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 Post subject: HARD CORE Last attempt to play through the WOTC Core Modules
PostPosted: Mon Aug 27, 2012 5:49 pm 
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Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 240
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...

_________________
KOTS at Enworld-
http://www.enworld.org/forum/story-hour ... ttack.html

Or Sellswords of Punjar, here at Goodman Games-
viewtopic.php?f=20&t=7069


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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: 240
Location: Grimbo
Details to date-

Scenario in play:
H1- Keep on the Shadowfell (Level 1-4)

Party Line-up:

1) Onwards to adventure-

Image

2) After encounter #2- Gokan has a new axe, a +1 Vanguard Battleaxe, which just makes his charge attacks deadlier.

Image

PCs in play:
Gokan- Male Half-Orc Whirling Barbarian Level 1 (played by Dave)
Sigur of Hammerfast- Male Dwarf Wrathful Invoker Level 1 (played by Steve)
Hal 5000- Male Warforged Great Weapon Fighter Level 1 (played by Lee)
Jimmy Hoofenburger- Male Halfling Trickster Rogue Level 1 (played by Dan)
Hedda- Female Minotaur Battle Cleric of Bahamut Level 1 (played by Stu)

PC's deceased:


Monsters defeated (PCs Level 1):
25XP Each:
Kobold Minion (Minion 1- 1HP) x23 (Enc#1 & #3)
31XP Each:
Human Rabble (Minion 2- 1HP) x4 (Enc#2)
100XP Each:
Kobold Guttersnipe (Artillery 1- 27HP) x1 (Enc#1)
Kobold Skirmisher (Skirmisher 1- 32HP) x1 (Enc#1)
Kobold Slinger (Artillery 1- 27HP) x1 (Enc#3)
Kobold Slink (Lurker 1- 27HP) x1 (Enc#3)
125XP Each:
Drake Guard (Brute 2- 48HP) x2 (Enc#2)
Gnome Skulk- Agrid (Lurker 2- 34HP) x1 (Enc#2)
Kobold Dragonshield (Soldier 2- 40HP) x2 (Enc#1 & #3)
Kobold Pikeman (Brute 2- 46HP) x1 (Enc#1)
150XP Each:
Kobold Wyrmpriest (Artillery 3- 39HP) x1 (Enc#3)
175XP Each:
Kobold Slyblade (Lurker 4- 45HP) x1 (Enc#3)
Spectral Apparition- Kalarel (Lurker 4- 30 HP) x1 (Enc#2)

Encounter Track (PCs Level 1):
Run#1 = Enc#1 Kobold Ambush (Level 4) + Enc#2 The Ancient Burial Site (Level 2) + Enc#3 Outside the Kobold Lair (Level 4) +

More statistics to follow, possibly...

_________________
KOTS at Enworld-
http://www.enworld.org/forum/story-hour ... ttack.html

Or Sellswords of Punjar, here at Goodman Games-
viewtopic.php?f=20&t=7069


Last edited by goonalan on Thu Sep 13, 2012 2:50 pm, edited 6 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 
Offline
Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 240
Location: Grimbo
Backstory

The guys (see below) all owe favours (or more) to Douvern Staul- Douvern is a smart guy, a little eccentric but- hey-ho, he made his money adventuring years past. Douvern recently travelled to Winterhaven to check out an ancient burial site two weeks past, his wife Golda is worried- she hasn't heard from him since.

Thus five adventurers set out to find their friend.

All very familiar I know, but it gets strange later in I promise.

The adventurers are-

Gokan (played by Dave), a male half-orc barbarian, abandoned by his tribe (the Bloody Eye) he drifted to Fallcrest and found work on the docks there, although he suffered a fair amount of racial abuse and was prone to bust-ups. Several run-ins with the law later he was introduced to Douvern by Sgt. Murgeddin of the Fallcrest Watch. Douvern found Gokan work- mainly for him fetching and carrying, he also worked to civilize Gokan- with a little success. Gokan has been in Douvern's employ for the last three years... Gokan wants his friend and master back.

Image

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 ======


Next up is Hedda, (played by Stu) a female minotaur cleric of Bahamut, attached to one of the temples in Fallcrest. Hedda is more of an acquaintance than a friend, she and Douvern have spent many an evening together talking about politics, religion and the arcane. When Hedda heard news of Douvern's disappearance she asked Golda if she could be of assistance. She has however other reasons for wanting to go to Winterhaven...

