Keep On The Shadowfell: Session 2 December 10, 2009
Posted by elopingcamel in 4e, DM, Keep on the Shadowfell, Narrative.add a comment
Well, for maybe the first time in my brief DMing history, I had the exact same group of people for two weeks in a row. That certainly helps to bring a greater sense of cohesion to the story. I am a fan of that type of gaming set up. Anyway, on to the meat.
Heavy Roleplay
I introduced a heavy amount of non-encounter roleplaying this session. Beginning with the arrival in town and discussion between the party and the gate guard and ending with the characters interacting with the townspeople in the local tavern, the first hour or so of our game session consisted entirely of roleplaying.
I actually had a lot of fun with it at first, but I could tell that it was dragging on for my players before too long. None of us are experienced tabletop RPGers, so I think it was a little uncomfortable for my players. At times they seemed to enjoy the accents and voices that I would do, but at other times they seemed a little put off by the “scene” that I was creating. More than anything else, it just seemed like they had no idea what to do without map and visuals at which to look.
I think that I need to find a way to ease them into it better. First of all, I will shorten the amount of time that they are required to spend roleplaying. At those times when everyone is just sitting around not knowing what to do, I will have an NPC come and directly engage them in a “leading” conversation. Perhaps for now, roleplaying for this group will basically consist of detective-style roleplaying, where the only times we actually sit down and force the roleplay is when information is needed.
What Was Good
Jed (Carlsberg Torres) seemed to understand immediately that roleplaying can be whatever he wants it to be. He immediately started having fun with his freedom to act out Carlsberg’s personality, ordering some drinks (he wanted to roll to see how many shots his character would do) and then heading to the piano to play some songs. As soon as I mentioned some of the other patrons in the tavern–and that one was a half-elf woman–he decided to go over and get to know her. I must also give credit to Jen (Phillip Rivers) for her wanting there to be a stage (like for karaoke) in the Inn. That was where Carlsberg got the idea to play a song.
Where We Faltered
It wasn’t until Jed started partying that the others began to see the light that there was more to this game than just simply rolling die. However, my other 3 players didn’t ever seem to fully embrace it like Jed did/does.
Even roleplaying in the sense as a plot-driving force for the game did not seem to fully make sense to them. So, I am thinking to re-explain the benefits of roleplaying as a form of detective work; it is the manner of information gathering. At least initially, if they can understand that there is a purpose to roleplaying, then I think they will be open to it (again, as long as it does not take up too much of the game time).
Another thing that made it difficult was that I did not always know how to appropriately convey information. I wanted them to mee tthe cast of characters so I introduced Eilian, Sylvana, and Ninaran in the tavern. They were all intrigued immediately by Ninaran’s sour demeanor and flocked to talk to her. I had decided to make her character very stand-offish (like the module describes her), but this form of response only intrigued them more. We spent a LONG time roleplaying a situation that was just really not going anywhere. They couldn’t grasp that she was unimportant at that time and that she would not offer anything of value to them (again, at that time). I imagine that this was my fault for not finding a way to make that more clear sooner or changing my approach so that she did suddenly become more engaging, because she realized that she could lead them all on a wild goose hunt or something. I don’t know.
“A Ha!” Moment
In the end, the party found lodging and, despite initial failure in talking Sylvana Wrafton into letting them stay there for free, found that saving Korg’s supplies and horses on the road brought an unexpected reward; Sylvana and Korg are good friends, so when Korg entered the Inn, shouting praises of the heroes exploits, the Innkeeper found plenty of motivation to treat the adventurers differently.
Another Kobold Attack
After gathering enough info and getting a rough map from Eilian (the old drunken cogder), the party got a good night’s rest. The next morning they headed off to the Dragon Burial Site to find Douven Staul. A good ways down the road and outside of town, they were once again ambushed by kobolds. These ones seemed pissed and like they wanted revenge for their fallen comrades (the ones that the adventurers had killed on their way to town). The fight went well enough for the PCs, the kobolds never really offering that much of a challenge to the heroes. At one point Periwinkle the Eladrin Swordmage teleported on top of a nearby rock and cut his sword down into the skull of the kobold standing just below him. That seemed to be a highpoint for him on a night when far too many of his rolls just seemed ineffective.
That is all for now. I believe that it will be a little while before we are able to play again, so I may have some bits and tiddles from a different game before the next write-up. Good night.
Keep On The Shadowfell: Session 1 November 16, 2009
Posted by elopingcamel in 4e, DM, Narrative.1 comment so far
Background Info
The basic story I have going for my players is that a wizard named Vellan the Mulleted (this picture doesn’t do that mullet justice; it is beautiful) has contacted each of them, recruiting them to join his secret band of do-gooders. His friend Douven Staul has been missing for a month now and he is hoping that these young heroes will be able to locate Douven, proving themselves worthy in the process.
