New Dying HR

9:50 am by Dennis | 4th Edition, House RuleNo Comments »
Dying
Tweaking my death/dying house rule. Pretty simple and it came to me this morning in the wee hours. If you make your death save you get a minor action. This doesn’t seem like much but as long as you have a potion of healing on your person and the surge to use it, this gives you ’self res’ ability.  Since the group only has one leader and that leader is an artificer this gives them very limited healing.  For groups that have clerics or multiple leaders this is way overkill, if someone dies in such a group then they’re either going up against things they shouldn’t be, the dice REALLY hate them or they’re not playing well.  And those situations don’t need a full blown rule, just DM mediation from time to time.

You can still die, for the average person in multiple ways. You don’t have a healing potion. You’re out of surges. You fail your death save three times before you make two successes. [Going to disallow Quickdraw for this particular effect. It's hard to be quick and dying at the same time.]

Because it’s not a standard action you can’t Second Wind. Unless you’re a dwarf of course so this boosts the dwarf’s ability to Second Wind as a minor action. But then the only dwarf in the party is my wife and not killing one’s wife’s character off is probably a good idea if it can be helped. Although I’ve done it in the past.

If you have some other way to heal yourself with a minor action you’re also good.  So leaders or anyone multi-classing into a leader or hybridizing into a leader will be set up fairly well. The rest of them will need to keep a potion and a surge handy.

It makes use of a saving throw that’s already being made so there’s no extra rolls. It simulates a recovery into semi-consciousness. On the downside, any character that is feebly fumbling a potion out of their belt will be subject to discretionary attack by any adjacent hostile although ranged attackers unless they’re sentient and particularly vicious will probably ignore or not notice a prone dying opponent’s movements.

Anyway, thought I’d share.

Dying Condition-

Make a saving throw when you are dying.  If you fail you take one death strike.  Fail three times and you are dead.  If you succeed you can make a minor action.   If an desired result requires two minor actions then they must be made in succession typically.  Example:  Retrieving a potion and drinking it requires two minor actions typically.  If the character makes their save they retrieve the potion.  If they fail the subsequent save then they’re assumed to have dropped the potion and must now spend another minor action to retrieve it from the ground where it may have rolled.

CATS – Session 12

12:43 pm by Dennis | 4th Edition, Against the Slavers, Campaign, DnDNo Comments »
Abomination
We join our heroes in mid conversation at the Temple of Eris, it’s the same day they were dropped off in from the airship and left to hike into town, the crew not wishing the airship to be known yet.  Biminey, Dash and assorted persons, primarily Visra’s old retinue, now Biminey’s crew are sailing above the clouds eating dates and figs and the like.

Elisssa has decided to retire for awhile from the adventuring life [Laura wanted to try something else]. The reason that I made up for this was a fairly obvious one, the group (characters) keeps getting on Elisssa’s case about killing the hill giant, not being able to pitch a tent or sail a boat.  For a dragonborn such insults and snide comments are hard to take.  Them not letting her kill the captured slavers was the final straw and furious with the group she stalks off to see her friends and family as soon as they enter Larkson.  She takes with her a couple thousand in gold and Krag’s Axe and Bracers and some assorted trinkets and souvenirs.

Later discourse over the course of the session might reveal that Elisssa may come back as the floating crew of available NPC’s for use by players (Torn, Dash, Sushanna, Kane)

The action starts immediately with the first of three encounters for the night.  Screams are heard echoing through the temple and grabbing their arms the group rushes to see what’s going on.  T’Balktu, Torel, Visra and Stak are joined along the way by a visiting Cleric of Kord from Anvil here to do research at the temple by the name of Spar.  [Played by Biminey's owner Temple]

THe five of them find the room that contains the temple’s main ritual circle filled with a vortex of energies.  People located in the room are being sucked into the vortex and being… reformed as something else.  As the energies die away the group catches a glimpse of Liloth and Phy’el Fleshwalker through a rent in space causing the effects.

An abomination of flesh, humanoid, composed of merged persons in the room roars out a challenge.  It’s back bursts and hunks of flesh drop free to create little humanoid creatures dripping flaming slime. The monkeys immediately start flinging their slime around the room and where the gobs hit, invisible before now runes flare and burn out, a few seconds later the bricks blow outwards in blasts of energies and shrapnel.

The group attacks of course, taking down the big creature and then mopping up the smaller ones but not before they cut a wide swatch through the walls, floor and celing of the room destroying  large sections of the bricks and subsequently the wardings inlaid upon them.

As they stop and catch their breath they hear more screams, deducing (correctly) that this was a diversion while another attack was going on.  They rush through the temple to find the forbidden archives under attack by rats.  A section of the floor has fallen away down into the sewers that run under the town and rats are streaming in, each grabbing a scroll or parchement or tome to flee down the hole with it.

They follow, smashing rats as they go.  In the dank large sewers they run into Krag’s animus which has formed a temporary body out of rats along with other rat swarms.  Due to their positioning Krag has to reveal early on that he can absorb the rat swarms to recover his mass (i.e. recover health) and the group destroys the swarms before working on Krag.  (this made the encounter easier on the group by a considerable amount thanks to their smart thinking).

As the mass of rats that is Krag collapses to stream away a red mist shoots off down the sewers. (Krag’s animus).

They follow the animus (and trail of parchment fragments) to Krag’s lair where he’s been feeding the blood of those he’s slain through one of Liloth’s warps.  A large chamber has been damned up at the doorway forming a pool of blood like liquid several inches deep.   The room is filled with rats each holding a parchment.  Right now the rats are being lifted through the portal bearing the parchments. They turn on the group as Torel and Spar both try to bless the portal to destroy it.  (A whole hella lot of very low rolls).

