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 Post subject: HARD CORE H1 KOTS- REWRITTEN and with PICS! Enc 2b
PostPosted: Mon Aug 27, 2012 5:49 pm 
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Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 245
Location: Grimbo
HARD CORE

And so, after trying to wade through WOTCs Core Modules (KOTS and on...) on several occasions I, or rather we (me and five other fools), thought we'd give it one more go. I've DMed the first four modules previously, I've actually DMed KOTS half-a-dozen times, several of the players had also attempted KOTS previously- although for two of them it ended in a TPK courtesy of that tough Goblin SOB- Irontooth. Another of the players got as far as Thunderspire...

Anyway, we'd had a few drinks when we made the promise, to do it all H, P and E- to the bitter end, as the title says- Hard Core.

We're also Hard Core in that we're going to try and get through the adventures as quickly as possible, to aid us in this venture we have added in the following house rules-

Monster damage increased to MM3, erring on more rather than less.

Action Point every encounter- no saving them, i.e. a PC can only ever have a maximum of one.

Fewer but more difficult encounters.

Fights, so far, have been for the most part short and bloody, although we've had a fair few epic affairs- you'll see.

I've also made some changes to the Heroic tier modules, simply put they're not that great (although I've a soft spot for Thunderspire), and I've DMed them too many times already to just do the same again.

Last point we're playing this game more or less constantly, there have been the odd sessions around the table, but a majority of the play is via maptools, however in-between these scheduled sessions via Skype, text, e-mail etc. the game has pressed on. The players have conducted their characters from some pretty strange places so far- european ski slopes, asian beaches, or else wandering the streets of strange towns laptop in hand trying to locate a signal, or yelling draconic obscenities in the middle of internet cafes in far flung places... it's been a blast.

And so here goes...


Last edited by goonalan on Tue Jun 18, 2013 10:58 am, edited 2 times in total.

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 Post subject: Re: HARD CORE Last attempt to play through the WOTC Core Mod
PostPosted: Mon Aug 27, 2012 5:55 pm 
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Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 245
Location: Grimbo
HARD CORE

On the 19th day of the third month of the year 2012, at number six Jepperson Street, in Upper Fallcrest- a rather well-to-do area of the city, a strange meeting takes place, well... strange-ish. The meeting is 'chaired', if that indeed is the correct word, by Gerda Staul, wife of Douvern Staul- ex-adventurer, ex-royal advisor to the Markelhay family and at present ex-of Fallcrest...

“He set out for Winterhaven four weeks past, another one of his darn 'digs'”, Gerda looks across the table at a large metal man, a warforged, she tuts; the warforged raises an eyebrow, or at least does the best it can not having eyebrows and being entirely made of unyielding metal.

Gerda continues, “... some burial site, he said- outside of Winterhaven, from the time of the old Empire- he said. And so off he went... not a care in the world, I said to him...” Gerda stops talking, fetches a handkerchief from her sleeve and blows her nose. She takes a moment and composes herself.

“I'm rambling, sorry, but I miss the silly old bugger- and I know nothing bad has happened to him, he always comes back, he's just stuck in a hole somewhere- getting dirty and excited about old bones and even older junk.”

A pair of small but hairy hands snake out and grasp Gerda's right hand, do their best to enfold it, Gerda smiles down at her son Jimmy, and sniffs.

“I'd just like you to make sure- go to Winterhaven, find him and tell him to come home. He's getting too old for...” Gerda tails off, “... I just miss him.” She finishes.

Silence for a moment, save Gerda's sniffles, “Will you? Please.” She asks and looks plaintively at the others sat at the table.

Jimmy, holding his mother's hand still, grins up at her and nods his head- almost eager- “We'll find dad, don't worry mum,” the smartly dressed young halfling resolutely states.

Sat awkwardly next to Jimmy is a bulky bull-headed female, a member of the minotaur race- Hedda, dressed in purple-robed finery and bearing the holy symbol of the platinum dragon- Bahamut, she too nods, with nothing to add to the conversation.

Next around the table, barely balanced on his seat, is the warforged, battered and ancient looking- Hal, the metal man's eyes flash his agreement. He opens his mouth to speak, then thinks better of it, shuts his mouth and bows his head a little, unable to meet Gerda's gaze.

The fifth chair is occupied by a monstrous looking, scarred, half-orc, with a thick head of hair, dressed for hard labour in worn and oft-repaired clothes- Gokan nods once- definite, and grunts his assent.

The last member of the assembled group is a bald and stern looking dwarf, old even by his long-lived race's counting- Sigur of Hammerfast, growls, stands- almost knocking over his chair, and in his gruff voice speaks. “Well! Let's get going then!” The dwarf declares with a hint of impatience.

Gerda grins, sniffles and then grins some more- her eyes glisten.

The others noisily stand, and one by one troop from the room, each taking a moment to make eye contact with Gerda as they file past her.

Sigur nods curtly and thumps his chest with his right hand, some sort of dwarven salute no doubt. Hedda does her best to smile as she bows low to Gerda- “May Bahamut bless our undertaking” she adds; in the background Sigur hisses and harrumphs.

Hal, the warforged, files past with only a sideward glance at the woman.

Gokan next in line stops for a second, reaches out with one of his large calloused hands and gently touches the middle-aged human woman's cheek- Gerda nestles against Gokan's hand and smiles up at the half-orc. Gokan makes a low, content, animal-like sound and then quickly moves off- leaving Gerda and Jimmy.

The halfling tightens his grip on his mother's hand, leans in and plants a kiss on Gerda's cheek, she smiles as the tears fall, and then Jimmy is gone too. Just Gerda, alone in her room, and the darkness outside.

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Last edited by goonalan on Fri Jun 14, 2013 3:26 pm, edited 7 times in total.

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 Post subject: Re: HARD CORE Last attempt to play through the WOTC Core Mod
PostPosted: Mon Aug 27, 2012 6:03 pm 
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Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 245
Location: Grimbo
The Adventurers

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Gokan

====== Created Using Wizards of the Coast D&D Character Builder ======
Gokan, level 1
Half-Orc, Barbarian
Build: Whirling Barbarian
Feral Might Option: Whirling Slayer
Recent Life - Mercenary Work (+2 to Athletics)
Theme: Mercenary

FINAL ABILITY SCORES
STR 20, CON 13, DEX 15, INT 8, WIS 10, CHA 10

STARTING ABILITY SCORES
STR 18, CON 13, DEX 13, INT 8, WIS 10, CHA 10

AC: 16 Fort: 17 Ref: 13 Will: 10
HP: 28 Surges: 10 Surge Value: 7

TRAINED SKILLS
Acrobatics +6, Athletics +11, Perception +5

UNTRAINED SKILLS
Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +0, Endurance +2, Heal +0, History –1, Insight +0, Intimidate +2, Nature +0, Religion –1, Stealth +1, Streetwise +0, Thievery +1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Half-Orc Racial Power: Furious Assault
Barbarian Feature: Whirling Lunge
Barbarian Attack 1: Whirling Rend
Barbarian Attack 1: Howling Strike
Barbarian Attack 1: Whirling Frenzy
Barbarian Attack 1: Macetail's Rage