Image

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 ======


Next up comes Sigur of Hammerfast, (played by Steve) a male dwarven invoker; a strange fellow, and one of Douvern's oldest friends- Sigur is no spring chicken. As soon as Sigur heard that an expedition was setting out to find the missing Douvern he wanted in, he didn't ask of course, he just presumed he would be going- and so it proved.

Image

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 ======


Then comes Hal 5000, (played by Lee) a male warforged fighter; his relationship to Douvern is simple and yet complex- Douvern found him, or rather excavated the warforged nearly ten years ago, on one of his previous expeditions. How long Hal had been in the ground, and to what end are a mystery. Hal was Golda's second choice for the venture, the metal man is a trusted friend- although he's not very chatty.

Image

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 ======


Golda's first choice for the venture was, of course, Jimmy Hoofenburger, (played by Dan) a male halfling rogue; Douvern and Golda's adopted son. Jimmy was taken in by the pair when he was only five years old and living rough on the streets of Fallcrest. The young halfling has grown up to be a rough diamond- Golda is of course aware that Jimmy gets up to some mischief in the city, he's rumoured to work for the Shadowmen- the Thieves Guild. Golda figured to kill two birds with the one stone- send Jimmy to get Douvern, and in doing so keep the halfling scamp out of trouble.

Image

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.

_________________
KOTS at Enworld-
http://www.enworld.org/forum/story-hour ... ttack.html

Or Sellswords of Punjar, here at Goodman Games-
viewtopic.php?f=20&t=7069


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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 
Offline
Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 240
Location: Grimbo
H1: Keep Your Shadowfell

And so we begin...

Encounter 1 Ambush!

Image

So, as tradition dictates (in KOTS) we start with the Kobold Ambush, the guys are en route to Winterhaven. I've beefed up the encounter a little.

So, monster line up is-

Kobold Minion (Minion 1- 1HP) x12 = 300xp
Kobold Guttersnipe (Artillery 1- 27HP) x1 = 100xp
Kobold Skirmisher (Skirmisher 1- 32HP) x1 = 100xp
Kobold Dragonshield (Soldier 2- 40HP) x1 = 125xp
Kobold Pikeman (Brute 2- 46HP) x1 = 125xp
Kobold Wyrmpriest (Artillery 3- 39HP) x1 = 150xp

900xp Level 4 Encounter

Image

Map: The guys are heading up the King's Road, just coming out of the Gardbury Downs- they're really not that far from Winterhaven. Either side of the road are rocks and in places dense vegetation, the kobolds have effectively got the PCs surrounded when they spring their ambush.

Image

As per the module (from memory) DC15 Perception check to spot the bad guys queuing up behind the rocks and foliage either side of the road ready to pounce- all of the PCs succeed on the check. It kicks off-

Surprise round-

Gokan, the half-orc barbarian, goes crazy ape- spots a bunch of kobolds and races off in to the bushes to deliver death and destruction with his Howling Strike and Whirling Lunge.

Meantime poor old Sigur, the dwarf invoker, dawdling at the back of the pack gets stabbed and poked and prodded- in extremis, he's quickly bloodied.

Hedda, the minotaur cleric of Bahamut, unleashes her Shining Symbol and burns up a trio of kobold minions.

All twelve of the kobold minions launch themselves at the adventurers, at the end of the surprise round there are only six left standing.

Round 1-

The rest of the kobolds join the fray, except for the Guttersnipe- see below.

Image

Gokan goes on a Whirling Frenzy combo Furious Assault and hits big, at the end of which the kobold guttersnipe, now sans its Ramshackle Armour is dead, as are another two minions.

The kobold skirmisher meanwhile launches itself out of the bushes at Jimmy, the halfling rogue, who nimbly skips aside.

Further up the road, a masked kobold wyrmpriest dodges out from behind a rock, mutters strange yapping phrases and sends an Energy Orb, actually a ball of acid at Hal, the warforged fighter- the metal man sizzles and smokes as the acid burns. The kobold pikeman uses its Pikeman Tactics and readies its weapon- guarding its wyrmpriest master.

The kobold dragonshield, clanks out from cover and slices at Hal using its Dirty Tactics (Crit- 22 damage)- the metal man falls (-12 HP).

Sigur sucks up the hurt with his Dwarven Resilience, then screams a lot while pointing furiously. His Thunder of Judgement attack does for another minion, and rips through the dragonshield and skirmisher. Sigur however doesn't stop incanting, or pointing, his Hand of Radiance further injures the dragonshield and skirmisher- the latter is barely standing (7 HP).