Eventually the group gets the warp closed and triggers a trap laid into the room turning the blood into a blood elemental.  It’s not designed to be able to stand up against a full group but is aimed to destroy single intruders and the group makes short work of it.

Spar had the idea during the fight to break the dam holding in the blood and if they’d of done that before the fight they could have destroyed the warp and prevented the elemental from spawning but hind sight and all that.

They recovered a bracer and axe that Krag’s been slowly enchanting to replace his lost axe and bracer.  He’s a very good enchanter, at odds with his brutal nature but has a knack for things that deal with blood.  It’s just hard to enchant things when you’re a ghost.   The bracers are similar to Iron Armbands of Power but require a healing surge to activate, after activated they boost edged weapons damage by 2 for the rest of the encounter.   The axe gives its wielder a Immediate Reaction ability that grants them a basic melee attack with the axe when an adjacent target is bloodied for the first time and it deals an extra +2 damage when the wielder is bloodied.

The group retreats from the chamber and heads back to the temple.  They rest and recover and then work on plans.  They talk to the captain of the watch and Garon of the council.  Garon is floundering.  He’s out of his league with the things that are going on and doesn’t know which way to stumble much less lead.  People have been leaving the city out of fear, this is obviously a bad thing for the city’s protection and the party points it out and want him to lock the city down.  He’s reluctant to do that, he doesn’t want to be the ‘bad guy’ or institute the martial law that this requires.  Larkson has always been a free city and preventing the poeple from leaving strikes him too much like slavery, an act that really runs against his core values especially after having lost his children to slavers.  He’s also loath to go against the agreement with the Watch in terms of disbursement of the mercenaries.

He asks Torel and Stak to hire on advisors, a task they reluctantly agree to consider.   The group considers their actions and decide to send a fetch out to Biminey asking him to meet them early.

They purchase a longboat and row out to sea, successfully navigating to their general meeting area.  They discuss things with Biminey and the others.

Biminey asks them to ask Sushanna to come visit him for multiple reasons, the primary one he wants to teach her the ways of the artificer so that she can at times take control of the airship allowing him freedom to leave the ship.

After discussion they’re going to try and lead a band of mercenaries out of the town to gather information on the hobgoblins who are taking small villages and farmsteads captive as a threat for the town to give them some book, a book they believe holds power over the creatures loosed from Darkmith.

We end our session there.

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CATS Podcast Episode 10 – Part 3

11:11 pm by Dennis | 4th Edition, Against the Slavers, Campaign, PodcastNo Comments »

Episode 10, part 3 of the Key Our Cars group’s 4th Edition Dungeons and Dragons podcast gameplay session.

Subscribe to the feed – http://www.keyourcars.com/feed/podcast/

Also available through iTunes.

CATS Podcast Episode 10 – Part 2

9:49 pm by Dennis | 4th Edition, Against the Slavers, Campaign, PodcastNo Comments »

Episode 10, part 2 of the Key Our Cars group’s 4th Edition Dungeons and Dragons podcast gameplay session.

Subscribe to the feed – http://www.keyourcars.com/feed/podcast/

Also available through iTunes.

CATS Podcast Episode 10 – Part 1

9:48 pm by Dennis | 4th Edition, Against the Slavers, Campaign, PodcastNo Comments »

Episode 10, part 1 of the Key Our Cars group’s 4th Edition Dungeons and Dragons podcast gameplay session.

Subscribe to the feed – http://www.keyourcars.com/feed/podcast/

Also available through iTunes.

Word Macro for creature printing

12:18 pm by Dennis | 4th Edition, 4th Edition ResourceNo Comments »

Not sure how anyone else is doing this but I though I’d share as I know one person at least that does something similar to what I do.

I use the Monster Builder to create the player’s foes and then use the Export as Rich Text in the app to get the data.  I paste that into a page in MS Word where it looks all nice and neat.  Unfortunately the monster colors are far from printer friendly (massive green, well cyan and magenta, ink usage) and they’re not all that legible when printed.   It’s impossible to apply a theme to them due their oddities in format so I came up with this macro to strip out all the coloring and set the text all to black.  Now they’re very printer (and eye) friendly.

Sub RemoveShading()

‘ RemoveShading Macro


With Selection.ParagraphFormat.Shading
.Texture = wdTextureNone
.ForegroundPatternColor = wdColorAutomatic
.BackgroundPatternColor = -603914241
End With

Selection.Font.Color = -587137025
With Selection.Cells
With .Shading
.Texture = wdTextureNone
.ForegroundPatternColor = wdColorAutomatic
.BackgroundPatternColor = -603914241
End With
End With

End Sub

Group Stealth

2:53 pm by Dennis | 4th Edition, House Rule4 Comments »
Epic Fail
Something I’ve been tossing around in my head today is a way to have the group actually try to use stealth from time to time.  Successfully I mean.

As it stands, only one person in the group is actually trained in stealth and the other four have pretty low Dexterity all things considered so it makes it simply impossible aside from unusual luck to sneak anywhere as a group.