Vellan also requested, as a personal favor to him, that the party help escort a half-orc merchant named Korg (idea stolen from here) to Winterhaven and assure his safe passage to and arrival there. Korg is a semi-crippled, trade-goods wagoneer and hardly worth anything in a fight. His half-full cart was drawn by a single large horse.
The party tonight consisted of four level one characters:
- Carlsberg Torres (male human ranger with sub-class feat of rogue) who prefers to use throwing daggers/knives and attack from afar.
- Joan Padraig, eldest daughter of Ernest and Vanessa Padraig (idea also stolen and then adapted from here – female human warlord with the inspire build). She ran away from home at the age of 16, so this will be her first trip back home in three years.
- Phillip Rivers (yes, named after the quarterback) is the wizard of the party (female eladrin wizard, control build).
- Periwinkle is the last of the party (male eladrin swordmage, aegis of assault).
The couple playing the two eladrin are married to each other in real life. They played two sessions of the 3.5e Basic Game with me last year. This was their first time with 4e and third time playing D&D ever. They did very well. My wife played Joan and this was easily the most excited I have ever seen her for any semblance of back story or character development.
Combat Highlight
The party began getting ambushed by those dirty little kobolds. Carlsberg was up front and center for the initial kobold minion charge. Two of them hit him, decently damaging him before any PCs had a turn. Phillip was the furthest back and decided to play it safe by climbing a nearby tree. She then sent out a spell of icy terrain to hurt the kobolds and knock them prone (not knowing that they only had 1 hp). Unfortunately Carlsberg was standing in that burst as well. He was hit, suffering max damage, and knocked prone from the spell. Then, by the end of the round, the kobold slinger launched his gluepot at Carlsberg, immobilizing him. It was certainly a rough round for Mr. Torres.Yet, he survived it alright, laying a pretty nasty smackdown on some kobolds before all was said and done.
The Skill Challenge
The idea behind this one was simply that the heroes were to get Korg and his goods safely to Winterhaven. They did, therefore I gave them 75 XP (It was 3 successes before 3 failures in the end, which is less than Complexity 1). The kobold slinger–who was mercilessly being attacked by Periwinkle–thought to escape by creating some confusion. He launched a firepot at the horse attached to Korg’s wagon. The firepot landed at the horse’s feet, causing the horse to rear back and then bolt forward, heading directly up the old King’s Road toward the heroes and the last kobold dragonshield.
Phillip, still hiding out about 10′ up in the tree, attempted to leap out onto the horse. Due to a low roll but clever story-telling/role-playing by the girl playing Phillip, we decided that she panicked at the last minute and spun around, grabbing the branch again. The rest of her turn was spent letting go of the branch and falling to the ground. This of course was the first failure in the skill challenge.
A whole round went by as the other heroes finished off the last two kobolds (the dragonshield’s head being lopped off by Joan and Periwinkle’s ferocious stabbing in the back of the slinger as it tried to flee) The cart continued forward, gaining speed just a few feet away from crashing into Joan and Carlsberg. Phillip ran alongside the cart, jumping/climbing atop it and grabbing the reins from the fairly useless Korg. This was the first success. Next, Joan leaped directly onto the horse’s back (she rolled a very high athletics check) to help rein it in. This was the second success. I counted the destruction of the kobolds as the third success and decided that it wasn’t worth dragging out that little scene any further. So I gave them some XP for successfully defending Korg and his goods upon their reaching the town of Winterhaven.
I really like the idea of the skill challenge. I can tell that I’ll need more time to get the kinks straightened out, but I thought it was a great way to add a different element to the encounter so the battle didn’t have to drag out as long. It also gave Phillip–who had not played as large a role in the fighting after the first round–a chance to shine and flex her creative muscles. I think she enjoyed that part of the game the most.
As far as XP goes, I am not sure if I short-changed them. It seemed like the skill challenge was a pretty easy one, so I didn’t think it was deserving of a ton of XP, but I want to reward the girls especially for stepping up to the role playing table and doing a great job. Any thoughts on how much XP should be awarded in this situation?
To End
The party arrived in Winterhaven as the sun was setting. The guards began to question them until one of them noticed the Lady Joan Padraig, returned home after 3 years of absense. He directed the other heroes to Wrafton’s Inn and we closed down shop for the night.
A New Page Turns November 13, 2009
Posted by elopingcamel in Uncategorized.add a comment
This is the first new post that I will have started for many months. Recently I’ve been catching up on finishing old drafts that I had started but never finished.
This Sunday I will be running Keep on the Shadowfell for the first time. I have had a few practice runs with pre-made adventures now and for the most part felt like they met with success. I also learned a lot from them about encounter design and specifically terrain design.
The area where I know that I am the weakest is role playing. That is the part that interests me the most right now, but it is the part that I have experienced the least and therefore with which I feel the most uncomfortable.