FEATS
Level 1: Thirst for Battle

ITEMS
Hide Armor x1
Adventurer's Kit
Battleaxe
Handaxe x5
====== End ======


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Hedda

====== Created Using Wizards of the Coast D&D Character Builder ======
Hedda, level 1
Minotaur, Cleric (Templar)
Build: Battle Cleric
Cleric Option: Healer's Lore
Auspicious Birth (Auspicious Birth Benefit)
Theme: Ordained Priest

FINAL ABILITY SCORES
STR 18, CON 11, DEX 10, INT 8, WIS 18, CHA 13

STARTING ABILITY SCORES
STR 16, CON 11, DEX 10, INT 8, WIS 16, CHA 13

AC: 16 Fort: 14 Ref: 10 Will: 16
HP: 30 Surges: 8 Surge Value: 7

TRAINED SKILLS
Diplomacy +6, Heal +9, Insight +9, Religion +4

UNTRAINED SKILLS
Acrobatics –1, Arcana –1, Athletics +3, Bluff +1, Dungeoneering +4, Endurance –1, History –1, Intimidate +1, Nature +6, Perception +6, Stealth –1, Streetwise +1, Thievery –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ordained Priest Attack: Shining Symbol
Minotaur Racial Power: Goring Charge
Cleric Feature: Divine Fortune
Cleric Feature: Turn Undead
Cleric Utility: Healing Word
Cleric Attack 1: Righteous Brand
Cleric Attack 1: Gaze of Defiance
Cleric Attack 1: War Priest's Strike
Cleric Attack 1: Avenging Flame

FEATS
Level 1: Ritual Caster
Level 1: Weapon Expertise (Mace)

ITEMS
Ritual Book
Comrades' Succor
Comprehend Language
Chainmail x1
Adventurer's Kit
Morningstar x1
Holy Symbol x1
Sling
====== End ======


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Sigur

====== Created Using Wizards of the Coast D&D Character Builder ======
Sigur of Hammerfast, level 1
Dwarf, Invoker
Build: Wrathful Invoker
Divine Covenant Option: Covenant of Wrath
Early Life - Imprisoned (Thievery class skill)
Theme: Earthforger

FINAL ABILITY SCORES
STR 10, CON 16, DEX 11, INT 10, WIS 20, CHA 8

STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8

AC: 16 Fort: 14 Ref: 11 Will: 16
HP: 26 Surges: 9 Surge Value: 6

TRAINED SKILLS
Endurance +9, Insight +10, Religion +5, Thievery +4

UNTRAINED SKILLS
Acrobatics –1, Arcana +0, Athletics –1, Bluff –1, Diplomacy –1, Dungeoneering +7, Heal +5, History +0, Intimidate –1, Nature +5, Perception +5, Stealth –1, Streetwise –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Earthforger Attack: Stone Panoply
Dwarf Racial Power: Dwarven Resilience
Invoker Feature: Rebuke Undead
Covenant of Wrath: Power: Armor of Wrath
Invoker Attack 1: Visions of Blood
Invoker Attack 1: Hand of Radiance
Invoker Attack 1: Thunder of Judgment
Invoker Attack 1: Angelic Echelon

FEATS
Level 1: Ritual Caster
Level 1: Implement Expertise (Rod)

ITEMS
Ritual Book
Hand of Fate
Pass Without Trace
Chainmail x1
Adventurer's Kit
Mace x1
Hand crossbow
Rod Implement
====== End ======


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Hal 5000

====== Created Using Wizards of the Coast D&D Character Builder ======
Hal 5000, level 1
Warforged, Fighter (Weaponmaster)
Build: Great Weapon Fighter
Fighter Option: Combat Superiority
Fighter Talents Option: Two-handed Weapon Talent
Thousand Yard Stare (Perception class skill)
Theme: Ironwrought

FINAL ABILITY SCORES
STR 20, CON 15, DEX 10, INT 8, WIS 13, CHA 10

STARTING ABILITY SCORES
STR 18, CON 13, DEX 10, INT 8, WIS 13, CHA 10

AC: 17 Fort: 17 Ref: 10 Will: 12
HP: 30 Surges: 11 Surge Value: 7

TRAINED SKILLS
Athletics +11, Endurance +10, Perception +6

UNTRAINED SKILLS
Acrobatics +0, Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +1, Heal +1, History –1, Insight +1, Intimidate +2, Nature +1, Religion –1, Stealth +0, Streetwise +0, Thievery +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Warforged Racial Power: Warforged Resolve
Fighter Attack: Combat Challenge
Fighter Attack 1: Cleave
Fighter Attack 1: Reaping Strike
Fighter Attack 1: Hack and Hew
Fighter Attack 1: Lasting Threat

FEATS
Level 1: Two-Handed Weapon Expertise

ITEMS
Scale Armor x1
Adventurer's Kit
Greatsword
====== End ======


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Jimmy Hoofenburger

====== Created Using Wizards of the Coast D&D Character Builder ======
Sammy Hoofenburger, level 1
Halfling, Rogue (Scoundrel)
Build: Trickster Rogue
Rogue Tactics Option: Cunning Sneak
Rogue Option: Scoundrel Weapon Talent
Auspicious Birth (Auspicious Birth Benefit)
Theme: Outlaw

FINAL ABILITY SCORES
STR 8, CON 10, DEX 20, INT 10, WIS 11, CHA 16

STARTING ABILITY SCORES
STR 8, CON 10, DEX 18, INT 10, WIS 11, CHA 14

AC: 17 Fort: 10 Ref: 17 Will: 13
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Acrobatics +12, Bluff +8, Perception +5, Stealth +10, Streetwise +8, Thievery +12

UNTRAINED SKILLS
Arcana +0, Athletics –1, Diplomacy +3, Dungeoneering +0, Endurance +0, Heal +0, History +0, Insight +0, Intimidate +3, Nature +0, Religion +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Outlaw Attack: Surprise Strike
Halfling Racial Power: Second Chance
Rogue Attack 1: Deft Strike
Rogue Attack 1: Sly Flourish
Rogue Attack 1: Acrobat's Blade Trick
Rogue Attack 1: Blinding Barrage

FEATS
Level 1: Light Blade Expertise

ITEMS
Leather Armor x1
Adventurer's Kit
Dagger x6
Shuriken
====== End ======


None of the PCs are 'optimised' of course, that's not what we're about, although if you have suggestions then don't hesitate to shout out- but don't be disappointed if we ignore them, or else the character doesn't change for a good while. This write up is way behind the actual action in-game, the guys are almost Paragon level at the moment.

Last point, I make notes- lots of notes, I'm a little OCD that way- that's what I'm going to share with you here, or else a version of the action. I'll also tell you how the plot's going, and changes I've made to encounters et al. Y'know, just for kicks.

Happy hunting.


Last edited by goonalan on Fri Jun 14, 2013 3:35 pm, edited 1 time in total.

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 Post subject: Re: HARD CORE Last attempt to play through the WOTC Core Mod
PostPosted: Fri Aug 31, 2012 6:02 pm 
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Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 245
Location: Grimbo
KOTS Part 1: On the Road to Winterhaven.

The Hard Core Adventurers Level 1

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The King's Road to Winterhaven, a cart’s width- perhaps a little more, of dried mud that snakes north through the Gardbury Downs. Either side of the track are low bluffs- in parts thinly forested, between vast stretches of gorse and sage bushes which tumble down to the track. Here and there isolated boulders and outcroppings of rock- the road climbs slightly. Travellers often say 'it’s all uphill to Winterhaven.'