This train of thought was kicked off by something Chris Perkin’s did in the third Penny Arcade podcast Sept 25 section (I think, could be wrong).  I’d been up 38′ish hours without sleep at that point so I wasn’t tracking 100% but at one point he had one person make a stealth check and the rest just made Assist rolls.  I’m not sure if he did it by accident or what since he makes a lot of mistakes about the game’s rules during the sessions and not 5 minutes later he had them all roll individually again instead of as a group.   [For someone who apparently helped write the game he's not very familiar with the basic mechanics of the game.  I think he does a wonderful job as a DM please don't get me wrong.  But he's failed to correct a lot of mistakes the players have done like Aoefel forgetting to use his weapon proficiency bonus on attack rolls over and over and over.  Oman not getting his Wis bonus on any cleric power with the keyword healing in it.  Just basic game mechanic kind of things.  But then maybe he's not used to having players that don't know what they're doing.]

This started me thinking.  Every time I’ve heard on someone’s podcast about a stealth check being needed, invariably one or more people fail it.  This also has happened every time I’ve done it in my own games.  It gets worse if the group is having to roll against more than one perception check.  This devalues stealth completely except in those instances where the one guy with stealth essentially plays by himself for awhile.

I don’t like that.  I don’t like that the characters don’t have a stealth option, a viable one anyway and I don’t like splitting a party up because it reduces the fun for everyone.

Do I have an option?  Well just now in asking on the forums if someone else had come up with anything my fingers typed out something to the below and as I’m typing this I just came up with another two options which I’ll type down there when I get done typing this.

And this only applies when the game is not in initiative, i.e. out of combat.

Out of Initiative Stealth –

Note: This assumes the group is moving as a group.  If they split up then each group would need to use the appropriate option.  Individuals would be back to making individual checks of course.

Option 1 – Stealth Master – One person is designated the Stealth Leader and they make a stealth roll based on their abilities.  They suffer a -2 penalty on their roll for every untrained person in the group that’s moving with them.  This simulates the master stealther telling the others where to move, what to avoid, fixing their gear so it makes the least amount of noise etc.  Optional – Each untrained member of the group that’s involved other than the Stealth Master makes an Aid Another check.  If they succeed they add +2 to the master’s roll, if they fail the -2 still applies. A member trained in stealth would roll Aid Another and if they succeed they add +2 to the master’s score but if they fail they don’t add -2.

Option 2 – Mini Skill Challenge - Everyone in the party rolls their own stealth check.  As long as they have more successes than failures they succeed as a group.

Option 3 – Cumulative Totals - The party members each roll their own check and their rolls are added together.  If this number is higher than the opposing number they win the check.  The opposing number is generated by multiplying the number in the party by either a flat DC or totaling up all the opposed check rolls.

Thoughts –

The base part of Option 1 is fast, the total number of untrained people is going to be known so it’s one roll for the party, quick and easy.   If you add in the Aid Another then everyone has to roll but it allows each party member to contribute to the success of the endeavor, never a bad thing to promote.

With Option 2 I don’t feel it adds what I’m looking for.  At least in my situation.  With 4 untrained people with low dex in the group they’re going to fail the check more often than they’ll succeed.  I want it to be possible for the group as a whole to sneak onto the castle grounds, over the walls, and into the keep before they’re discovered.  Without just saying “Okay you managed to sneak into the grounds, up and over the walls and are now in the storage areas on the second floor.  Now make stealth checks to avoid getting seen.  Ooops Biminey you must of stumbled into a pile of broken glass, metal and loud noises piled precariously next to you.”

The problem with Option 3 it’s not much better than option 2 and you also have to do math.  :)   But seriously, on the plus side it lets a high ‘overkill’ roll help a lower roll but by the same token a low roll pulls a high one down.

Anyway, that’s how I spent a bit of my afternoon while staring at progress bars.  Comments and thoughts welcome as usual.

[Edit Afterthoughts: The DMG I've been told suggests for a group roll having the lowest skilled person make the roll. While that might make sense, it simply means that we're back to the group not being able to stealth and that's not my point to all this.  So this is what I'm going to start with and work from there -

The party divides the party into groups as they wish each group has to contain at least two people and can contain the entire party.  One person in each group at the players’ choice makes an initial stealth roll.  The remaining members of the group impact this roll as follows – each character Untrained in stealth makes an Aid Another check.  If they fail, they add -2 to the initial roll.  Each character Trained in stealth makes an Aid Another check.  If they succeed they add +2 to the initial roll.   The group has to move as a unit or reasonably so.


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Thoughts on Monster/Encounter Building

3:38 pm by Dennis | 4th Edition, Pen and PaperNo Comments »
Build a better monster...
After having DM’d a lot of encounters now in 4th edition and using roughly 90% custom monsters (10% customized) and 100% home brewed encounters I wanted to put my thoughts on the process to paper.  Figuratively speaking of course.

Unless you’re planning on a encounter string, i.e. at least 3 encounters back to back, plan on building your encounter at the far side of Medium or short side of Hard.  You have to adjust this of course for the abilities of both your players and your player’s characters.  So start with medium hards before you go into hards.  I can realistically and demonstrably give my group, warden, avenger, ranger, artificer, warlock(barbarian) level+3/4 encounters.  And yes they’re hard but they’re doable for the most part. I’ve only had one character death from tossing the party into this mix as their sole fight for a day.  And that was due to bad death save rolls as well as heal checks.

When you’re building your monsters, remember that they’re going to be alive for all of maybe 5-7 rounds for the most part.  In the interests of making them interesting give them all 2 or 3 encounter only powers and give them a little bit of synergy among them. 

Example: A standard skirmisher might have his basic +7, 1d10+5 Warclub attack, then encounters of Smashing Blow +7, 1d8+5 and target is knocked prone.  Head Blow: +7 2d6+8 and target is dazed.  Target must be Prone.  And finally Aim Low: +7 1d8+5 damage and target is Slowed.

