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Switch to Forum Live View Playtest Campaign: Second Session TPK
5 months ago  ::  Dec 21, 2012 - 12:15PM #21
YouKnowTheOneGuy
Date Joined: Feb 19, 2012
Posts: 773
How'd they do? And did you have them update their characters?
"What's stupid is when people decide that X is true - even when it is demonstrable untrue or 100% against what we've said - and run around complaining about that. That's just a breakdown of basic human reasoning."
-Mike Mearls
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5 months ago  ::  Dec 21, 2012 - 12:40PM #22
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417
Awesome stuff, MP!  Been a bit busy (and even sick) of late, so fell a bit behind here so it was nice to get to spend some time reading your excellent input and recount.

Speed of combat is definitely one of the attactions to this edition, isn't it?  From my perspective, it allows for more roleplaying and exploration/exposition because you won't be cheating players out of action since it happens more often in a given time frame.  This, in turn, bring more life to the campaign world and, at least for my players, more interest in the characters' part in the world.  The PCs still get a good dose of XP and loot (usually important to players in the long run) but they also feel more engaged in the world.  It has been win-win for our campaigns here.

At any rate, keep up the good work and here's to looking forward to your next account after the break. 
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5 months ago  ::  Dec 22, 2012 - 2:31AM #23
MortalPlague
Date Joined: Sep 30, 2004
Posts: 71
The session went well.  We did update to the new rules.  I asked my players to update their sheets, but players being players, only two of four came to the table with an updated character.  Furthermore, we had an out-of-town friend drop in, and we had to roll up a fighter for him.  So that took time.  All in all, our start was about an hour late.

That said, it was one hell of a session.  We only scratched the surface of the Hall of Bells, but the bandits were a big win.  As for our out-of-town friend, he really enjoyed his first taste of 5th Edition.  He'll be in town for next session on New Years' Day, and he hopes that he can make it for another game.

A bit of a mixed blessing, the lack of time.  I took a look at my Hall of Bells and beefed up a few encounters.  I hadn't noticed, but the xp budgets for encounters have gone up in a big way, so the early encounters were a little bit flat.  Next session promises a more appropriate challenge.

I work in retail, so I'm exhausted with the Christmas rush right now.  But I'll see if I can find some time to properly relate the events.  It's a session that demands I step up my storytelling.  
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5 months ago  ::  Dec 22, 2012 - 11:30PM #24
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417
Sounds awesome, except for working retail.  My wife did that for years as the head of the credit department for a major jewelry chain.  There's no fun in that from what I saw.

Looking forward to hearing the account once you do get a little recharge time. 
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5 months ago  ::  Dec 23, 2012 - 8:19AM #25
YouKnowTheOneGuy
Date Joined: Feb 19, 2012
Posts: 773
Exciting stuff. Hopefully in a few days you'll get a chance to make that writeup. Good luck w/ the job.
"What's stupid is when people decide that X is true - even when it is demonstrable untrue or 100% against what we've said - and run around complaining about that. That's just a breakdown of basic human reasoning."
-Mike Mearls
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5 months ago  ::  Dec 30, 2012 - 2:08PM #26
MortalPlague
Date Joined: Sep 30, 2004
Posts: 71
Gather round, friends!  Let me tell you a tale.  Twas a cold December evening that saw five companions in dice sit down at a table and welcome an old friend back into the fold.  From the snows of Edmonton he hailed; the brother of Brelf's player, who had long ago been a noble paladin at our table.  He had played 2nd and 3rd Edition many times, but only played 4th once since he had moved abroad.  He was eager to join in some D&D with us once more, no matter what version we played.

So we introduced him to 5th.

It took some doing, creating his character.  The problem was not the system.  The problem was that my printer had died, and I hadn't bothered to print up any of the Background or Specialty sections.  I also didn't have a sheet for him.  So we scrawled one by hand, then set about picking options for his character.  Some of my players also had to update their characters to the new playtest rules.  We were also distracted; we had a gift exchange that happened at the beginning, so there was plenty of fight for the attention of my players.

Still, we got things rolling after an hour.  Our friend had built a duelist fighter named Ral Meynolds (get it?), who had distinguished himself at the Battle of Serenity Castle.  He was a soldier of the east, currently on leave to explore Fortune.

And of course, to tie him into the adventure, he had also been hired by Commander Fang to tackle the problem of Illantha Fane and her bandits.