Today is the 20th day of the third month, early-afternoon, and the sun is high in the sky, and except for the breeze nothing stirs.

Save the five adventurers; sworn to locate their friend, or master, or father- Douvern Staul, the group have made good time, another hour and they will be in Winterhaven. They travel quickly, eager to be at their task.

“I do not understand your request...” Hal, the warforged warrior stares down at Jimmy; the metal man's almost featureless face somehow manages to express confusion.

Jimmy continues to grin- “humour me.” The halfling simply states, and goes back to grinning some more.

The pair continues to stride down the track that passes for the King's Road this far north of the Gardbury Downs. Eventually Hal looks down at Jimmy again; the halfling is, as always, grinning back up at him.

“I wish to make sense of your request.” Hal intones. Jimmy nods, and grins back.
“You want me to visit a merchant, or shop, or market stall, or similar- and procure from the vendor a lengthy weight?” Hal's metal face develops worry-lines.
“Ask for a long weight- that's it.” Jimmy grins back.
“A long weight?” Hal echoes.
“That's right.” Jimmy concludes with a friendly wink.

Hal faces forward and strides on, every now and then over the next two minutes he surreptitiously glances down at his halfling companion- only to be met, every time, by Jimmy's waiting grin.

Slightly ahead of the odd pair, Gokan, the half-orc moves forward in short loping trots, each burst followed by a moment of stillness in which the lithe barbarian sniffs and open-mouthed, tastes the air. All the while looking and listening intently.

Hedda, the minotaur Priestess of Bahamut, strides forward trying, and failing, to keep up with Gokan. Wrapped tight in her thick cloak to ward off the chill- she is unused to the climate, she strides on, does her best not to shiver too much.

Hedda chews anxiously- partially to stop her teeth from chattering, Gokan has already given her one annoyed look. And yet the half-orc says nothing about the metal man and the halfling's inane chatter- 'may all your troubles be little ones', something she'd heard back at the temple. Hedda reflects on the veracity of the statement, and glances back at Jimmy with furrowed brows.

Jimmy, of course, meets her gaze- it’s as if he'd known she was going to look back at just that moment, the halfling grins- he's always grinning. Hedda snorts and looks forward again, strides on, shaking her great horned head slightly.

At the very rear of the group of adventurers is Sigur, dawdling somewhat; the dwarven Invoker's old and filthy travel cloak trails in the dirt- too big for him, or at least too long, the dwarf being nearly as round as he is tall. Sigur grumbles and mumbles half-forgotten words, not for any particular reason, every now and then he has to race a little to keep up with the others- he makes sure none of them are watching when he does this.

“A long weight.” Hal intones.
Jimmy nods, and grins.

Winterhaven should be in sight soon, in an hour or so, Hedda thinks- thank the platinum dragon.

Back in the midst of the party Hal turns again to look down at the- yes, grinning Jimmy... then, suddenly, something strange happens.

The pair instantly, and simultaneously, look away again- Jimmy hard right, Hal hard left; the pair come to an abrupt halt.

At exactly the same moment Gokan screams furiously and launches himself off the beaten track and in to what looks to be a fairly unremarkable bramble thicket.

Sigur grumbles, louder now, and in a slightly more coherent manner barks- “Ambush!” Although as Jimmy states later, when Sigur isn't around, it sounded more like “hambush”.

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Kobold Minion
Minion Level 1

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Less than three seconds later a pair of wide-eyed, ill-equipped and poorly armoured kobolds yap their final yap, and then slump on to the now bloody turf - Gokan's twin axes continue to circle and dart. The half-orc whirls on, moving through the bushes towards a second panicked gaggle of equally shocked-looking kobolds- one of which, Gokan notes, is wearing what looks to be a large roasting tin as a breast plate.

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And has a saucepan strapped to its head. Gokan thinks about this, a little unsure as to what it signifies, the moment however soon passes- he whirls on, eager to be at his prey.

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Kobold Guttersnipe
Artillery Level 1

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Back on the road waves of spear wielding kobolds rush from the undergrowth, yapping, yelling and babbling excitedly in their strange tongue.

Sigur, at the very rear of the group, and somewhat separated from his comrades, is suddenly surrounded, and stabbed- repeatedly. The dwarf's right leg folds under him, he staggers, grumbles loudly and then finds his feet.

The dwarf feels light-headed, he begins to notice the patches of red showing through his cloak, he looks up and spies Hedda who has turned around to face him. The minotaur priestess brandishes her shiny holy symbol, and calls forth in a bellowing and yet sonorous voice- “May the light of the platinum dragon burn the unbelievers.”

Sigur is bloodied by the Kobold Minion onslaught.

Three of the Kobolds are struck by glowing rays of scalding silvery-purple light, seconds later the three reptilians are nothing more than ash in the wind- their bodies instantaneously consumed by Hedda's radiant power. The minotaur nods once at Sigur, and then turns back to see what comes next.

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Jimmy, the halfling, meantime spins out a dagger- the sixth kobold minion falls, clutching at the short blade buried deep in its chest.

Either side of the road bushes shiver and shake, or else are grabbed and pulled aside- more kobolds approach, but these are not the minions the adventurers have so far faced.

In the bush Gokan continues his bloody dance, his blades flashing about him- the half-orc slices in to the gaggle of cowering kobolds. His battleaxe bites in to the saucepan helmed reptilian's roasting tin-style breastplate- slicing through the thin metal. The effect is instantaneous, the guttersnipe's armour, such as it is, peels away from its body- some important tie or tether has been severed. A second later the forlorn looking humanoid is left standing naked amidst a small pile of saucepan lids.

Gokan's hand axe follows after his battleaxe, the embarrassed kobold clutches at its throat and staggers backwards, and falls- gurgling and forlornly waving it soon expires. Gokan however seems almost not to notice, the half-orc whirls and spins on, smashing in to the last two minions- again both of the his blades find their targets, the pair follow the guttersnipe down in to the dirt.

Back on the road, Jimmy is being menaced by a kobold skirmisher, clad in leather armour and expertly wielding a spear. Jimmy dances and, with his dagger, blocks the reptilian creature's repeated stabbing attacks.

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Kobold Skirmisher
Skirmisher Level 1

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Further up the road a skull-masked kobold dodges out from behind a huge boulder, the creature mutters strange yapping phrases and with circling hands conjures a greenish ball of flickering energy. The wyrmpriest leaps a little and with one hand launches the energy orb towards the adventurers on the road.

Hal, the warforged fighter, watches the odd looking missile in, and at the last moment dodges right, straight in to the acid grenade- the metal man sizzles and smokes as he burns.

Hal is bloodied by the Kobold Wyrmpriest’s Energy Orb taking 15 acid damage.

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Kobold Wyrmpriest
Artillery Level 3

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Moving out to join the wyrmpriest comes another kobold; this creature is armed with a lengthy, and dangerous-looking, pike. The creature snarls, grips the haft of the weapon tightly, and readies it to keep all enemies at bay- guarding its master.