Then drop them in pairs or trio’s.  One of them does a Smashing Blow on a PC and another one follows up with a Head Blow now that he’s down and the last one Aim’s Low and slows the PC.   So now you have a PC that’s dazed, slowed and bleeding on the ground.

Typically that means he’s going to be able to stand on his turn or attack from the ground.  If you have a trio of these guys then they can simply alternate their three encounter powers over three rounds and beat the heck out of the PC.

The point of this is not, well mostly not, to kill a PC but to force others to interfere on his behalf.  A defender marks the attackers, a warlord pushes one, two people bull rush two of them, a wizard thunderwaves, an artificer thundering armours, whatever it takes to get them off the PC they’ve singled out.  In all things you as the DM should be striving to make them work together as a team, watching out for each other, buffing each other, taking hits for each other.

4th Edition is a balanced edition, significantly more so than any previous edition (please keep the 4e hate spam down about that).  As long as you follow the general guidelines or the Adenture Tools (well worth a one month subscription to get it and the Character Builder) it’s hard to build an unfair monster with just a tiny bit of common sense.   Some combination can be wicked hard, a creature with a minor action to knock prone and a bonus to damage on prone targets is harsh (Needlefang Swarm).  Creatures with auras that stack can be really harsh (Chillborn Zombies) or creatures that have resistances to damage and reduce damage at the same time (Wraith).  These are all examples of monsters that are significantly tougher than their level or exp value warrants as a result (and just bad monster design IMO).

Also as a general rule I really think monsters that Stun should used VERY sparingly.  I don’t use it all, forcing a player to skip their turn “Is Not Fun”.   Dazed is as much of a screw over as I will ever give a player in terms of costing them their turn.

But over time this balance design can lead to encounters that feel the same.  So don’t be afraid to take those guidelines and manipulate them a bit.  With just two or three tiny changes you can drastically alter the feel of an encounter.

By changing the hit points or attack bonus in conjunction with the damage dealt with a power you can rachet up the tension of an encounter in many ways.

As an example, let’s say I build an encounter that’s designed to depict a bandit party that’s venturing into hobgoblin lands to negotiate a deal and the players have been chasing them.  I put in one elite, 5 standards, and 5 minions and generate roughly a level+2 encounter as the culmination of a 3 encounter string, the first two encounters level/level+1 encounters with hobgoblins.

I take the elite and drop his health by 20% but I boost his damage output accordingly.  So he goes from 200 hit points to 160 hit points.  His average damage per round per attack goes from 15 damage to 19 damage.  He’s got a shorter lifespan but hits for more damage so it should equal out assuming no major ’swinginess’ in the attack rolls.

Two of the standards are his body guards.  They’re not ‘elite’ but I want to show them as being highly trained.  I boost their attack chance by +4 (20% more likely to hit) and drop their damage output by 20% (15 damage becomes 11 damage).

3 of the standards I want to be really annoying as a whole but individually they’re not much.  As a group of highly trained archers who go for the sure shot rather than the damaging shot,  I up their attack by +6 and drop their damage from 15 down to about 8.   So they’re a steady unswerving health bleed on the party.

You could also model the boss of this encounter as a little more brutish but not a true brute, a giant of a human who’s armed with a big slow greatsword, easy to get out of the way of but don’t let it hit you whatever you do.  Let’s decrease his attack chances by -6 and boost his damage by 30% instead.   So he doesn’t hit often but when he does, a player REALLY feels it.

As a DM if you take this to an extreme in terms of damage per hit and 30%+ is bordering extreme then you HAVE to keep an eye on your dice and your players.  You’ve changed the encounter from a fairly steady progression of damage sinking on both sides to something that with a little good/bad luck can be very swingy and really hammer your players and you’re not there to do that.  Or if you are you probably won’t have players for long.

With these simple few tweaks though you can have players leaning forward when the boss rolls, wincing as you roll high and breathing a sigh of relief when you roll low.   And cursing out loud as ‘those %$(!*% archers are chewing my ass off.  Would someone kill those little @$@*(*!s?!”

In terms of encounter make up, make sure to mix things up.  Sure throw in the encounter that’s six giant slug like abominations and make it a straight forward bug hunt.  Easy, simple, not complicated, something every group needs from time to time.

But your encounters that are comprised of intelligent creatures are very likely to run something like boss, bodyguards, guards with optional groups of support and minions.   Or that’s how I see it.  The boss is going to want at least one or two people dedicated to his survival in my opinion.  Warriors or casters that stick with him, intercept attackers that kind of thing.  Then there are the general purpose guards, standards that keep the attackers occupied while the boss does his boss thing, they’re the defensive/offensive line of your encounter.

Then you have support groups that consist of artillery, control and/or healing. Typically these should be the smallest presence on the field as they’re the ones that usually sit in the back and go with range powers, they die easily but sometimes getting to them is just flat out hard.

Minions are just that.  Masses of incompetents who die in a loud messy fashion to the enjoyment of the players.   And once the group gets past level 4 or so, plan on your minions having little to no impact on the battle other than to waste a round or two as the party AOE’s them down.   Any more I don’t even count them against the XP budget of the encounter unless they’re artillery that is going to be widely spread out.  It’s realistically impossible to spread out melee attackers, they have to bunch up to get at the players who typically hang out fairly close together. They’re there to make the heroes cool as they kill six guys with one blast, that kind of thing.

