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5 years ago  ::  Apr 25, 2008 - 11:25AM #31
WotC_Mearls
  • D&D Lead Designer
Date Joined: Jun 29, 2005
Posts: 154

themocaw wrote:

I'm a bit curious about the mechanics of how this took place: Was it an actual power used by the hag, or was it a terrain hazard? Did the PCs have a chance to resist this (saving throws or attacks vs. Will) or was it DM fiat? Finally, how did the whole "slouching and shuffling towards the pool" work out: an old-edition type, "DM says you do it, and you can't help yourself," or more of the "Okay, your Will defense is 18, and she rolled a 20, so now you slide five feet every round until you successfully save," type thing?

I know the game isn't out yet, so details won't be forthcoming, but I'm mostly interested in how much of the illusion and mind control was in the monster/encounter stat block, and how much was DM discretion.


I ran it as a very simple trap, and gave it an XP value for a minion. The trap attacked the PCs' Will defenses, and on a hit the characters were ensorcelled. There was no save to end it - instead, it ended when a PC was attacked.

I had the players roll initiative. On their turns, the charmed PCs simply moved forward. The non-charmed guys had a chance to try and stop them by grabbing them, but that didn't work out so well.

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5 years ago  ::  Apr 25, 2008 - 12:20PM #32
themocaw
Date Joined: Feb 18, 2008
Posts: 1,572

WotC Mearls wrote:

I ran it as a very simple trap, and gave it an XP value for a minion. The trap attacked the PCs' Will defenses, and on a hit the characters were ensorcelled. There was no save to end it - instead, it ended when a PC was attacked.

I had the players roll initiative. On their turns, the charmed PCs simply moved forward. The non-charmed guys had a chance to try and stop them by grabbing them, but that didn't work out so well.


Makes sense. Thanks

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5 years ago  ::  Apr 25, 2008 - 12:29PM #33
Belladonna5012
Date Joined: Jun 27, 2004
Posts: 501

WotC Mearls wrote:


Holy crap, that was wild. And twisted. I can't wait to see what you come up with next.

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5 years ago  ::  Apr 25, 2008 - 3:42PM #34
Smerg
Date Joined: Aug 25, 2007
Posts: 836
I am curious how such a devious mind might have stocked H1 encounters.

:evillaugh
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5 years ago  ::  Apr 25, 2008 - 4:17PM #35
The_Ubbergeek
Date Joined: Jan 28, 2004
Posts: 5,536

WotC Mearls wrote:

Part of it is classicism, since I love the original. I also love elemental themed monsters, and running a 4e game in Greyhawk sounded like fun.

Back when we playtested, we did convert a few classic adventures specifically to see if the "feel" of D&D carried over to the new game. James Wyatt ran Dwellers of the Forbidden City, and I ran an adventure using the sample dungeon from the 1e DMG.

- Mike


Oh, I see... Cool then.

Keep it coming!

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5 years ago  ::  Apr 25, 2008 - 5:45PM #36
Valdrax
Date Joined: Dec 9, 2006
Posts: 1,571
How did the Warlock Keth join the party, and what is his(?) adventure hook?
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5 years ago  ::  Apr 27, 2008 - 5:12PM #37
18DELTA
Date Joined: Aug 15, 2007
Posts: 5,166

Smerg wrote:

I am curious how such a devious mind might have stocked H1 encounters.

:evillaugh


-Right!!!


18D

HAND OF KARSUS!



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5 years ago  ::  Apr 29, 2008 - 9:31AM #38
WotC_Mearls
  • D&D Lead Designer
Date Joined: Jun 29, 2005
Posts: 154

Valdrax wrote:

How did the Warlock Keth join the party, and what is his(?) adventure hook?


Keth is played by Steve Montano, a WotC employee in the finance department. He had a to miss a few sessions because of work, errands, and a few other things.

Keth is a tiefling warlock and a spy in service to Furyondy. He was sent to investigate Lord Geldon, and infiltrated the bandit gang in an attempt to figure out what is in the caravan that is so important to the Lord.

When the PCs attacked the towers, he betrayed the bandits and joined the group. He's the voice of reason in the party, in that he'd rather not stick his head into dangerous, monster-filled rooms.

