Session 4 Field Report

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It looked like we were not going to have enough players for on table tonight, but instead people came in at the last second. So we ended up with a Kids table, Newbie table, and the problem table. I took the newbies because they are the most fun.

Our party conisited of: Satyr Scout, Tiefling Warlock, Drow Hunter, Halfling Assassin, Halfling Warlord, Dragonborn Slayer.

Before I start, I warn you that my DMing style is all about fun, humor, and ripping off movies. The players make their way to the Citadel and are greeted by a large 20ft iron door baring their entrance. I played it up Wizard of Oz style as a window in the door kept opening and the dwarf behind being very gruff telling them they could not enter. The two halflings managed to talk their way in and the king was none to happy to see them. He takes one of them aside swearing about how dirty halflings were let in in a perfect homage to Blazing Saddles. The players were asked to take care of the Duregar and they agreed.

The players made their way to the outpost and the Warlord proceded to draw agro from the Dwarves as the rest of the party stealthed and climbed their way to two lookout towers and proced to take out the guards while the fighter and satyr rushed the remaining dwarves. It was fast and bloody.

The players proced to check out the outpost methodically going floor by floor. The mimic was on the 3rd floor disguised as a bed. More about that later. The players found the cooking pot as the hunter wanted to know more about it, upon rolling well I let her know what it said (the rest of the party already knew that so it was more of a captain obvious situation). The players found out how to use the pot and imidiatly decieded to use it as an offensive weapon asking if they could douse the two armor stands in the second floor. They make their way to the 3rd floor and find two CMDR beds, both exaclty the same. Without missing a beat our Hunter goes in and looks under the mimic bed. She is attacked and combat breaks out. The bed attacks the players and then procceeds to turn into a safe with the dwarven runes for ACME stamped on the side (so it could have DR 10). The player manage to bloody it, it hits the Warlord hard for 30 some damage before turning into ooze and going through the floor boards.

It turned itself into a rug, directly on top of the original rug on the 1st floor. The Hunter makes her way down there as the players attack anything not nailed down thinking it might be the mimic, there was a real feeling of paranoia and I loved it. The Satyr even tries attacking the other bed but manages to get her Axe stuck in the wall (she rolled a 1). The hunter realized there is a rug on the rug as the Tiefling comments "the rug really completes the room." The hunter moves up and stabs the rug which is indeed the minic, it in turn attacks her bloodying her. The dragonborn runs down the stairs, jumps over her and takes the rug out. We added him saying "mind of I cut a rug..." Numerous rug puns fill the room.

The players make their way down the secret passage and the hunter slightly healed takes point. They come to the room with the wand and the halfling runs up to take the wand. He is attacked by the wraith. The party lets loose with various attacks, the Halfling giving a Vicious Surprise to the Hunter who hits for 3d12+8, the Wraith lasted about two rounds, critting the satyr who in turned charged the dragonborn bloodying him. The Hex blade solidified the wraith while the rest of the party took it down.

They now have the wand which was given to the tiefling who traded the pot to the Dragonborn for it. We decided he should have it as he was the one complaining about the waste of soup as they used it to search for monsters.

Check out what happened at our tables this week at Recounting Encounters, where we talk about the good the bad and the ugly.

Between opening the trap door in a very interesting way or being pummelled by a rug and all the Axlecrantz you could want, this is a must listen. Alton - @TwentyFoot 20ft Radius -

Well this week was a little different, due to work commitments we decided to run the early session online via Roll20 on a google hangout at the weekend rather than miss out, prior to running the usual late session on Wednesday as normal.

The early group.

The party had followed the invitation to meet Axelcrantz at Citadel Adbar, arriving at the massive dwarven gates to find them heavily guarded by a grumpy dwarven commander who denied them access to the Citadel, especially as they had a “dirty half-breed” half-orc in the party. Before tempers could be raised Axelcrantz appeared and spoke to the party, giving them the information he had uncovered about the wand of Tir Lien and arranging an escort of dwarves to take them to the abandoned outpost.

As the outpost came into sight the dwarves basically said “you’re on your own” and returned to their Citadel. The heroes approached to be confronted by a grizzled duergar at the door, he was armed but wasnt threatening them, asking that they team up to deal with the “ghost” from the cavern below. The party let their weapons do the negotiating, the half-orc beserker leading the way and driving the duergar back into the room as more duergar moved to assist their stricken leader. The mage used hypnotism to cause one of the minion guards to take out his adjacent ally as the hunter filled the air with deadly arrows, taking down a few more minions as well as striking the leader and the beserker.

The fight was brutally short and the victorious heroes looted the bodies, discovering a square of vellum with a crudely painted blue key on it. Confident that they were alone they split up to search the outpost, and that was when the already wounded beserker lifted the rug and discovered the trapdoor. But before he could alert his allies the rug attacked, battering the beserker and almost dropping him as he quickly recovered and shouted to his companions.