I’d also advise you not to get too crazy on your encounter makeup complexity.  The more creatures with different powers you throw out there, especially if you take my advice and give them all some ‘fun’ powers for you to play with, the more likely you are to forget to use them.  I regularly forget to use Immediate powers that I give to my creatures for instance.

Trying to keep track of multiple powers on multiple types of creatures in one encounter servers not much more than to slow things down. Any more I strive for (but frequently fail to accomplish) no more than 3 types of creatures per encounter although with humanoids it’s hard to do.  My bandit, slavers and hobgoblin tribes just like to cover their bases, they want front line, back line, support, artillery, control, pure power and leadership in every fight.  And it’s hard to say no to them as they make sense when they send in their manpower requests.  :)

Also keep your players’ characters’ abilities in mind.  A group with a lot of radiant output is going to rip your undead encounters to shreds.   A group without any way to control creatures should run into encounters with fewer but tougher creatures.  A group with massive amounts of AOE’s shouldn’t get encounters comprised of mostly minions as a steady diet.  A group without a lot of ways to spend surges during an encounter needs smaller easier encounters but more of them during their ‘work day’ or few but tougher encounters per day.  Things like this keep in the back of your mind as you’re planning their almost but not quite demise.

And the flip side of that, keep your players abilities in mind as well.  A group who’s sole tactic is “I got this one, you go get that guy.” needs a lighter hand on the encounter difficulty than a group that knows exactly how their powers mesh with the powers of the rest of the team and acts accordingly.

So to wrap this up -

  • give all your creatures some nifty encounter powers because that’s fun for you
  • don’t be afraid to deviate from the monster building guidelines but do it in a balanced fashion because that’s fun for the players
  • don’t make your encounters too simple or too complex, not fun for you
  • keep the abilities of your players and their characters in mind, not fun for the players
  • and most importantly make sure you and your players are having a good time or you’ll be putting your books away to gather dust and that’s a very un-fun thing to have to do…

I hope this is of some benefit to someone, putting it down at the very least helped solidify it for myself and that’s never a bad thing. Next week (or month or whenever) I’ll try and come up with some thoughts on how to actually run the encounter and give you some excuses for why the archers are all focus firing on the cleric for the 800th time.

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CATS Podcast Episode 9 – Part 3

7:44 pm by Dennis | 4th Edition, Against the Slavers, Campaign, PodcastNo Comments »

Episode 9, part 3 of the Key Our Cars group’s 4th Edition Dungeons and Dragons podcast gameplay session.  The slaver tower is taken after good planning.

Subscribe to the feed – http://www.keyourcars.com/feed/podcast/

Also available through iTunes.

CATS Podcast Episode 9 – Part 2

7:07 pm by Dennis | 4th Edition, Against the Slavers, Campaign, PodcastNo Comments »

Episode 9, part 2 of the Key Our Cars group’s 4th Edition Dungeons and Dragons podcast gameplay session. The group wanders around the city, gathering clues and information and departs to the slavers island.

Subscribe to the feed – http://www.keyourcars.com/feed/podcast/

Also available through iTunes.

CATS Podcast Episode 9 – Part 1

7:06 pm by Dennis | 4th Edition, Against the Slavers, Campaign, PodcastNo Comments »

Episode 9, part 1 of the Key Our Cars group’s 4th Edition Dungeons and Dragons podcast gameplay session. The group fights giant worms.

Subscribe to the feed – http://www.keyourcars.com/feed/podcast/

Also available through iTunes.

CATS – Episode 10

11:12 am by Dennis | 4th Edition, Against the Slavers, CampaignNo Comments »
Assassin Don't Fly

[DM: I want to point out that I rolled like utter [bleep] this session.  My miss ratio was pretty far on the wrong side of the standard deviation on a d20. I only had one natural 20, on T’Balktu of course, and a bunch of 1’s, 2’s, 3’s. ]

The tower taken from the forces defending it our band of heroes takes stock of the situation.  And the phat lewt.  They recover a magic staff, set of robes, some fire arrows and bolts, a couple of healing potions, a stack of what they’ll eventually discover are alchemical bombs and a set of signal flares.

Based on Keri’s notes they know the cave trolls are sent around the island around dawn to help with the construction efforts.  This gives them about 6 hours before then so leaving Biminey to begun work on repairing and re-tuning the airship.  A couple of hours into it he realizes he’s going to have to replace the broken boards of the ship before it’ll be flyable again.

He wakes the others and gives them the bad news.  They decide to go back to sleep and deal with it later.  Biminey joins them in sleeping leaving Torn, Kane and Dash on watch.  Hirelings work well for that.

As the sun peeks up Torel and Stak go look at the avenues of approach to the tower.  On the far side of the chasm separating the tower side from the rest of the island is a extending bridge.  They crank it over and investigate the far side. A couple of smaller buildings are under construction on that side.  Torel preps the area by liberally splashing gallons of oil in the places where attackers might take cover.   
A couple of hours after dawn, the compound forces start wondering where the cave trolls are and send a couple of sailors up to find out what’s going on.  They holler and hullabaloo for awhile but the good guys don’t respond.  One of the sailors twists a rod like the ones that are in the tower and a flare of light flies way up in the air, sparking and sputtering, visible for miles in all directions and then head back to the compound at a jog.

[DM's Comments: I'd planned out a number of scenarios, even had maps ready but the group's actions as happens quite frequently took a turn that I hadn't planned.  Their scheme for the lumber was sneaky and scheming and my possible scenario's didn't quite get that sneaky on their behalf.  I'd envisioned them possibly ambushing the first people up to see what was going on by either setting up in the partially built houses on the far side of the bridge or leaving the bridge down and luring them over to the tower.  But it just really proves yet again one person will never be able to accurately predict what other people will do, 100% of the time no matter how long they've known them.]