The Ambush


The PCs were introduced to one another, and Brelf and Ral hit a rocky patch almost immediately (expected, since their players are brothers).  The group began to trek out of town, with Brelf attempting to look for signs of bandit activity.  Unfortunately, he failed his check pretty badly, which meant the bandits found them first.

A couple of good spot rolls on the part of the elves, Estel and Marielle meant that the bandits didn't have an actual surprise round.  No, they just had the advantage of good position.  There were three of them; Illantha Fane herself, a beautiful bandit lady (actually a Green Hag), and two of her more capable bandits.  They took aim and began to shoot, but the PCs had a good initiative.  Estel went first and put one of the bandits to sleep.  There was some fire exchanged between some of the bandits, then Mariele attempted to command Illantha to approach.  Only creatures with more than 30 hit points can roll a save, so when she rolled one, the party realized she was more than an ordinary bandit.  She shrugged off the compulsion and laughed.  Ral managed to close with her, but he missed with his attack.  She leered at him, then went invisible and ran away.  The PCs made quick work of the other bandit, but they realized that they'd just met the leader.

Under the hood: This wasn't meant to be a challenging encounter.  One Green Hag and 2 Human Warriors should not challenge a party of five 3rd level PCs.  And it didn't.  Estel, had she rolled better on sleep, could have put down both warriors.  And if Illantha had failed her save on command, she'd have been in much tougher straits.  Still, the ability of hags to turn invisible at will saved her.  It made it really easy for my villain to escape. 

The characters took the fellow who'd fallen asleep captive, and when they woke him, they questioned him.  He told them about the other bandits, and how Illantha was really magical (he hadn't a clue about her true identity- none of the bandits do).  But he was happy to sketch the camp for them in exchange for his life.  They realized they couldn't have him running back to the bandits to warn them, so they tied him up in a tree.  Brelf was menacing him the whole time, so as they left him there, Estel conjured a silent image of Brelf glaring at him from the tree branch above, just to spook him.  It worked.

The characters played the waiting game; they set up an ambush, and waited for the bandits to come looking for them.  Sure enough, six capable bandits went out looking for them.  By the time the surprise round was up, only two were left standing.  And they'd lost the initiative.  They were swiftly cut down.

With the numbers thinned, our heroes took stock of the bandit camp.  I've attached a picture of the map here:



The slashed-out parts of the map are cliffs that overlook the camp.  The green sections are bushes which provided half cover to anyone in them.  The six stones towards the bottom of the camp were a ring of standing stones, which surrounded a stone hut; Illantha Fane's lodging.  The big round circles are the trunks of the old oaks, in whose glen the bandits set their camp.  You can see the big bonfire, and the pool they use for water.  To the north and west are rows of tents, where they rest.  When the PCs approached, most of the bandits were sitting around the bonfire, drinking and talking and laughing.  Several were off in the tents, making merry in other ways, while there were a couple of notables.  Sitting by the big tree just southwest of the bonfire was a mage. And sitting at the campfire was a big burly northman with a spiked chain.  There were another four bandits of a capable nature, and then there were ten bandit rabble; farmers and farmgirls who'd been handed clubs and told to come along.



The Attack on the Camp


The PCs had formulated their plan.  They positioned their archer, Vell (a replacement for Rosco Tealeaf) up on the cliff that overlooked the bonfire, where he had a commanding view of the battlefield.  Estel, the wizard, went invisible and quietly approached from the southwest, through the narrow forest ravine and into the bushes just west of the standing stones.  Her stealth roll wasn't so great, however, so unbeknownst to her, Illantha Fane heard her approach and went invisible herself to go investigate.  In position, Estel knew the mage and one of the female bandit rabble were talking on the opposite side of the big tree from her.  She could also hear the sounds of activity coming from the tent closest to her; one of the female rabble was enjoying some quality time with one of the male bandits.

Estel cast sleep.

Fengus had been watching Lucelle all evening.  The girl was a looker; that golden hair of hers shone in the bonfire's light.  And those breeches she wore?  Temptation itself.  He had brought her a drink.  She had giggled, and they had drunk together.  They had parted from the others, gone off to seek his tent.  And there, they'd both felt no more need for clothing.  They were in the throes of passion when suddenly... Lucelle fell asleep.

Estel rolled enough on her dice to put the two bandit rabble to sleep (the one in the tent and the one beside the bandit mage).  Acting on the cue, Vell took his shot, and rolled enough damage to pin the wizard to the tree, dead.  The others charged from behind the trees by the stream on the east, and closed with the bandits around the fire.