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Kobold Pikeman
Brute Level 2

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Yet another kobold clanks out from cover, dashes across the road- straight for the still sizzling and spitting warforged. The scale armoured dragonshield ducks and dodges- yaps and suddenly points up and to the right. Hal foolishly follows the creature's gesture- looking away from his opponent for just a second- which is incidentally all the time the kobold needs. The dragonshield slices with its short sword. The blade pierces both of the Hal's knee-caps, sparks fly as the metal man staggers and totters. He windmills his hands furiously, trying desperately to maintain his balance, he fails, and falls- landing hard on the packed earth.

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Kobold Dragonshield
Soldier Level 2

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The light goes out of Hal's eyes.

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Hal is reduced to -12 hit points by the Kobold Dragonshield’s Dirty Tactics attack taking 22 damage, on a Crit. Three more damage and Hal is dead forever (negative bloodied hit points).

Sigur, still at the rear of the group, sucks up the hurt and shouts a lot while pointing skywards furiously with his rod- his words are indecipherable, more angular barked gruff sounds. A dark cloud forms in an instant high overhead, there follows a low grumbling sound which rumbles on for a second or two before ending in three staccato thunderclaps that suck the air from the assembled combatant's lungs.

Ahead of Sigur one of the kobold minions suddenly concertinas and collapses, all the life gone from it. The pair of kobolds facing Jimmy, and the fallen Hal, are likewise affected by the thunderclaps- the dragonshield staggers a little, its scale armour rent and broken in places. While the skirmisher has to plant its spear in the ground, and clutch on to it- in an effort to stay on its feet.

Sigur however doesn't stop invoking, or pointing, a pair of ghostly glowing hands suddenly appear and move swiftly towards their targets, swooping and diving through the melee. The first hand bursts against the dragonshield's breast, causing the creature to stagger further. The second slams in to the skirmisher, who spins around his planted spear, trying desperately to avoid collapse.

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Jimmy sees his opening, shimmies over to the skirmisher and on his second attempt stabs the kobold in its side; the creature slides down its spear further, and then closes its eyes and falls lifeless on to the ground.

Hedda meantime gestures and chants towards Hal, the fallen metal man, “Bahamut preserve!” She yells over the noise of the battle. Hal's eyes half-open, the warforged flickers back in to life.

The minotaur priestess turns back again and strides towards Sigur, she flails wildly with her mace at a pair of kobold minions; she fails to connect with either of the sneaky dexterous reptiles.

Suddenly bursting back from the bushes comes Gokan, the half-orc is screaming again- his battle cry, he spins with his battleaxe and... THUK! The dragonshield is cleanly decapitated; the kobold's head spirals in to the air only to fall neatly at Gokan's feet.

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A terrified kobold minion gawps at Gokan in action, the small reptilian humanoid braces for impact as the whirling half-orc whirls on. Gokan smashes in to the creature, the kobold falls. The barbarian comes to a halt, grins back at his compatriots and then looks ahead at the kobold pikeman and wyrmpriest- pointing the way with his battleaxe, he roars.

Hal lurches to his feet and strides back a little to help Sigur and Hedda, the warforged's greatsword cleaves clean through one of the minions and in to the last of the creatures- all of the lesser kobolds are vanquished.

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Back up the road the kobold pikeman acknowledges Gokan's challenge and scurries forwards, manages to dodge the half-orcs defence, and stabs Gokan in the side; although the half-orc twists at the last moment and deflects most of the force of the attack.

The kobold wyrmpriest chants and gesticulates as waves of positive energy fan from its hands; the pikeman is outlined in a protective furze. The spell-casting reptilian conjures again- another green grenade which it flings at Jimmy, the halfling reacts quickly, and yet still fails to avoid the burst- he screams as he burns, desperately trying to wipe the acid from his face and upper body.

Bad Derek, the kobold wyrmpriest, scurries back a little way- ready to flee in an instant, with only the kobold pikeman between it and the adventurers.

The kobold pikeman stabs at Gokan again, this time a hearty blow which punctures the half-orc's armour, and body. Gokan bleeds profusely but is far from beaten- he smashes his hand axe down on the kobold's pike, shattering the haft of the weapon. He spins forward, and whirls, his battleaxe comes full circle and bites deep in to the kobold's body.

An instant later Jimmy's dagger spirals out and thuds in to the pikeman's gut, a second later Hedda's mace whacks in to the side of the reptilian's head- the creature attempts to back away but is much too slow. Hal steps forward and almost cuts the kobold in two.

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The adventurers collectively look up, just in time to see the sneaky wyrmpriest sprinting out of sight...

The battle is won, the war has just begun.

Encounter #1 Synopsis, PC XP & DM’s thoughts

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Encounter #1 The Kobold Ambush, starring-

Kobold Minion (Minion Level 1) x12
Kobold Guttersnipe (Artillery Level 1) x1
Kobold Skirmisher (Skirmisher Level 1) x1
Kobold Dragonshield (Soldier Level 2) x1
Kobold Pikeman (Brute Level 2) x1
Kobold Wyrmpriest (Artillery Level 3) x1

Total 900 XP for a Level 4 Encounter.

A beefed up version of the original encounter in the module, basically I’ve condensed the four kobold encounters in to three and shared out the XP to make them a little tougher, although I’ve obviously not made the Irontooth encounter any tougher.

PC XP

150 XP each for a total of 150 XP in total (PCs Level 1).

Note because the Kobold Wyrmpriest Bad Derek fled, and without taking a single hit, then I didn’t give the guys the XP for the little guy, for three reasons-
1) Because I told the PCs the above and now they want revenge (and their missing XP).
2) Because they’re going to get another crack at Bad Derek.
3) Because I’m bad.

DM Thoughts-

Three of the five PCs have played this module before, although one of them only got as far as a TPK courtesy of Irontooth. I like the opening encounters so I didn’t want to mess with them too much, besides kobolds always play well in low level games- I tend to RP them as a mixture of sneaky, cruel and stupid. I also tend to throw lots of minions at low level players; the mook count is high because I think it always looks good on the map with piles of dead bad guys.

The encounter played well, particularly when Hal almost got cut in two; we’re using boosted to MM3 damage, erring on the nasty side. We agreed at the start of the campaign that the thing that was missing quite a lot of the time in 4e play was the threat. Therefore the knowledge that one bad hit from a non-minion type can leave a PC bloodied or worse certainly concentrates the mind.

To counter this PCs have one action point per encounter- they’re not allowed to save these up so they know to use them, and tend to make good use of them early on in an attempt to take out as many enemies as they can quickly.

I was of course overjoyed that the Wyrmpriest managed to get away.

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Last edited by goonalan on Fri Jun 14, 2013 3:49 pm, edited 2 times in total.

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 Post subject: Re: HARD CORE Last attempt to play through the WOTC Core Mod
PostPosted: Sat Sep 01, 2012 5:13 pm 
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Far-Sighted Wanderer

Joined: Mon Mar 26, 2012 7:47 pm
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This is really great. :)

I think that WotC would be in much better shape if they had YOU in charge of selling 4e, instead of...idunno, whoever the hell actually is in charge of such stuff over there.