The mimic scored a devastating critical on the half-orc who was then unfortunately not only taken to negative hp, but past negative bloodied (he was only on 2-3 hp before the hit), as the mimic chewed his remains the hunter and mage unloaded into it using their respective powers to keep it pinned exactly where they wanted it. It soon dropped without even getting within striking distance of them.

Mourning the loss of their comrade (ie going through his pockets) they discovered the blue painted keyhole on the trapdoor under the mimics remains and quickly deduced how to open it before descending into the tunnels below. The duo came upon the cavern to find the wraith floating above the underground river and the wand floating just beyond it. Using their combined ranged attacks they were able to keep the wraith relatively at bay while slowly whittling away at it before it inevitably dropped, and they retrieved the wand.

The late group

The party approached the gates of Citadel Adbar to be turned away by the guards for having not only a drow, but an undead one (revenant) in the party. Axelcrantz came down and spoke to the under the guards glare and advised them to seek out local hunters for guidance into the caverns of the wands resting place. Meeting up with such a band they were told of a cave nearby which led to the underdark and local wildlife avoided when possible. The heroes spent the night with the hunters before braving the cave in the morning.

The entrance showed signs of a large many-legged creature passing regularly, they followed the tunnels down and came to a large natural cavern with numerous patches of luminescent fungi growing. The heroes decided to try the fungi having ascertained that they weren’t poisonous (and gained temporary hp for doing so) and moved a little further into the chamber.

They soon found what left the tracks as a large carrion crawler charged across the chamber its paralyzing tentacles striking the revenant. To make matters worse the moisture dripping intermittently from the caverns ceiling turned out to be a colony of green slime which also decided that the party looked tasty.

The fight was brutal, with the slime repeatedly grabbing the revenant while the crawler moved on to the pixie (slime covered undead taste funny). The pixie fought bravely against the crawler but eventually it was the ongoing poison damage that dropped the small fey allowing the crawler to coup de grace and munch its bones. The revenant broke free of the slime and fled back to the surface empty-handed. Not only had they failed to retrieve the wand, but had also lost the Tears of Helm that the pixie was carrying.


Wow, two very different sessions again. Both groups were down on numbers, for the early group I reduced the attacks of the duergar and for the late group I reduced the slimes to a single monster. The late group gave me the opportunity to use my crawler mini and I chose to combine the mushroom grove with the combat encounter and use the mushroom grove map from Vaults of the Underdark. Should be interesting how the storylines diverge from here now that one group has lost two of the named quest items. Hopefully the worsening weather doesn’t cause us to have too much of a drop in numbers in the coming weeks.

"Well that encounter was, guys, why is the DM grinning?" (party members last words)

It's not a party till the screaming starts!

Follow me on Twitter @Vobeskhan or check out my blog

The Wand of Tir'Lien says one person within 10 can heal a surge, four times a day. It doesn't say what action it takes to heal.

The way it's written, it sounds like it COULD function like the skald's aura. "Within 10? Spend a minor, get your surge." Or does the implement wielder have to do it, like a cleric would have to pitch their healing word out?

Probably makes no difference in the grand scheme of things, but my players were curious.

58286228 wrote:
As a DM, I find it easier to just punish the players no matter what they pick, as I assume they will pick stuff that is broken. I mean, fight after fight they kill all the monsters without getting killed themselves! What sort of a game is this, anyway?


An insightful observation about the nature of 4e, and why it hasn't succeeded as well as other editions. (from the DDN General Discussions, 2014-05-07)

Rundell wrote:


Emerikol wrote:


Foxface wrote:

        4e was the "modern" D&D, right?  The one that had design notes that drew from more modern games, and generally appealed to those who preferred the design priorities of modern games.  I'm only speculating, but I'd hazard a guess that those same 4e players are the ones running the wide gamut of other games at Origins.

        D&D 4e players are pretty much by definition the players who didn't mind, and often embraced, D&D being "different".  That willingness to embrace the different might also mean they are less attached to 4e itself, and are willing to go elsewhere.

    This is a brilliant insight.  I was thinking along those lines myself.  


    There are so many tiny indie games that if you added them all together they would definitely rival Pathfinder.   If there were a dominant game for those people it would do better but there is no dominant game.  Until 4e, the indie people were ignored by the makers of D&D.


Yep. 4E was embraced by the 'system matters' crowd who love analyzing and innovating systems. That crowd had turned its back on D&D as a clunky anachronism. But with 4E, their design values were embraced and validated. 4E was D&D for system-wonks. And with support for 4E pulled, the system-wonks have moved on to other systems. The tropes and traditions of D&D never had much appeal for them anyway. Now there are other systems to learn and study. It's like boardgamegeeks - always a new system on the horizon. Why play an ancient games that's seven years old?


Of course, not all people who play and enjoy 4E fit that mould. I'm running a 4E campaign right now, and my long-time D&D players are enjoying it fine. But with the system-wonks decamping, the 4E players-base lost the wind in its sails.

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