Now that the bad guys know something is up, although not what, the group decides to hunker down and prepare to repel an attack trying to come across the chasm and wait in vain for rest of the day with nothing happening although they do spot a sneaky person scouting them out.

[Torel rolled a natural 20 on a perception check or they'd of not spotted him.  After the slavers knew something was up they sent up an assassin who wisely decided not to try anything during the day.  The slavers are expecting another ship of reinforcements which would include at least an overmage if not another ubermage. They also have some high level captives that they've been lead to believe will be highly ransomable. The captives lied by the way to gain time, there's no one left to ransom them.  Hence they're not going to try to frontal attack a tower that they have to try to cross a 25' gap with a 50' fall into jagged rocks.  They're going to wait for nightfall and sneak across under the cover of darkness.]

As the day continues to wind down the group decides to send Stak and Dash, both fairly sneaky bastards over to scout the compound.  They know from Keri’s notes that there is a building under construction over there which should mean there’s lumber.  The two are supposed to try and steal the lumber.  And rather than going around the island they cut across the harbor, using a small cask to carry their gear and to rest with on the mile or so swim.  They’re given two signal flares to use if they need help.

Stak and Dash get over and find no way to get to the lumber, the slavers over there are scattered, hiding in nooks and crannies while several are guarding a building that Keri marked as holding slaves.  Discretion prevails and they return the way they came.  Stak unfortunately failed in his attempt to climb the cliff so they shout for help and then are pulled up the cliff.

They report their findings to the rest.

Our five leave Kane, Dash and Torn to watch the tower as they’ve come up with a plan to not go after the lumber at the compound but instead take the ship and de-construct part of it for the lumber they need.  They get ready and slither down the rope and into the warm salt water and start dog paddling.

[It's about this time that the assassin makes it across and starts scouting the tower section of the island.  He's not sure what to make of the three men that he can find, assuming they must be tougher than they are if they were able to take the tower and goes back retrieves most of the quality forces from the compound and they assualt the tower while our group is slowly swimming across the harbor.  The attack on the harbor kicks off about the time that the group gets to the ship.  The three hirelings immediately know they're heavily screwed and set off two flares.  They three are all level 6 though and they do cut a swath through the attackers but are eventually taken.]

The group reach the ship, Stak going further to steal the longboats from the shore.   Elisssa hits the deck of the ship first due to bad timing on their part but has no trouble killing both slavers on board.  One swing of her axe at the end of a charge cuts the slaver’s arm off which is holding a signal flare.  She spins and takes the head off the other one in the same motion.

The rest climb on board to find the ship is theirs and Stak comes up with the longboats.

The signal flares go up from the tower but there’s just not much they can do for them except continue with the plan.  They wait till down though which isn’t far off and use the ballistae on the ship to let the forces on the shore know they’re there.  Keeping the slavers on the shore occupied, they strip lumber off the non-visible side of the boat.

Lumber in head they set the ship afire and start rowing back to the tower.  The tower forces are waiting for them but aren’t too concerned as the cliffs are almost impossible to climb and it would be very easy to just drop rocks on anyone trying to climb them and knock them off.

Unfortunately for the slavers they don’t know about Biminey’s Ladder ritual. As the ladder springs up and Torel starts climbing his butt off the two at the top realize that things may not be going as planned and start yelling.  They drop rocks but they miss and Torel is able to reach the top of the cliff, Biminey right behind him.

A fight breaks out and both sides are reinforced as forces rush in from the tower and up the ladder but when Torel uses the Deamon Heart to walk the assassin off the cliff and Biminey drops the ladder as he’s trying to climb back up.  Battered, bruised, ribs cracked and leg broken the assassin limps off vowing to come back and kill them all in nasty ways.  Right as Biminey’s firebolt, charged with lightning enters his skull from above.

The fights just clean up this point between the guys the hirelings killed, the loss of the ‘boss’ of the island forces and the fact that the slavers can’t seem to hit a damn thing it’s quickly over.

They capture one of the slaver alchemists and get information from him.  They go back and strike a bargain, one sided, with the remaining neophytes in the tower (all minions) and make them leave.  They recover their battered and beaten hirelings.

Hauling up their construction supplies Biminey and a couple of others get to work repairing the airship while the rest traipse across the island and intimidate or kill the remaining slavers.

In the captive hut they rescue a dwarf noble woman and her retinue.  She has a tale of her city being overrun by hobgoblins and her father putting her and the rest on a boat with a few guards while they stayed to defend the city.  They were picked up by slavers not long after setting sail and brought to the island.  To buy time and preferential treatment they let on to the slavers that a huge ransom would be possible.  The other slaver ship on the island went off to collect said ransom.

Air ship repaired and drivable they take a minor detour to burn the slaver compound to the ground from the air and head back.  They try to investigate one of the small farming villages on their way back, one of the ones that has lost contact with the city and Biminey has a test of wills as something tries to take over control of him through the airship control amulet, forcing him to land the ship.  He breaks free and they flee back to the coast.

Leaving biminey and most of the noble woman’s following on the ship the rest are dropped off outside of town walk in.  They get inside and learn news of the hobgoblin threat and get information from Sushanna of good news.  The Eris researchers are constructing a battle standard that will duplicate the weakening effect of the Larkson wardings for a small area.  They also find out from Sushanna that the wardings of the city are powered  by the life force of people born in the city.  This was uncovered in the research into the standard which after use requires a ritual and life force to recharge to enable it to work again.