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 Post subject: Re: HARD CORE Last attempt to play through the WOTC Core Mod
PostPosted: Fri Sep 07, 2012 3:24 pm 
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Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
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Location: Grimbo
ScrivenerB wrote:
This is really great. :)

I think that WotC would be in much better shape if they had YOU in charge of selling 4e, instead of...idunno, whoever the hell actually is in charge of such stuff over there.



Why thank you, but come on, there wasn't anybody really in charge of selling 4e, that's just silly- there can't have been.

Cheers PDR


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 Post subject: Re: HARD CORE Last attempt to play through the WOTC Core Mod
PostPosted: Sat Sep 08, 2012 6:46 am 
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Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
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Location: Grimbo
KOTS Part 1a: Winterhaven, briefly.

An hour later and the adventurers are in Winterhaven, a small fortified settlement, having nodded their way past the two guardsmen at the gate. Before them a small gathering of market stalls, two dozen or so natives of the town take a moment to stare at the strange-looking newcomers. Jimmy grins at Hal and nods towards one of the stalls, the metal man's eyes flash red, the warforged moves off in the opposite direction, towards a timber and stucco two storey building, the sign says 'Wrafton's Inn'.

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Moments later the adventurers are within; a cosy wide-open chamber, with a dozen or so tables, half of which are occupied, at the far end a long bar and a set of stairs leading up to the second floor. The occupants of the Inn stop to stare, while a well-dressed young man wearing a symbol of office stands up and clears his throat...

“Welcome to Winterhaven, I'm Padraig- Lord Padraig, and you are?”

The young man offers his hand, “Hedda.” Hedda states, and shakes the proffered hand- the minotaur priestess nods to each of her compatriots as she introduces them to the young Lord. The assembled adventurers nod, or else likewise shake his Lordship’s hand, drinks are called for and eventually the buzz of conversation returns, although the adventurers are still subject to many curious side-long glances.

“Well, what brings you to our pleasant town?” Padraig asks.

Hedda scans her compatriots’ faces before fielding the enquiry, “we're seeking a friend- Douvern Staul, an ex-adventurer, he came this way perhaps a month past....”

Padraig suddenly interrupts spotting the acid scars on Hal's metal body, the blood on Sigur's robes, and Jimmy's burnt and blackened hands, “It seems your journey was not without incident- Kobolds?” The young lord ventures.

“Aye.” Sigur curtly nods, “bloody little devils...” The dwarf trails off.
“How did you...” Jimmy begins, again Lord Padraig interrupts.
“We've been having a few... err, problems with the little... rascals, on the King's Road- I've posted a reward for their destruction...”
“We're not here for piffling kobold scum- we're here for our friend!” Sigur declares, punctuating his statement by slamming his tankard repeatedly on to the table.

The Inn goes silent again, behind Lord Padraig a large bearded man puts his hand on the hilt of his sword, and swaggers closer... “Watch your tongue, dwarf!”
Sigur stands; his chair spins back and clatters in to a nearby table spilling drinks.
“I'll say what I like to who I like- you long tall streak of p...”
“Gentlemen!” Hedda rises, hands out- proffering peace, “we came here to find our friend, not to cause trouble- if you help us with our mission, we will- time permitting - help you with your kobold problem. After all- one good turn deserves another.”

The silence sharpens, Sigur continues to bristle, the hefty looking man behind Padraig bites his beard and bristles back.

In the silence a badly-dressed older human staggers to his feet- gripping hard on to the edge of the nearest table, “I know... I mean, I knew... That is...” The old drunk tries for the third time to make himself understood. “He's working at the old burial site- Dougan, to the south east of here, not far- about three miles outside the town walls, I sent him there- or at least I told him...”

The five adventurers instantly forget their conversation with Lord Padraig and his lackey, they wordlessly excuse themselves from the table- Sigur grabs one of the drunk’s arms, Hal the other- the old guy's feet don't touch the floor until the gaggle are back outside the gates of Winterhaven.

“Where?” Hedda demands.
“I'm thirsty...” The old man starts.
“You will be rewarded well, should you tell the truth.” Hedda declares and fetches out her money pouch.
“Talk you dirty bastard.” Sigur spits and violently shakes the drunk.
“Over there.” The startled human points, “three miles or so- you can't miss it, a big hole in the ground circled by gorse bushes, he's down there. I promise, now...”
“When did you see Douvern last?” Hedda asks.
Sigur begins to shake the drunk when he hesitates.
“Douv..? Oh, you mean Dougan; he came in to town ten days back- bought food and drink from the store...”
“How did he seem?” Hedda snorts and gets in the drunk’s face, awaiting his reply- watching him intently.
The drunk shrugs, “alright, I guess- he had a drink and a meal at Wrafton's 'fore he left- bought me one for pointing 'im in the right direction.” The drunk looks momentarily wounded, he mutters to himself, “not right treating me like this...” Sigur snarls at the guy, whose face turns white.

“Let him go.” Hedda states, Hal and Sigur comply, the latter reluctantly- the drunk staggers some more as the minotaur priestess of Bahamut presses a single gold coin in to his hand. The old man grins as the coin catches the light revealing its value, all it seems is instantly forgiven.

“Bless you sirs”, the drunk states and goes to kiss Sigur, then thinks better of it, and hot foots it back through the town gate, heading at speed for the Inn.

The adventurers take a moment- each gazing off in to the distance, eventually Sigur breaks the silence, “Well!” the dwarf bellows, tuts loudly and then strides off towards the burial site, the others quickly follow after...

Hedda worries- too easy, she thinks, far too easy.

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Last edited by goonalan on Fri Jun 14, 2013 3:52 pm, edited 1 time in total.

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 Post subject: Re: HARD CORE Last attempt to play through the WOTC Core Mod
PostPosted: Thu Sep 13, 2012 2:39 pm 
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Location: Grimbo
KOTS Part 2: The Ancient Burial Site.

The Hard Core Adventurers Level 1

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The adventurers find the burial site with ease, and in good time- they don't think to mask their approach, which leaves them a little surprised when they encounter not Douvern Staul but a jolly gnome and a bunch of human workers; the group seem to be set on excavating the site.

“Where's...” Jimmy begins, which causes the gnome to look up, the four workers likewise cease their shovelling, and take the opportunity to lean on their spades and rest up a while.

“Agrid.” The gnome states, clearly referring to himself, he waves- “can I help you folk?” Agrid grins.

Hedda takes a moment; the area before them is quite clearly the excavation site the drunk spoke of. The minotaur priestess has never seen an excavation site in truth, but it’s exactly as she imagined. Steep banks lead ten to fifteen feet down in to a depression, in the centre of which is a low wooden-fenced area- clearly the area that is being excavated, and indeed investigated. Low level vegetation dots the hollow, and circles the sides of the decline- Hedda is fairly certain there's no-one else present, most odd- she thinks.

“Where's Douvern?” Sigur breaks the silence, less of a question, more of a demand to know.
“What's a Douvern?” Agrid the gnome asks, grins a little and squints into the low sun behind the adventurers.
“Our friend Douvern Staul was investigating this place- he went back to Winterhaven ten days past for more supplies, then returned here.” Hedda takes the reins.
“Are you sure?” Agrid asks by way of reply.
“Are we sure of what?” Hedda sighs, fearing the conversation is wilfully being steered off course.
“Are you sure this Douvern fellow came back here, or indeed was ever here- we've not seen him.” Agrid replies, the workers shake their heads echoing the gnome’s point, while continuing to lean on their spades.