Not for long, Jimmy shimmies over and on his second attempt kills the kobold skirmisher with a Sly Flourish.

Hedda revitalises Hal a little, the metal man comes back on-line, with her Healing Word. The minotaur then fails to connect with any of the enemies, with her Warpriest's Strike and her Righteous Brand.

Just three kobold minions, the wyrmpriest and pikeman, and a badly injured kobold dragonshield left to clear.

Round 2-

Gokan charges back in to the road screaming with his Howling Strike and decapitates the dragonshield, while Hal Cleaves and chops down some more minions, the other guys press the attack but fall foul of fickle fate- bad die rolls.

The kobold pikeman moves up to poke at Gokan with his Kobold Pike, to no great effect. The wyrmpriest Incites Faith in his followers- too little and too late alas; then conjures another Energy Orb of acid, this time the creature lands it on poor old Jimmy, hitting even with the halfling's Second Chance.

The wyrmpriest and pikeman, both uninjured, are the last two kobold's left standing.

Round 3-

The kobold pikeman connects and bloodies Gokan with its Warding Strike, the adventurers concentrate fire- with Hal delivering the final Reaping Strike- the pikeman falls.

Which just leaves the wyrmpriest who runs as fast as his little legs can carry him...

Encounter 1 complete.

The guys press on to Winterhaven, head to Wrafton's Inn and catch up on the gossip there- being observed all the while by the brooding Elf- Ninaran. Lord Padraig is in the pub, and overjoyed to hear that the guys are kicking kobold backside- he has a job offer... but that can wait, the PCs are polite but they have bigger fish to fry.

Soon after having learnt the location of an ancient burial site- the last known locale of their friend Douvern Staul, they head off- less than an hour spent in the town.

_________________
KOTS at Enworld-
http://www.enworld.org/forum/story-hour ... ttack.html

Or Sellswords of Punjar, here at Goodman Games-
viewtopic.php?f=20&t=7069


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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
Posts: 27
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 
Offline
Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 240
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

_________________
KOTS at Enworld-
http://www.enworld.org/forum/story-hour ... ttack.html

Or Sellswords of Punjar, here at Goodman Games-
viewtopic.php?f=20&t=7069


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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 
Offline
Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 240
Location: Grimbo
H1: Keep Your Shadowfell

Continues with...

Encounter 2 The Ancient Burial Site

Image

I didn't feel like messing with this encounter, so, I didn't

Monster line up is-

Human Rabble (Minion 2- 1HP) x4 = 124xp
Drake Guard (Brute 2- 48HP) x2 = 250xp
Gnome Skulk- Agrid (Lurker 2- 34HP) x1 = 125xp
Spectral Apparition- Kalarel (Lurker 4- 30 HP) x1 = 175xp

674xp Level 2 Encounter

Map: We're using the map from the module, with the bad guys in a low depression- the human rabble and Agrid the gnome visible. The pair of guard drakes are hidden away in thick vegetation, undetected- Kalarel's spectral apparition is not yet present.

The chatter goes back and forth, actually it's Jimmy and Hedda on the PCs side with the blather, while Agrid the Gnome fields all questions- basically Douvern's not here, has never been here and what's more- they've never heard of him.

Agrid is very polite of course, as is Hedda, Jimmy less so... time stretches on and no-one is getting anywhere, at which point Kalarel's spectral apparition appears in the centre of the map (obviously the guys don't know who Kalarel is yet), and orders his guys to 'destroy the interlopers'.

Image

Alas only Kalarel and Jimmy are ready to do battle.

Surprise round-

Kalarel fails to get his Shadow Claws on Gokan, Jimmy however spins out a Deft Strike and a member of the human rabble goes down.

Round 1-

The fallen member of the human rabble gets back up again- its flesh falls away a little, it's a Zombie Rotter now, Kalarel grins as his Animated Minion Slams Gokan.

A guard drake slithers out of hiding and in to Gokan and Bites, the half-orc is bloodied, and not very happy. Gokan unleashes a Whirling Rend (Crit- 15 damage), with a little added Rampage, an extra helping of Furious Assault, and a Howling Strike for dessert. The zombie rotter is dead, and the guard drake survives by will alone (on 1 HP). Jimmy sidles closer and finishes the beast with a Sly Flourish.