We leave our group getting cleaned up in the temple’s sauna’s and breaking the fast.  They have plans for to meet up with  Biminey in two days time, who’s currently flying the ship out of sight of land and above the clouds and making offers of employment to Visra’s, the noble dwarf’s retinue since she obviously won’t be able to pay them.  On the flip side, Visra is going to try and find them employment in the town.

Elisssa, getting a little tired of the group’s actions preventing her from killing who she wants to when she wants is going to depart the group for at least awhile, taking the gold and valuables she’s garnered from their adventures.  She has thoughts of packing up her relatives adn friends on a ship and sailing away from this danger zone now that she knows there are cities to the south, albeit under the threat of hobgoblin attack but at least she won’t have to worry about her mind being consumed and her body used to kill innocents.

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Changes to falling

12:20 pm by Dennis | 4th Edition, House Rule5 Comments »
Aiiiiiiieee... *spatter*
Since I don’t like players able to survive just flat out silly falls I’m changing the falling rules to make them a little more drastic.   As an example a level 6 character can survive on average a 100′ fall.  That’s just silly to me.

To offer an anecdote, I’m specifically working to avoid a recurrence of a scene in years past where a player, to get away from a particularly gruesome fight metagamed and said, “I can survive an 8 story fall, I jump out the window.”

So I’m making falling damage cumulative and discounting the first 10′.  So anyone can fall 10′ or less without an issue.  For every 10′ farther than that, that they fall, they take 1d10 damage cumulative.

So a 20′ fall deals 1d10 damage.  A 30′ fall deals 1d10+2d10 damage.  A 40′ fall deals 1d10+2d10+3d10 damage.  A 100′ fall deals 1d10+2d10+3d10+4d10+5d10+6d10+7d10+8d10+9d10.

Falling onto a hard surface adds 50% damage.  Falling into a soft surface reduces damage by 50%. An acrobatics roll versus DC 15 can reduce the distance fallen by 10′.

This will very quickly make long distance falling deadly even for high level characters.

[Edited]

Per the comment associated with this I offer up the following alternative which I’m consdering -

For every 10′ after the first 10′ falling damage costs a falling character a healing surge value in damage. So a fall of 50′ equals 40′ of ‘damaging’ fall and kills a healthy character.  This has the benefit (depending on your point of view) of removing level from the equation.   The downside is that this would greatly increase the lethality of even short falls.  Teleporting a creature 30′ up would cost it half it’s health with one power regardless of how much half it’s health is.   So this might end up being a player’s rule only.

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CATS Session 10 – Island Raid

8:05 pm by Dennis | 4th Edition, Against the Slavers, CampaignNo Comments »
Weretiger
Weretiger
Quote of the day – “How much does a weretiger weigh?”

Our group starts off in the warehouse littered with dead bodies, the bodies they’ve slain.  Deciding that the’d be better off if they got the hell out they do so and retreat back to their tavern.  The next day Biminey vists the temple of Eris where he talks with Sushanna and the new high priest and finds out information on their possible foes.   King Hesh’tar, his queen Liloth, his adviser Phy’el Fleshwalker and their enforce Krag the Butcher.  Tales of their powers are legendary only surpassed by the tales of their evil.

After telling the high priest they’d already killed Krag, Biminey was a bit taken aback at the priests quesiton, “did you burn the body and scatter the ashes?”  Which they didn’t do.

Other information learned is that the town is a mystical anchor point that keeps Larkson’s curse alive and well on the city of Darkmith.  That the prince’s True Name is located in the city of Larkson and that the very stones of the city are warded against the powers of Darkmith and for one of the creatures of Darkmith to enter the town would render it significantly weaker than it wold be outside the town.

Torel meets with the Captain of the Watch and discusses events.

Shuk meets up with Stak in their tavern and gives him a device that she’d had created in Anvil by an high level artificer there to help with Soozin.  She seems distant to the Stak and doesn’t wish to talk much. It’s obvious that the loss of Dra’kin has hit her fairly hard.

They meet up and compare notes and Biminey leads them to the temple of Eris where they stashed Soozin while they went out to the temple of healing to cure Torn.

Biminey activates the device and it enters Soozin’s throat to go after the parasite.  It warps out and something goes wrong and the parasite splits up the way it’s created to do but lightning flares and the several small parasites swell to the size of large dogs.

The group defeats the giant slugs and Soozin is now healed. [Note: Wasn't planned to be a hard fight unless for some reason not everone in the group happened to be there but as it turned out they were.]

After everything that’s happened to them they pressure the high priest of Eris to allow them to stay on the grounds and he doesn’t take much persuading.  The group has proved formidable to hostile creatures and having them around he can’t see as a bad thing.

Elissa finds Keri waiting for her in her new room in the temple.  Keri has a tale of having been on a boat for three weeks scouting the charts that she lifted from the slaver ship while it was in the harbor.  She reports finding the stronghold listed on the charts and reports that there is an airship attached to a keep on the island.  She also tells Elisssa that the free ride is over now with Dra’kin dead and any future services will be cash in hand.

They discuss further the murders taking place and finally [after DM prodding] determine that the murders are taking place in houses/buildings that are newly constructed, not part of the original town’s construction, wooden.  With the new knowledge of the warded stones and construction it’s not a big leap of deduction to figure out that the wardings are keeping the murderer out.   Which they have determined is possibly Krag in spirit form trying to recover his lost corpse.