“Where else could he have gone?” Sigur snarls.
“Where indeed?” Comes the gnome's reply, the small humanoid shrugs.

The silence stretches, a bird calls in the breeze and receives its reply. Hedda shivers, thinks for a moment, and then presses on.

“What're you looking for?” She asks.
The gnome squints again in the sun, cocks his head at a slight angle, “that's our business.” He states, before adding the epithet, “friend”, almost as an afterthought.

“We're coming down to take a look...”, and before Agrid can respond the five adventurers make the bottom of the slope in a rush, save for Sigur who ingloriously slides and stumbles down, much of the way on his backside.

“No closer now, this is private”, Agrid attempts to wave Hedda and the others back, although the minotaur priestess notes the gnome is doing little to close the distance, he's staying back. The workers on the other hand seem to be shifting their weight- taking up combat stances, albeit they're armed at present with shovels.

“What're the clubs for?” Jimmy asks, indicating the wooden cudgels hanging from the workers’ belts.
“Wild animals.” Agrid offers, realising that the game is almost played out.

Suddenly a burst of inky blackness soundlessly explodes in the centre of the fenced-off section. The black hissing mist is whipped away by the breeze, to reveal the shadowy outline of a wild-haired, robed figure; a human.

“Fools!” The shadowy apparition exclaims, and then turning to Agrid bellows in a rasping voice- “destroy them!”
“Yes, master.” Agrid mutters, and then screams, “Attack!”

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Before any of the adventurers can act, a shadowy monstrous clawed-hand suddenly materialises before Gokan, lashes forward aiming to rip out the half-orc's throat- Gokan dodges back just in the nick of time, the shadowy appendage as suddenly fades away.

Only Jimmy has the reflexes to react, the halfling takes a step backwards and in the same motion spins out one of his many daggers- the short blade THUNKS in to the chest of the closest member of the human rabble; the man goes down clutching at the halfling's dagger buried in his heart.

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Human Rabble
Minion Level 2

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“One.” Jimmy plainly states.

The odds are evened.

The adventurers leap in to action, Gokan moves quickly towards the spectral apparition; however the half-orc's path is expertly blocked. The fallen human worker stirs and rises, in the process the flesh around the wound inflicted by Jimmy's dagger visibly rots and falls away.

Gokan can see all the way through the hole in the worker's abdomen. Beyond, the apparition floats backwards a few steps, all the while gesturing and shaping with its spectral hands- the rotten zombie is under its control it seems. The shambling undead lashes out, but the half-orc is too quick for the creature's lumbering attack.

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Spectral Apparition
Lurker Level 4

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Gokan dodges right, trying still to find a route through to the spectral figure; at the same moment bursting from a stand of bushes close by comes a strutting lizard, a guardian drake- as tall as Jimmy. The scaly beast rushes forward, hurls itself the last few feet- straight at Gokan. It snaps its jaws shut around the half-orc's right forearm, and tugs. Gokan instinctively pulls back and rips his now lacerated arm free from the beast's bite- he feels faint, he's already lost a lot of blood and the battle has barely begun.

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Drake Guard
Brute Level 2

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His instincts take over, a moment later Gokan is whirling in to action, his twin blades describe a furious arc as his battleaxe smashes in to the side of the drake's reptilian skull, sending it momentarily spinning, while his hand axe crunches in to the rotten zombie's face. He levers his off-hand blade free as the undead creature folds and falls- Gokan howls, head back, he screams and then launches himself forward intent on repeating the trick.

Both blades come again, both connect with the drake this time- the battleaxe crushing the creature's short forelimbs, the hand axe rips through the beast's scaly side plunging in to its internal organs. The drake staggers makes pathetic yawping sounds and dances like a tottering drunk in a forlorn effort to stay on its feet.

Gokan’s attack- Whirling Rend (Crit for 15 damage) with added Furious Assault, followed by an Action Point and a Howling Strike manages to reduce the Guard Drake from 48 hit points to one- not bad for first level.

Jimmy sidles closer, finishes the beast with an expertly thrown dagger, “That's two to me!” The halfling grins at the dumbstruck Gokan.

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One of the human rabble breaks ranks- rushes full speed screaming at Sigur and brings its club down hard on the dwarven invoker's shoulder. Sigur barely flinches, the dwarf's armour however instantly flares with a metallic bluish light which coalesces to a point, and then bursts and engulfs the club-wielding human. The man staggers backwards, his limbs seemingly not his to control, the human falls- twitches a while, and then lies still.

“Next.” Sigur declares, and invokes- a trio of ghostly glowing hands shimmer in to life and race forward to their targets, they twist and turn through the melee. One of the club-wielding workers is momentarily gripped by one of the ghostly appendages, another ducks at the last moment and scurries clear. The human gripped, falls lifeless to the dirty ground. The third ghostly appendage attempts to repeat the feat on the spectral human commander- the effect is disappointing; the shimmering apparition seems not to suffer any hurt.

Sigur spits and curses, invokes again- raging as he waves his fist and rod implement at the darkening clouds above- soon after come the thunderclaps- a pair of powerful bursts, but once more the effect is disappointing. Agrid and the apparition survive the blast with seemingly not a single hair out of place.

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Gnome Skulk- Agrid
Lurker Level 2

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From cover a second guardian drake emerges, stalks forward like some strutting peacock, and then launches itself at the dagger wielding Jimmy, the halfling staggers as the beast's teeth rake his shoulder but luckily fail to find purchase. Seconds later the halfling has to crouch and jump as Agrid's crossbow sings- the bolt THUCKS into the ground in exactly the spot he was standing a second ago. Jimmy lands expertly, and the drake comes again, it snaps and bites at him- the halfling gives ground.

The last of the human workers still standing sees his opportunity, shuffles closer and clubs Jimmy in the back- the halfling swears and curses for a second, then manoeuvres desperately in an attempt to keep both enemies at bay.

“A little help here- if you could!” Jimmy screams over the sounds of battle.

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Hedda gestures and chants in Gokan's direction, “Bahamut preserve!” And in an instant almost all of the half-orc's wounds close over- Gokan grins his thanks.

Seconds later Jimmy is relieved when the uninjured guardian drake he is facing suddenly takes to cowering, attempting somehow to hide its eyes from... Jimmy glances over his shoulder- Hedda has her eyes locked on the beast, her holy symbol before her, muttering some unheard prayer. The drake looks confused, somehow hurt by the strange display, the halfling grins- help it seems has arrived.

A moment later Hedda dashes past Jimmy, quickly at full speed, head down she makes a raucous lowing sound as she thumps head-first, or rather horns-first, in to the remaining guardian drake. The beast is gored, it twists and turns as Hedda shakes it, and herself, free.

“Now that's what I call a Bull Rush!” Jimmy quips.
Hedda lows again, louder still, the halfling decides to save the witty banter for after the fight.

Hal finally lumbers forward, the warforged's greatsword dances in his hands, the metal man breaks in to a short trot, swings hard, and slices clean through the last of the human workers. Hal's momentum carries him forward, his greatsword finally coming to rest in the flank of the guardian drake. Hal swings again, the beast suffers only a glancing blow this time, but it’s almost enough. The guardian drake, like its partner, makes yawping sounds like some terrified beast, clearly not long for this world.