Sigur gets Clubbed by a member of the human rabble, his Armour of Wrath takes care of the unshaven pikey. The dwarf backs up and then burns away two more of the human rabble with his Hand of Radiance, with which he also nicks Kalarel. The dwarf follows up with his Thunder of Judgement at the spectral apparition- alas he misses.

The second drake launches itself from cover and Bites at Jimmy- the halfling ducks and dodges, as a Hand Crossbow bolt from Agrid also comes his way, he avoids both attacks only to get Clubbed by yet another member of the human rabble.

Hedda has a Healing Word for Gokan, then Gazes with Defiance at the remaining guard drake- the creature looks cowed, she finishes off by making her Goring Charge, further injuring the big lizard.

Finally Hal Cleaves and then Reaping Strikes at the remaining guard drake and the final member of the human rabble, who falls. The guard drake sustains only minor wounds but is now almost spent.

The human rabble have all fallen, one of the drakes is down, the other barely standing. Kalarel has taken a scratch and Agrid, unhurt, is off hiding somewhere.

Round 2-

Kalarel gets his Shadow Claws on Hal- and squeezes, the metal man is swiftly bloodied. Gokan dances out of the action and Howling Strike Charges at Kalarel, but misses.

Jimmy meantime ducks and dodges and, with a pair of Sly Flourishes, brings down the second guard drake.

Hedda looks to her Divine Fortune to give her a little boost, she glares at Kalarel with her Gaze of Defiance- the spectral apparition is, alas, unmoved.

Agrid scuttles around still unseen, manages to line up a shot on Hedda- result (19 HP damage), the minotaur priest is with one Hand Crossbow bolt bloodied.

Sigur stays back a way and tries again with his Hand of Radiance, alas he only wings Kalarel again- Agrid, the gnome skulk, remains elusive.

Hal sucks up the hurt and activates his Warforged Resilience subroutine, then Charges Kalarel but only scratches the insubstantial spectral apparition.

Just Agrid, still uninjured, and Kalarel's spectral apparition in play for the bad guys.

Round 3-

Kalarel uses his Shadow Touch on Gokan, the half-orc is bloodied once more, but not yet broken. Gokan screams and serves up a Howling Strike on the spectral apparition, with his Takedown Strike he leaves Kalarel bloodied and sprawling on the floor.

Jimmy dodges in to the action with another Sly Flourish aimed at Kalarel, he fails to find his target.

Hedda meantime spends a Healing Word to get herself back up and running, spots Agrid and heads over to pound the gnome with her Warpriest's Strike, the little terror dodges out of harms way and fires off another Hand Crossbow bolt in retaliation for the minotaur's attack- a miss.

Sigur invokes yet another Hand of Radiance- Agrid and Kalarel are his targets, alas both attacks are wide of the mark.

Hal meanwhile lands a glancing blow with his Reaping Strike on the sprawling Kalarel.

Agrid, still uninjured, and Kalarel's bloodied prone spectral apparition remain in play for the bad guys.

Round 4-

Kalarel scrambles to his feet and clutches at Hal with his Shadow Touch- the metal man drops, for the second encounter in a row (-2 HP).

Image

Gokan and Jimmy double team the spectral apparition, the halfling's Sly Flourish finishes off Kalarel's insubstantial ghostly figure.

Which just leaves Agrid, who scurries back and fires off a Hand Crossbow at Sigur, the dwarf is bloodied and clutching at his side. Sigur uses his Dwarven Resilience to get his Second Wind, then invokes his favourite Hand of Radiance- hitting Agrid at last, the gnome Fades Away- invisible.

Hedda is quickly at Hal's side, and with her Healing Skills she sparks life in to the fallen metal man, who rises once more, and scans the area for signs of the now invisible Agrid.

Just Agrid left in play for the bad guys.

Round 5-

Gokan Charges with a Howling Strike at Agrid's last known position, and connects (for 18 damage), causing the now bloodied gnome to suddenly reappear, drop to his knees, and beg for his life to be spared.

Image

Encounter 2 complete.

The guys take it in turns to wail on Agrid for a bit, the gnome begs for mercy and then leads them to a fallen and restrained Douvern- hidden a short distance away from the action, in the undergrowth. Douvern is released and quickly made comfortable- the elderly ex-adventurer is soon up and about his business.

