WotC Game Day - Anyone play?

My 8 yr old and I had a blast. The key thing was to relax and not sweat some of the details as uprepared GMs fumbled through and it was good to play instead of DMing.
 

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My group breezed through the adventure and everyone had a blast. There were some good rolls all around, and a full house helped a lot. The party Wizard grew frustrated that all his offensive spells were fire and therefore useless during the majority of the encounters, and everyone disliked the fact that nobody had Precise Shot. That especially hurt the Wizard, who was almost always against an opponent in melee.

I didn't remember how turn resistance worked, so I just let the Cleric turn the flameskull since he got a good roll on the d20. The Wizard was smart enough to prepare Enlarge Person, so the Fighter was able to grapple with it as it cowered and smash it against the wall until it broke.

The party Rogue cracked the door to the library open and rolled well enough on Hide to sneak up next to Arevar without being spotted, and as he attacked the other PCs charged. I used a surprise round and Arevar went down in two hits, one of which was a Sneak Attack. The magma hurler quickly went down in the first round, since it had already taken damage during the surprise round.

The hellcat nearly mauled the Paladin to death, but they took it down without anyone falling unconscious. The party had a hard time with the fight since the cat won initiative and blocked the space right in front of the door, but the Fighter took AoO every round to allow everyone else a chance to run past and get behind the thing. What a trooper. :)

In the end, everyone had fun despite the sub-optimal character builds, and would be willing to play again, especially since outside of the "official" adventure I would let them do a bit of retconning. :D
 

I freind of mine was running at our FLGS...Comicbook World in Louisville, KY. It was fun time. Some of the players weren't too serious, but it was a one shot dungeon crawl....so big deal. The pre-gen characters were a little screwy but we made the best of them.
 

Twin Rose said:
So, I just got back from playing at the local gaming store the WotC tournament module for today's Game Day. Did anyone else go play? Any fun experiences?

We actually did 2 rounds, which wasn't part of the tournament exactly. Bill Webb from Necromancer Games ran the module for the group I was in, and that was a blast. I actually survived AND we beat the module - well, by we... I mean I lived with 1 hit point left, but the hellcat was dead, and I was able to stablize another character ;) The other 3 groups, all 3 were TPK.

We did it differently in that 2 players from each group got voted "MVPs", and then we ran a killer Bill Webb adventure. A good 4 of us managed to survive that one... Though all but 1 had mummy rot and would have been dead anyway in a couple of days, if they hadn't been 1-shot characters we cared about.


Anyone else ? :)

My son and I got to play with a group of other kids and the GM (who had to be 16 at the most). I had a good time playing and I was able to get back in to the "roots" of the game. The adventure was OK and the encounters were really tough. But overall it was a positive experience all the way.

WOTC could have made better characters in all honesty and maybe put a little effort into them. What they need is someone who is used to running gaming convention adventures to make the Game Day Adventure.
 

I had a great time. We pretty much breezed through the encounters for the most part. We took a lot of damage, but were always able to heal up before we moved on. I had a lot of fun.
 

My halfling thief, affectionately named Humbard (or Humbee as he came to be called) died heroically fighting off the hellcat in the final room. His sacrifice was the only thing that allowed the brave fighter Wutsiznaim to lay the killing blow to the beast.

I thought it was pretty fun, however, as the rogue, I was disappointed in the large number of creatures that were immune to sneak attack. I was also very frustrated that there was little use for any of my rogue abilities. I don't recall a single trap (although my DM might have just skipped them), didn't find a single secret door (although I combed the walls, floors, and ceilings for them), and never got the chance to evade anything. I think the adventure could have been better designed. Ideally, each room should have given each character class a chance to shine in one way or another.
 

airwalkrr said:
I don't recall a single trap (although my DM might have just skipped them), didn't find a single secret door (although I combed the walls, floors, and ceilings for them), and never got the chance to evade anything.

One trap (the gargoyle was a Search/Disarm DC 30 trap), no secret doors, no locked doors. I think the rogue was there to use his magic items (which the spellcasters could use more easily).
 

Glyfair said:
One trap (the gargoyle was a Search/Disarm DC 30 trap), no secret doors, no locked doors. I think the rogue was there to use his magic items (which the spellcasters could use more easily).
Of course we should note that the Rogue's bonus to Search checks is only +8. :\
 



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