My hope is that skill challenges will provide an easily understandable way for my players to begin down that path. Anyway, I don’t really plan on doing anymore write-ups for my 3.5e Eberron campaign. We are going to play again on Saturday (it has been a REALLY long time since the last time we played), but unless something incredibly noteworthy occurs, I feel like my time and efforts need to go more toward providing the most enjoyable experience for my players as possible. So, until further notice, Fetalus and friends will be silently adventuring, far far away from the interwebs.
Eberron: The Mournlands November 10, 2009
Posted by elopingcamel in 3.5e, Eberron, Narrative, PC.add a comment
Failan leaves the party at the edge of the Mournlands and refuses any offers for additional pay to carry them in. Lia suggests that the party holds hands as they enter the thick mists that lay heavy over and throughout the area. This turns out to be a brilliant idea, because as soon as we enter the noxious cloud, all of us except for Lia are disoriented and can hardly see a few feet in front of us. Lia is able to maintain a clear head and directional bearing, though so the party, continuing to hold hands, begins their trek through what Fetalus is calling the Mournfog.
Soon they come across an older model of a catapult that looks to have seen use recently, but the war has been over for 4 years. The party begins to investigate, until they notice the corpses of soldiers nearby that look fresh. They were killed by a hailstorm of arrows that littered their bodies and the ground nearby. They begin to search the horizon and see in the distance a battlefield filled with corpses. They decide that the time has come to move on, but not until they discover some goods in and near the bodies that lay close to the catapult.
The party finds some pretty useful loot. Ana finds a symbiont sword that is willing to bond with her due to her elf heritage. Lia (I think) finds a pretty sweet little boomerang that should provide some fun for her, and Fetalus discovers a wand of magic missile. He giggles excitedly in his youthful manner at this wonderful find.
They continue their trek across the wasteland, soon encountering some nasty little skeletons that fight like they have a reason to care. During or soon after dispatching these bony foes, a massive corpse crab surfaces from the sand, ready to lay a thorough beat down to the heroes. The fight rages on for some time before they finally injure the crab enough for it to decide that killing the party is not worth it if it costs him his own life as well. He flees and burrows himself into the sand.
Continuing their trek, the party soon finds the cave entrance for which they have been searching. Despite Ana’s best attempts to calm Wolfie, he is inconsolable and will not enter the dark and creepy cave. The party leaves him above ground, hoping for his safety as they descend into the darkness.
Eberron: Useful Information November 10, 2009
Posted by elopingcamel in 3.5e, Eberron, Narrative, PC.add a comment
This weekend we were able to play our Eberron campaign again. We ended last time right as Fetalus and crew were entering a large, glass-covered ruin to search for information on where to find the schema.
The Map Room
As soon as they enter they see a dwarf zombie, and two fighters (one of which is a female). Wolfie sprints into the melee, biting the dwarf zombie and tripping him to the ground.
Lia rains arrows onto the foes, dealing damage occasionally (her rolling was very hit and miss). Fetalus, thinking he understood flanking rules, decides to swing around the room to cast a spell at the female fighter, who it was becoming obvious was the leader of this little squad. The female fighter immediately sprints at Fetalus the first chance she gets and takes him on. He luckily escapes the initial melee without too much damage and begins to use fight and flight tactics, until Lia can manage to get in close enough to help out. Eventually, the zombie and male fighter are destroyed and the party takes the leader down–Fetalus happily dealing the final blow.
They find some excellent loot on the bodies of the room’s most recently dead persons. Then, the room itself is searched, where clues to the next schema are found. After understanding that the clues carved into the statues in the room relate to points on the giant map on the floor, the group discovers that it is in the foothills of Cyre that the schema will be found. They destroy the clue on the statue, to keep the Emerald Claw from following behind them, and leave the building. As soon as they step outside, they come across a vampiric-looking fellow who seems less than pleased to find adventurers exiting one of the buildings in his site (he is the head of the Emerald Claw crew). After some successful bluffing, Lia convinces him that the room was already destroyed when they went in and that they know nothing of a schema or whatever. A battle almost ensues, but instead the man disappears in a pissed-off flash, obviously intent on relaying information somewhere, despite his obvious desire to kill the annoying fools caught trespassing on his dig.
The party flees the scene and begins the trek to the foothills of Cyre (in the Mournlands). While traveling, Fetalus works with Prince Phillip (his familiar toad) to train him in a level of bard (it actually was just one bard-like ability: the Croak of Courage, which gives a slight bonus to Fetalus). This cost Fetalus some XP, but he was willing to pay it, because nothing sounded cooler to him at the time than Phillip belching out a Croak of Courage at some incredibly needed moment, when Fetalus has lost hope and is about to give up (you may be able to tell that this will not be a power or ability that gets too overused–it was a flavor thing, because Fetalus loves his little toad so much, that he is inspired to fight harder to protect him).