The gnome then tells his tale- hired in Fallcrest a week ago by a low-life human- name unknown but description taken. He was given money and ordered to get a gang together (the human rabble) and to track Douvern Staul down somewhere outside of Winterhaven and capture him- this they did. The same day the gang received a visitation from the spectral apparition- name unknown, and told to excavate the site. Agrid's orders were-

1) keep digging at the site, there's something to be found here...
2) expect a visit from a bunch of Goblins
3) someone called Irontooth would be coming for Douvern Staul
4) the spectral apparition would be watching him, and would come back.

For which Agrid received more gold, the gnome thought he was on to a good thing.

Agrid recounts that the Goblins turned up yesterday, and gave him the two guard drakes to patrol the site. Also that earlier today their digging turned up a small, but ornate, silver mirror- he would have reported this to the spectral apparition only the guys turned up and things went down hill rapidly.

Douvern backs up Agrid's account, or at least as much as he witnessed. The ex-adventurer takes the mirror and says he'll examine it, but for now- he'd like a warm meal and a clean bed.

The gang head back to Winterhaven, Agrid tied up and being carried by Hal. One last thing- Douvern has a present for Gokan, a sort of coming-of-age gift, a +1 Vanguard Battleaxe he purchased from a merchant visiting Winterhaven, the half-orc seems to have earned it.

Image

And thus less than an hour later, not quite 3 PM the guys arrive back at Winterhaven, get rooms at Wrafton's eat a snatched meal and then head out again- they figure there's still light enough to track down the pesky Kobold's, particularly as Lord Padraig has drawn them a rough map- the little terror's lair is hidden behind a waterfall it seems.

In game we're trying for a four or more encounters in a day, these are experienced players after all, but remember some of the encounters are going to be pretty tough.

And so off they go again.

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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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Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 240
Location: Grimbo
H1: Keep Your Shadowfell

Continues with...

Encounter 3 Outside the Kobold Lair

Image

I bulked out this encounter a little.

Monster line up is-

Kobold Minion (Minion 1- 1HP) x11 = 275xp
Kobold Slinger (Artillery 1- 27HP) x1 = 100xp
Kobold Slink (Lurker 1- 27HP) x1 = 100xp
Kobold Dragonshield (Soldier 2- 40HP) x1 = 125xp
Kobold Wyrmpriest (Artillery 3- 39HP) x1 = 150xp
Kobold Slyblade (Lurker 4- 45HP) x1 = 175xp

925xp Level 4 Encounter

Map: Again we're using the map from the module, the minions are scattered about, some to the south of the river some to the north. The kobold dragonshield and wyrmpriest are within a circle of standing stones- the wyrmpriest conducting some sort of ceremony or ritual- the dragonshield watching on. The last three kobolds- the slinger, the slink and the slyblade are off in the woods to the north, unseen and unaccounted for by the PCs.

The guys creep in through the woods to the south, they're swiftly in position, and unseen by their foes- that is until they launch their attack, which takes all of the kobold's by surprise.

Image

Image

Surprise round-

Jimmy lets loose a Sly Flourish at long range, and connects with such force that he almost bloodies the wyrmpriest with one hit (18 damage). Sigur targets the wyrmpriest and the dragonshield with his Thunder of Judgement- the resounding clap of thunder leaves the wyrmpriest bloodied and the dragonshield injured.

Hal Charges the nearest minion and cuts it down, Gokan follows suit with a Howling Strike Charge taking him clear across the river, followed by a Whirling Lunge- two minions fall to his shiny new axe.

Hedda pokes her head out of the woods and with a her Gaze of Defiance accounts for yet another minion- the south side of the river is clear of enemies.

Image

Round 1-

Jimmy rushes over the river, courtesy of some handily placed stepping stones, and with his Acrobat's Blade cuts down another minion and leaves the dragonshield bloodied, a follow up Sly Flourish sees the dragonshield screaming and clutching at its myriad wounds (down to 2 HP). The dragonshield fights back using Dirty Tactics, a glancing blow which nevertheless cuts deep and leaves the halfling slowed- worse is to come.

Meantime the kobold slink sneaks from his hiding place and stabs its spear in to Gokan, who is taken completely by surprise.

Which, as it turns out, is the cue for the kobold slyblade to do something similar- its Twin Slash, with two hits, and even after a Second Chance, lays Jimmy down low- the halfling flops to the ground bleeding profusely (-11 HP and taking ongoing 5 damage- without some healing he's dead at the start of his next turn).

To make matters worse a cluster of minions get organised and Charge at Hal and Gokan, the pair take hits, and the half-orc is bloodied. Hal clears out a minion with a Reaping Strike and then rushes over the river to defend the fallen halfling. The metal man's Hack & Hew misses the dragonshield but cuts the slyblade, although to no great effect.