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5 years ago  ::  Apr 29, 2008 - 11:13AM #39
Valdrax
Date Joined: Dec 9, 2006
Posts: 1,571

WotC Mearls wrote:

Keth is a tiefling warlock and a spy in service to Furyondy. He was sent to investigate Lord Geldon, and infiltrated the bandit gang in an attempt to figure out what is in the caravan that is so important to the Lord.


Thanks for the info. Everyone else had such a good adventure hook, and it was bugging me not knowing.

When the PCs attacked the towers, he betrayed the bandits and joined the group. He's the voice of reason in the party, in that he'd rather not stick his head into dangerous, monster-filled rooms.


There always has to be a spoil-sport, doesn't there?

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5 years ago  ::  Apr 30, 2008 - 9:52AM #40
WotC_Mearls
  • D&D Lead Designer
Date Joined: Jun 29, 2005
Posts: 154
Here's a quick recap of yesterday's session:

Having cleared the temple beneath the towers, the characters headed back upstairs for some well-deserved rest. As the hours rolled by, the rain outside grew heavier and heavier. Dark clouds gathered above, smothering the light of both moon and star. Finally, the caravan Lord Geldon sent them to protect came into view.

(At this point, without telling the players, I started a skill challenge.)

The caravan consisted of three wagons. Only two soldiers mounted on horses guarded it. A tiefling clad in thick robes rode on the lead wagon. He introduced himself as Xarn, and thanked the PCs for slaying the bandits.

At this point, Xarn managed to pique the characters' suspicions. The caravan was at best poorly guarded (successful Int check by the fighters backed this up). Xarn was seemingly irate at the characters' questions particularly when it came to the contents of the wagons (successful Insight checks), while the guards were clearly eager to recruit the PCs' help (more Insight checks).

The PCs talked Xarn into allowing them to help guard the caravan, mainly by indirectly applying pressure on him through the guards (successful Diplomacy checks) to complete the challenge. The interesting thing to me was that everything flowed through roleplay, with the occasional skill check. The players never knew I was running a skill challenge, but from my side of the screen the mechancis worked out fine to determine if Xarn would let them come along.

As the caravan headed to Hommlett, the characters tried to figure out what was in the wagons, but poor rolling (and the always... scattered... Corenlius) prevented them from learning too much. They did notice that the middle wagon was heavily laden with gear, moreso than the other two wagons.

Saman rode point as the group came to a small ruin at the side of the road. He paused for a moment, felt a strange, shrieking noise in his head, and cried in pain as he came under a psychic assault. Five whispy motes of psionic energy swarmed around him, battering his body and mind.

The party raced forward and swiftly dispatched the strange spirits, yet as they were engaged in the fight they heard the horrible scream of the two mounted guards. Some strange being of darkness and claws emerged from the night, killed the pair, and made a beeline for Xarn.

The PCs turned to attack the thing, but arrived too late to save poor Xarn. The creature hissed and howled at them as they fought, and when Kot landed the killing spell it shrieked in pain, turned into a sphere of grey mist, and rocketed away in the direction of Hommlett.

While the characters caught their breath, Saman realized that the thing they fought was a soul eater, a creature of shadow summoned by a mage to track and slay a specific creature. Worse yet, the soul eater tears secrets from its victim. Whoever sent it targeted Xarn and whatever he knew. However, the party does have one useful lead - a "slain" soul eater is not actually killed, but merely forced back to the Shadowfell for a time. Before it returns to its home, it tracks its summoner master to exact its revenge. If someone in Hommlett summoned the soul eater, the characters need only look for the signs of a recent battle.

That's where we ended the session.

The really interesting thing, to me, is how nice the one hour format is for planning ahead. I had no idea if the party would save Xarn or if they could even link up with the caravan. In a four hour session, I'd have to think on my feet to adjust things or have some ideas of the possible outcomes.

With only an hour, we play through a scene or two, and the results of that speak directly to my planning for the next session. I'm never doing more than a scene or two of planning ahead, which makes the story more coherent while also allowing the PCs' actions to be the real drivers of things.
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