They take their findings to the Captain of the watch and lead him to make the deductions on his own.  He takes them to the Council who decrees that it would be prudent for citizen’s that are in new construction to find a place to stay that’s part of the original stone construction.  As the group determines that people aren’t yet for the most part taking the warnings seriously they decide to head out after their air ship after making plans for their assault.

They arrange for passage, their money is rapidly depleting.

Arriving at the island, to everyone’s astonishment their plan works, they get on the island and defeat the forces at the keep which is where we leave them.  They have several hours most likely before someone might question why no one has come down from the keep with the cave trolls but they still have the air ship to repair, the master override amulet to tune and unfortunately Biminey is only one man.

[Note: I had a timeline of the coming's and goings of the forces on the island and by chance or luck they hit the island when it had minimal forces.  Also their plan bypassed the forces on the keep and made what might have been a fight that could have seen the loss of some of the group into a fight that while knuckle biting wasn't white knuckle.  At least yet.  But rather than a fairly large fight they managed to defeat the forces in waves due to their actions and negated some of their firepower by a pretty plan and good reaction to the situation at hand.]

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CATS Podcast Episode 8 – Part 3

10:20 pm by Dennis | 4th Edition, Against the Slavers, Campaign, PodcastNo Comments »

Episode 8, part 3 of the Key Our Cars group’s 4th Edition Dungeons and Dragons podcast gameplay session. A fight breaks out in a warehouse against the leader of the bandits who captured them and a slaver overmage.

Subscribe to the feed – http://www.keyourcars.com/feed/podcast/

Also available through iTunes.

1 person likes this post.

CATS Podcast Episode 8 – Part 2

10:20 pm by Dennis | 4th Edition, Against the Slavers, Campaign, PodcastNo Comments »

Episode 8, part 2 of the Key Our Cars group’s 4th Edition Dungeons and Dragons podcast gameplay session. They deal with the aftermath of the hobgoblin fight, we invite T’Balktu to join the group and hear of a clandestine meeting with an Eladrin.

Subscribe to the feed – http://www.keyourcars.com/feed/podcast/

Also available through iTunes.

CATS Podcast Episode 8 – Part 1

9:24 pm by Dennis | 4th Edition, Against the Slavers, Campaign, PodcastNo Comments »

Episode 8, part 1 of the Key Our Cars group’s 4th Edition Dungeons and Dragons podcast gameplay session. The group heads off to a temple of healing to cure Torn and finds some hobgoblins who object.

Subscribe to the feed – http://www.keyourcars.com/feed/podcast/

Also available through iTunes.

CATS Podcast Episode 7 – Part 2

8:24 pm by Dennis | 4th Edition, Against the Slavers, Campaign, PodcastNo Comments »

Episode 7, part 2 of the Key Our Cars group’s 4th Edition Dungeons and Dragons podcast gameplay session. Something wicked is found in the temple of Eris.

Subscribe to the feed – http://www.keyourcars.com/feed/podcast/

Also available through iTunes.

2 people like this post.

CATS Podcast Episode 7 – Part 1

8:05 pm by Dennis | 4th Edition, Against the Slavers, Campaign, PodcastNo Comments »

Episode 7, part 1 of the Key Our Cars group’s 4th Edition Dungeons and Dragons podcast gameplay session. A long non-combat session erupts with the party trying to uncover a murder.

Subscribe to the feed – http://www.keyourcars.com/feed/podcast/

Also available through iTunes.

1 person likes this post.

Goliath Barbarian – T’Balktu

2:35 pm by Dennis | 4th Edition, Against the Slavers, Campaign, DnD1 Comment »
T'Balktu
T'Balktu
Thanks to the gods of whimsy the groups warlock, a ‘conlock’ by the name of Dra’kin died last session.  Unfortunately there just wasn’t much that could be done although much like the death of Aoefel it might have been preventable.  But we’ll never know.

At any rate the net result is T’Balktu has joined the group.  He’s a younger goliath barbarian.  Think of the goliath in my world more as a Hill People than some half elemental race.  Lots of muscles, outdoor types with a hunger for living as large as their view of the world from atop their mountain fortresses.

He was made in a hurry Saturday and I’ve since cleaned it up a little, swapping a couple of things out that didn’t work for a 2handed great axe wielder.

The end result is a veritable damage machine.  If he crits his Ragestrike power he’ll be doing 60 damage.  Not half bad at all.  And with multiple ways to get temporary hit points he should make up a little for his lower defenses.   With low reflex and willpower he’s going to get whacked a lot by critters that attack those defenses.  And unfortunately as I happen to know, more than one of the bosses of this campaign have powers against those.

Against masses of mobs his total damage output should go through the roof and he should be a minion killer from hell.  An at-will that has a blast 3 component if he hits with it?  I’ll have to seriously ramp up the minion count just to break even.

I’ve started him out with Bleeder, his father’s greataxe, that spurs him onward to greater displays of glory as well as an Ironskin belt made by his grandfather out of materials no one in the family likes to talk about.  And I think he may be a good candidate for the Cape of the Red Path they recently found as mobility for him would be a good thing so he can get to the best position on the field to unleash his burst/blast attacks against swarms of bad guys.

Too bad though about Dra’kin.  But failing 3 out of 4 death saves and the healer failing 2 out of 2 stabilization checks?  His death was meant to be.

But T’Balktu should be able to pick up the slack and then some.  And as a front line striker it should help keep the others alive and in better shape a little more.

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