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Agrid meantime dashes behind the low wooden fence surrounding the dig-site, doubles back on himself, and hides.

Suddenly Hal is gripped, a shadowy clawed hand appears from nowhere and begins to throttle the metal man. Hal is often described by the folk of Fallcrest as a 'big unit', and yet the warforged is lifted a good six inches into the air. He fights to free himself from the monstrous shadowy appendage's grab...

Hal is Bloodied, and Grabbed, by the Spectral Apparition’s Shadow Claws attack, which hits for 16 Necrotic damage.

Gokan looks at Jimmy, nods towards the last mewling guardian drake, and then charges screaming at the spectral figure, which seems to fade out of existence at just the moment his twin blades are set to connect with it- the half-orc stumbles, staggers on, trips and almost falls.

The apparition appears again.

“Foolish creature- do you not know who I am?” It intones and hisses at the flailing half-orc.

Jimmy meantime sees to his part of the bargain, the guardian drake seeing only the halfling before it, suddenly gets its courage back, and limping slightly stalks forward- its over-confidence proves to be fatal. A pair of daggers spin out and thump in to the small drake's scaly breast, it scrabbles for a second when the first hits- the second is enough however to end the beast.

“Three!” Jimmy shouts to anyone that will listen, grins a while and then has a thought- “get that bastard gnome!” He cries, as an afterthought.

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Hedda locks her gaze on the apparition, which instinctively turns to stare back at the priestess of Bahamut- the moment stretches as the minotaur priestess uses a mix of her faith and will in an attempt to overpower the spectral figure... the strain is terrible. The minotaur offers fresh prayers and devotions to the platinum dragon in order to boost her power.

“Ha!” The apparition triumphs, Hedda is forced to break its gaze, she staggers a little unsure of her step. Then suddenly throws her arms up and out, stumbles forwards bellowing, almost falling to the earth, then rights herself- spins round, all the while attempting to claw free the crossbow bolt sunk deep in to her back.

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Hedda is Bloodied by Agrid’s sneaky Hand Crossbow attack (with Combat Advantage), which hits for 19 points of damage.

Agrid however is nowhere to be seen.

“Kill that damn gnome! Now!” The priestess of Bahamut screams.

Sigur stays back, spies the battlefield- things are much clearer now, although the only enemy in sight is of course the horrid spectral figure- the dwarf invokes yet another of his spectral hands, alas the result is all too familiar.

Sigur shouts at the smiling apparition- “Don't make me come over there!”

Hal meantime levers his metal fingers inside the shadowy clawed hand's tightening grip, applies all his strength, and bursts free- his fall to earth turns in to a charge, he hurtles at the spectral figure- which once more fades to nothing at the just the right moment. Hal is sent sprawling in the dirt.

“You fools! You puny fools; scrabbling in the dirt- I shall destroy you!” The spectral figure seems to be enjoying itself.

Agrid scurries on all fours around the low wooden fence, still hidden from sight; the gnome chuckles a little, and makes sure his crossbow is cocked and loaded- ready to fire.

The spectral figure turns back to Gokan, gestures once, and the monstrous clawed hand that recently gripped Hal, reappears- this time with its great digits wrapped tightly around the throat of the half-orc. Gokan is wrenched in to the air- throttled, shaken like a doll, his eyes roll over to show white...

“You insolent dogs, now you will feel my pow...”

But the moment is enough, Gokan may not be as strong as Hal, but the half-orc is agile- he somehow manages to wriggle and slip his way free of the choking shadow hand, which fades to nothing on his escape.

Gokan is a blur, as are his blades- his battleaxe lashes out and connects with the spectral figure, his hand axe smashes down in to the apparition's left leg, shattering bone. The figure collapses, bleeding furiously from its wounds.

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A dagger thuds in to the hard-packed earth by the ghostly human's side, Jimmy curses.

“Bahamut preserve me!” Hedda intones, as her wounds heal over, the minotaur priestess looks over to see better progress being made with the spectral figure. “Now for that damn gnome”, she mutters, and mace swinging before her, stomps around the outside of the low wooden fence.

Hedda turns a corner and, PERCHANG! A crossbow bolt ricochets off her armour and away, she grins and smashes her mace down on the scuttling gnome, who at the last moment dives out of harm’s way. Hedda's attack smashes completely through a section of the wooden fence.

Sigur grumbles, mumbles and curses- and then Agrid pops in to view- the dwarf grins, almost claps his hands- again two ghostly hands are despatched, and again both fail to find their targets. Sigur makes a noise like a strangled cat.

“Stand BLOODY still!” The irate invoker roars.

Hal leaps back to his feet and stalks the scrabbling spectral figure, swings hard with his greatsword, but only just manages to produce the merest trace of red.

The spectral figure is quickly to its feet, although clearly shaken; the figure bows its head, looks beaten, but as Hal closes in darts one hand out to deliver the lightest of touches. The effect is instantaneous, the spot touched darkens, the darkness swiftly grows until it engulfs the upper half of the warforged warrior.

Hal stops moving, stops... everything, totters, and then collapses.

Hal is reduced to -2 hit points, after the Spectral Apparition hits the metal man with its Shadow Touch attack for 15 Necrotic damage. The second time a PC has been reduced to negative hit points- both times it’s been Hal.

“That will befall you all!” The spirit figure shrieks and points at the unmoving automaton.

“Fear my next visit... I will be...” But that's as far as the spectral figure gets.

Gokan winks at Jimmy, Jimmy returns the compliment- the pair dash forward; Gokan to the fore, Jimmy to the rear. The half-orc's battleaxe thuds in to the ghostly figure’s all too solid body, his hand axe follows- at the same time Jimmy's dagger is plunged in to the creature's spine.

“... back?” Jimmy offers as the spectral figure gargles and slumps to the ground, a second or two later the body fades to nothing.

“Four!” The halfling adds, and grins at a bemused looking Gokan.

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Agrid suddenly makes for the exit, breaks cover and heads for the nearest slope, Sigur- closest to the gnome, grumbles and begins his favourite invocation. A crossbow bolt suddenly THUDS in to the dwarf's side; he staggers, but continues his casting.

Yet another ghostly hand appears, dashes forward and unerringly punches Agrid square in his face, BLINK, and the gnome is gone- disappeared.

Hedda is quickly at Hal's side, she knows little of the warforged's physiognomy, but she recognises the necrotic power which has caused Hal to falter. She sets to her ministrations, and in moments the metal man is levering himself back on to his feet.

Gokan sniffs and tastes the air, listening intently, watching like a hawk... screaming the half-orc charges, swings both of his weapons and THUNK!

Sprawling in the dirt before him is Agrid the gnome, bruised and battered- jaw broken, front teeth missing, and now sporting a terrible rent in his right shoulder.

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Gokan picks the right spot, and even at -5 to hit, connects and delivers 18 points of damage with his Charge attack, Bloodying Agrid in an instant.

“Thurwender.” Agrid mumbles, and drops his crossbow and short sword.

Encounter #2 Synopsis, PC XP & DM’s thoughts

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Encounter #2 The Ancient Burial Site, starring-

Human Rabble (Minion Level 2) x4
Drake Guard (Brute Level 2) x2
Gnome Skulk- Agrid (Lurker Level 2) x1
Spectral Apparition (Lurker Level 4) x1

Total 674 XP for a Level 2 Encounter.

