Sunday, July 27, 2008

Point of light in the dark of night

The party has ventured forth in a 4e adventure for the first time. Our players are:
  • Uhlk - Human Great Weapon Fighter that likes to smash.
  • Extel - Human Blade Ranger who's haunted memories of his past lives fill his waking days
  • Elladen Paeris Halladan - Eladrin Swordmage who's family fought the Bloodspear Orcs to the end of their line.
  • Valgar Talean - Dragonborn Swordmage on a quest far from his homelands to better learn the skills of his trade
  • Zoltan the Reformed - Human Wizard that is a bitter and corse man, often thinking of his own gain over those in the party, that is until the chips are on the table.
  • Eldacar - Halfling Rouge who is light on his feet and quick with a blade, walking the path of his own choice and not afraid of those that he may cross.
  • Sliver Elmwalker - Elf Bowmaster Ranger that is looking for revenge against the enemy that destroyed his family and clan. His only clue a dropped medallion.

The party meet in Fallcrest and quickly found work supporting Lord Warden Markelhay in ridding a particularly nasty clan of Kolbolds that had taken residence near by.

After traveling for 1/2 a day the party hound the Kobold Hall under the remains of an old manor house. The first encounter proved to be a easy, by and large, for seven adventures as they quickly dispatched several Skirmishers and Slingers. However the second room, the crypt seemed to be tougher. The Slinger's glue pots seemed to be more effective and the hidden traps added to the damage, causing the players to slow down. We began to see the 'healing' nature of Elladen come into play as he used his healing skill since the Cleric took a drastic direction to fighterdom.

After finding a bit of gold, the players moved into the second crypt and found slingers and minions tossing a giant sticky ball on a rope that would push the players back. The device made it hard to move forward, given the glue pots as well. The players seemed to have things mostly in hand when two guard drakes appeared, and they were tougher then any Kobolds. Uhlk went down and need several turns of repair.

The next room provided a greater challenge. The boulder trap chased the players around the room, that with the glue pots left Extel to be crushed, if not for his timely save and use of an action point to move out of the way. Eldcar and Uhlk both went down as Elladen and company continued their armature hospital routines. :) Finally finishing off the baddies, the party found a Magic Staff and some coin as well as the secret door to the...

Dragon's Room! A young white dragon was being taken care of by the Kobolds and he attacks. I bothced his surprise move and flame. So the party spread out making it hard for him to hit. He did drop Elladen and put the hurt on several others. Five encounters on no rest the party took the loot and headed back to town.

Some rewards and gold are exchanged, the party meets some interesting characters, and gets a charter by Lord Warden to carry word to the Lord of Winterhaven. On the road, they are waylaid by another band of Kobolds. A bit more aggressive, these guys had some fire pots as well. Zoltan and Eldacar get a bit too ahead of the party and are ambushed by the Dragonshields. Valgar gets stuck in combat with a Dragonshield and two slingers that use the mob tactics to ensure powerful hits. In the end the party dispatches the evil Kobolds and makes it to Winterhaven, where most of the party levels up.

Good session. Got to spend a lot of time playing, even if I had to raise my voice from time to time to get hold of the table. Might be a two week gap as we have a WARMACHINE tournament and a Flames of War tournament back to back.

jp
Keeper of the Bad Guys

3 comments:

Paul said...

Well, for not having played D&D for over 6 years, Saturday was pretty fun and 4th Ed. is definitely a pretty decent game. The elements of the miniature game in an RPG seems to be what I'm liking about it so far.

JP's RPG Blog said...

Paul,

I agree. The mini adventure we went through was the one in the back of the DM's guide and it seemed to flow pretty well.

As a DM, it felt good to give it a go before we tried the published module.

Hope everyone else liked it as well.

On a side note, I've gotten one request to re-work a character. :)

jp

Paul said...

I haven't heard any complaints from anyone else, so I think you're safe in assuming that everyone thoroughly enjoyed it. And the change will be a better fit for him and will give a need boost to the party.