More minions- another pair loose Javelins- Gokan is hit again. The kobold slinger appears from the woods and targets Hal with a strange grenade like pot- alas the missile is high and wide, flame erupts from the spot the grenade landed.

The wyrmpriest Incites Faith in his followers buoying the defence, and then sends an Energy Orb- another ball of acid in to Hal's already tarnished chest plate, the warforged sparks and flames a little (down to 4 HP).

Sigur rushes out of the woods- he needs to be closer, avoids a minion's Spear attack and settles himself for something special. The dwarf's Angelic Echelon rains down a radiant blast- the slink, the slinger and the slyblade are wounded slightly; the dragonshield is fried and the wyrmpriest is tottering on its last legs (on 3 HP).

The dwarven invoker is not done, his tried-and-tested Hand of Radiance finishes off the wyrmpriest and leaves the slink bloodied.

Hedda rushes over the river and in to the action, she has a Healing Word with Jimmy who blinks open his eyes, and then head down makes a Goring Charge on the slyblade, leaving the kobold bloodied and on its backside- her follow up Warpriest's Strike misses the target however.

The last minion Charges Gokan- stabs the half-orc with its Spear (Gokan down to 6 HP) and then is cut down for his pains, Gokan's Whirling Frenzy fails to connect with the slink alas.

Half the minions are spent- the wyrmpriest and the dragonshield are done for, the slink and the slyblade are bloodied, while the slinger is only injured. Meantime three of the PCs are low on energy- Hal, Gokan & Jimmy.

Round 2-

Jimmy manoeuvres, although still taking ongoing damage and leaden footed, gets in a Sly Flourish at the slyblade- the creature is fading fast (8 HP left), the halfling meantime shakes off all ill effects.

The slink attempts to Spear Gokan, the slyblade attacks Hal with his Short Sword- both, fortunately, miss their targets. Hedda however is hit by a Javelin flung by a minion.

Hal gains new energy from his Warforged Resilience, then slashes with his Reaping Strike at the slyblade, another glancing blow but the hits are stacking up for the kobold lurker (down to 3 HP).

Yet another minion Charges and attempts to Spear Gokan, the half-orc deflects the blow- they're living dangerously here.

A second strange grenade flies out from the slinger, misses Hedda this time by inches, and plops harmlessly in to the water of the river.

Sigur stays where he is, a little away from the action, out of harms way- his Hand of Radiance only catches the slink- the kobold is on his last legs (down to 4 HP).

Hedda has a Healing Word for Hal, the warforged's eyes flash his thanks, then the minotaur unleashes her Righteous Brand on the slyblade- the kobold falls. Gokan matches her with a Howling Strike that lays the slink down forever.

Just two minions left and the injured slinger- all of the kobolds are now looking for a way out- or else to get back to their lair through the waterfall to warn their friends.

Round 3-

Jimmy misses with his Sly Flourish on the slinger, a minion throws a Javelin at Hedda and connects before moving quickly away.

Hal charges the slinger, and leaves the kobold at death's door (on 1 HP), the second minion throws a Javelin at Gokan but misses- it too scampers away.

The slinger meantime draws its Dagger and stabs at Hal, puncturing the metal man's armoured body.

Sigur meanwhile stays calm- sights yet another Hand of Radiance and takes out the slinger and one of the fleeing minions.

The last minion- foolishly turning to look back, is met by Hedda's Defiant Gaze, the kobold perishes from fright.

Encounter 3 complete.

The guys drag the kobold bodies out of sight- in to the woods, after searching them first- take a short but well earned rest. They then manoeuvre in to the stream and to the outside of the falls- there's a chamber within it seems, it's populated, furthermore they've not been spotted- they leap once more in to the fray.

_________________
KOTS at Enworld-
http://www.enworld.org/forum/story-hour ... ttack.html

Or Sellswords of Punjar, here at Goodman Games-
viewtopic.php?f=20&t=7069


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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 
Offline
Deft-Handed Cutpurse

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 240
Location: Grimbo
H1: Keep Your Shadowfell

Continues with...

Encounter 4 Inside the Kobold Lair- Irontooth

Image

_________________
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http://www.enworld.org/forum/story-hour ... ttack.html

Or Sellswords of Punjar, here at Goodman Games-
viewtopic.php?f=20&t=7069


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