Unchanged from the original module- I just like this encounter as it does exactly what it says on the tin. It’s not supposed to be titanic, and it serves my purpose- see later. It also gets the players thinking- ‘what’s happening here?’

PC XP

134 XP each for a total of 284 XP in total (PCs Level 1).

DM Thoughts-

This is the gateway encounter, the guys have come to Winterhaven to rescue Douvern, which proves simple enough, but in rescuing their friend they uncover something else- something bigger. This is the hook- there’s something else going on here.

And again Hal suffers- the metal man always seems to be in the wrong place at the wrong time, that’s defenders for you. All told the Spectral Apparition dished out 38 points of Necrotic damage to the metal man over the course of the encounter. The player- Lee, wonders aloud whether he has built Hal to last.

It was, of course, my intention to ensure that Agrid was captured alive, so he can tell his strange tale.

SPOILERS- the Spectral Apparition is of course a projection of the final enemy in this scenario, Kalarel; but you knew that. The players of course do not, except for two of them that have played KOTS all the way through before- but they have been sworn to silence.

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Last edited by goonalan on Fri Jun 14, 2013 4:00 pm, edited 1 time in total.

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 Post subject: Re: HARD CORE Last attempt to play through the WOTC Core Mod
PostPosted: Tue Sep 18, 2012 5:39 pm 
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Joined: Sun Feb 10, 2008 6:05 pm
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Location: Grimbo
KOTS Part 2a: A quiet chat with Agrid.

Ten or so minutes later, after Hedda has seen to the adventurers’ wounds, and done a little to make Agrid slightly more comfortable, it seems it’s time for the gnome to tell them what he knows.

“Where's Douvern?” Jimmy asks.
“Whathh a Ouv...” Agrid starts.
CRUNCH!
Sigur finishes, head-butting the restrained gnome in the face.

Five minutes later, when Agrid has been cleaned up for a second time, and while Sigur has been tasked with inspecting the fallen, Agrid tells his story; after of course leading Hedda to the unconscious Douvern- hidden in a particularly thick clump of bushes.

“I wath hired in Thallcresthh, a week ago by a low lifthh thuman- I downt know hith name. Before you askth. I wasth given money and thtold to get a gang togethhher- ththosthe guysth...”

Agrid points at sprawling dead humans, whose bodies are being kicked about by the grumbling Sigur.

“I wasthh thold tho thrack Douvern Stthaul down, sthhomewhere outshhide Winterthaven, tho capthhure thim- which wasth theasthy. Then thatth ththing thurned up...”

Agrid vaguely waves towards where the adventurers fought the spectral figure.

“Andth no- I donth thnow who he wasthhh eithther. He thsaid to carry on digging... didn't thsay whath we were looking for ththough. The thsaid thsome goblinsth would come andth bring usth more money and sthome guardth. They turned up yesthherday, withh the money, and them drakesth. Then they leftth again.”

“Go on...” Hedda advises, and pointedly looks at Sigur.

“Then the sththpirit guy comesth back- saysth sthomeone called Irontooth would come for Douvern... and to keep digging. He sthhaid he'd be watchthing usth. That'sth thit... Oh excthept we found thisth, I didn't get a chthhancthe to tell him...”

Agrid fetches out an ornate, and old fashioned looking, small silvered hand-mirror, perhaps a child's plaything- clearly valuable.

Douvern alas remains unconscious- Hedda ascertains the old man's life is not at risk, however he has taken quite a beating it seems- the ex-adventurer desperately needs food, warmth and bed rest.

After a brief chat Agrid is tied, and gripped by Hal, while Gokan and Hedda carry Douvern on a makeshift bier constructed from the remnants of the low wooden fence.

The adventurers head back unmolested, and at a brisk pace, to Winterhaven.

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 Post subject: Re: HARD CORE H1 KOTS- REWRITTEN and with PICS!
PostPosted: Fri Jun 14, 2013 4:10 pm 
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Location: Grimbo
KOTS Part 2b: Winterhaven whistle-stop.

Once again the adventurers’ stay in Winterhaven is a short affair, rooms are rented at the Inn, and Douvern who is now awake but still very groggy is put to bed. Sister Lenora is called for, from the church of Avandra situated within the town. Lord Padraig who is being very helpful implores the priestess to care for Douvern- she agrees.

Rond Kelfram, Lord Padraig's back-up in the bar earlier, is introduced to the adventurers, Sigur has nothing good to say and so keeps his peace. Rond functions as the watch captain here in Winterhaven; he takes charge of the miscreant gnome, Agrid, and then after a brief discussion between Hedda and Lord Padraig tells the adventurers all about Winterhaven's kobold problem.

Rond fears that the kobolds are being directed by some greater power, Lord Padraig however is not convinced- either way the reptilian humanoids are said to lair nearby- in a cave located behind a waterfall, at the confluence of two minor rivers. The little beasts, it seems, have been targeting caravans bound for Winterhaven, also attacking farmsteads close to the town- the citizens are beginning to feel a little isolated.

Hedda suggests that they solve the kobold problem immediately- there's still light left in the day and if need be they can always camp out in the wilds. The minotaur priestess of Bahamut's suggestion is swiftly approved- Lord Padraig grins a lot, shakes hands, and generally does a lot of back-slapping, he's delighted.

The adventurers refill their canteens, check their equipment and are about to head off again when Sister Lenora comes running down the stairs-

“Your friend, he wishes to speak with you.”

Five minutes later, after lots of warm embraces, the adventurers sit around in Douvern's room, the old man is awake, weak still, but much clearer-headed.

“I should've known... That bloody gnome- bushwhacked by one of the little folk, no offence my lad.” Douvern winks at Jimmy, who grins back at his father.

Douvern delivers a short account of his activities, which mostly consists of days spent digging, until he was jumped by Agrid and his friends. He recalls snatches of happenings during his captivity- it seems he was beaten several times, he certainly remembers some goblins turning up, and even repeats the name 'Irontooth.'

The adventurers however learn nothing new, but as it turns out telling his tale wasn't the reason Douvern called them back. The old man has a present it seems, for Gokan, something he procured from the merchant he travelled with to Winterhaven.

The dumbstruck half-orc is presented with a beautifully crafted, but clearly used, battleaxe-

“It is said to possess great power, in the hands of the right wielder.” Douvern adds.

The half-orc feels the weight of the blade, practises a few experimental swings, which causes the other assembled adventurers to scatter. The axe is clearly of expert manufacture; Gokan greatly approves, and in a heart-warming moment crushes Douvern to him.

Gokan, Male Half-Orc Whirling Barbarian Level 1
Played by Dave

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Now with +1 Vanguard Battleaxe

Each of the players initially supplied me with a comprehensive wish list as regards magic items. Throughout this campaign I have badgered them to maintain this list, with three items minimum/level up to PC Level +5.

Ten minutes later, having lost another hour of light, the adventurers say their goodbyes, and head off again. The sun is setting and they've a five mile journey yet to make, buoyed by their successes and Douvern's words, they cover the distance in less than an hour, following Rond's directions and the river all the way.

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