The fight was brutal and quick.  The bandit barbarian didn't have a chance to act, and a ton of bandits at the fire were just cut down.  The only complication to the plan was Illantha Fane; she appeared next to Estel and raked her with her claws, dealing a fair bit of damage to the wizard.  But she made her save against the corrupting touch.  Ral Meynolds moved to defend the wizard, running to attack Illantha but coming up short.  Then she went invisible.  The group polished off the bandits at the fire, and the stragglers who rushed in to join the fight, while Ral and Estel attempted to deal with the hag.  She was clearly a hag now; the corrupting touch had been a revelation of her vile nature.  And they pursued her into her hut, where she surprise-attacked Ral and sliced him badly (about 20 damage).  But cornered, they managed to take down Illantha Fane.

Under the hood: The encounter was slated at 760 xp.  Under the old rules, that would've been a tough encounter.  But now, it amounted to somewhere between average and tough.  Through clever play, the PCs shaved off 180 xp by picking off six bandits, which brought things down to a 480 xp encounter, which was a little below average difficulty.  And through play, it proved to be exactly that.  Still, it was tremendous fun.  When the sleep spell went off, we were all laughing, and the challenge of pinning down Illantha Fane was exciting and dangerous.  All in all, a fun encounter.  With the new rules, though, I probably should have included more bandits.

I'm going to leave off there for now.  Next time, I'll tell of their return to town, the arrival of Pohtep, and the journey to the Hall of Bells. 
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5 months ago  ::  Dec 30, 2012 - 3:40PM #27
Rhenny
Date Joined: Dec 21, 2011
Posts: 1,556
Another great read, Mortal Plague.   Now that the PCs are 3rd level how do you feel Combat Expertise dice are working?

In our group, we are beginning to lament that the fighters and rogues can pile on so much damage each and every round if they want to do so.   As their dice grow, I'm sensing an imbalance with fighters and rogues vs. monsters, and it seems that fighters and rogues are also more powerful than the spellcasters when an adventuring day is 4 or more encounters long.     
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5 months ago  ::  Dec 31, 2012 - 1:03AM #28
MortalPlague
Date Joined: Sep 30, 2004
Posts: 71
I'll have a better idea after next session.  I've ramped up the difficulty on all my encounters, and I'm going to sic' a Behir on any stragglers.  And there will be a white dragon lurking in a lair, if they choose to attempt it.  A little carelessness will result in blood, I think.

Mind you, they have 3 NPCs, and maybe another 4 if they're diplomatic. 
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5 months ago  ::  Dec 31, 2012 - 1:46PM #29
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417
Good good stuff, MP.  Well reported.

Do you feel as though you have to artificially ramp up difficulty on your encounters?  Are you throwing tougher creatures than you'd normally consider appropriate for their level just to challenge them?  So far, it feels that way to me (and, honestly, sounds a bit like it from reading your excellent accounts, but I don't want to assume anything).

XP charts and encounter building guides aside, what matters most to me is that my groups feel challenged and galvanized by level appropriate enemies.  I don't want to have to throw a Basilisk, Dragon, or Minotaur at my lower level player characters to give them a feeling of dread and uncertainty, I want to be able to do that with interesting, dangerous creatures of their level.  I want to be able to save those more horrific creatures for a later date (or as clearly too powerful foes to be wary of and avoid).

So far, my solution is to enhance (aka 4E) some of the current creatures to give them more breadth - the goblin shaman with some spellpower or the gnoll assassin with poisonous bolts, etc.  That said, even they often fail to live up to any sort of adequate confrontation as characters simply dispatch them too easily.

I hesitate to boost AC and/or HPs at this time until I am sure I do not like the current balance of character power to creature durability - but that day seems to be approaching fast.   
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5 months ago  ::  Jan 01, 2013 - 11:10AM #30
YouKnowTheOneGuy
Date Joined: Feb 19, 2012
Posts: 773
MP, great read as usual. I'm also curious along Shade's line of questioning. I've found max hp (instead of average) gives a badguy an extra round and a half... but, it doesn't necessarily match the expected XP of the challenge. Otoh, fights are always mitigated by good tactics, good rolls, and PC numbers.
"What's stupid is when people decide that X is true - even when it is demonstrable untrue or 100% against what we've said - and run around complaining about that. That's just a breakdown of basic human reasoning."
-Mike Mearls
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