers, less than a minute later three kobolds are dead, the fourth is soon to be- drowning in the goo-filled trench, and the fifth has legged it down the northern passage to go and tell his friends.
The adventurers follow after and soon creep into another strange and ancient chamber- ruined suits of armour either side, stone sarcophagi in the centre and at the far end four kobolds armed with spears ready to take them on.
They advance and soon discover a pair of dart traps, the hard way, these do not delay them in their blood quest, the third fight is joined.
GAME DEATAILS- Encounter Level 1 [600 XP]
Dart Trap [Level 1 Blaster] (x2) & Kobold Skirmisher [Level 1 Skirmisher] (x4) (including Skirmisher fled from previous encounter)
Once again the adventurers are victorious, the kobolds killed, save one of course, the same one, who as usual high-tails it north down another passage. An altar is discovered, dedicated to Tiamat, evil Dragon deity, it is duly despoiled and robbed, the offering of gold confiscated.
DM NOTES- easy again, Fey Step and an Eladrin Rogue with an eye for danger, two tanks not frightened of getting hit, or rather taking that chance- another easy victory for the players. This could get interesting.
The traps are disarmed, just in case a swift exit from the area is required at a latter time. Then the adventurers press on, into yet another ancient chamber, in the centre of which are yet more sarcophagi, another pit filled with gloop, and at the far end a pair of large metal-reinforced wooden doors, there are ledges either side of the doors it seems.
They wander forward cautiously, straight into the most ridiculous of ambushes, kobolds appear on the ledges, one of them has a huge stone on a rope suspended from the ceiling like a wrecking ball, it seems the adventurers are the skittles at which the kobolds aim, battle is joined.
GAME DETAILS- Encounter Level 3 [800 XP]
Skull-Skull Trap [Level 1 Blaster], Kobolds- Minions [Level 1 Minion] (x4), Slinger [Level 1 Artillery] (x2) Skirmisher [Level 1 Skirmisher] & Guardian Drake [Level 2 Brute] (x2) (including Skirmisher fled from previous encounter)
DM NOTES- this is a stoopid trap, it digs into the time available for the Kobolds to be throwing things at the players, and is easily defeated. Nullified by simply, and quickly, killing all the Kobolds on one side.
And this time it’s a rout, the thing-on-a-string is less wrecking ball and more child’s conker, it hits nothing. Trader Vik meanwhile Fey Steps onto the ledge and creates havoc, Falco and Daja barrel through the doors, smashing them wide open to reveal the Guardian Drakes, while Talwyn and Lambrini provide artillery support.
A few cuts and bruises later and silence returns to the chamber, two of the creatures escape- one of the Kobold Minions and the newly christened “Running Man”, the same Kobold Skirmisher that has been fleeing from the adventurers since the first fight, the pair head north again down a short passage. One of the Drakes makes a break for freedom but is chased down before it can exit the lair, such is the zeal of the adventurers, and the range of their artillery.
And so part one, actually session one, comes to a close, a pile of heads have been gathered, no sign of the dragon hide as of yet, nor any greater intelligence. There’s more to come yet though.
GAME DETAILS- Method
Just a note to say that the game is played using Skype and Maptools, this seems an ideal way to play D&D 4e as it is at times a board game of sorts. Maptools makes it much easier to present the dynamics of battle- you should try it some time.
GAME DETAILS- Experience Points
A second note to say that we are so far obeying every rule that we’ve read and understood from the 4e Core Set, save one, my players and I are keen to prolong the journey, experience points are therefore rewarded according to a grand (and extremely complicated) method I have developed over 25+ years of playing D&D. Experience points are gained not only in combat or skill challenge like encounters, but also for role-playing, dynamic skill-use and in a myriad other ways. The players require 3,000 XP to make it up to level 2, at the end of this the first session they have 698 XP each to their name.