See part 1 here.
When I described to Rocco the Rogue that his recon mission had turned sour and that he was now at the bottom of a pit surrounded by gnashing mandibles and bladed claws I found myself stumped. I had put the player in trouble without giving him the benefit of a die roll against any of his skills or defense. I had assumed that whatever score he would have rolled on his stealth skill, the monsters in the area, a brood of Kruthiks, would detect him with their tremorsense ability.
So before Stef (Rocco’s player) could react to my use of DM fiat to establish a dramatic scene (that’s what it was! Honest!), I told him that he was surrounded with small tunnels that he could try to run into to get rid of the kruthiks.
He said he’d go for that and I told him that he lost them (without having to roll any dice) and managed to come out of a tunnel that lead somewhere in the cave, about 10 feet over the cave’s floor away from the whole brood made up of 6 hatchlings, 3 adults and a large Hive Lord (of which I had a mini for, that thing looks great!).
With things stabilized on the Rogue’s front, I returned to the rest of the party. They got ready to go join the rogue who never came back from its recon mission. Players spent a long time trying to decide what to do with the wagons and the prisoners and decided to leave them where they were and go by foot, leaving the duergars tied up and gagged.
The PCs almost walked right into the Kruthik ambush, Rocco’s warning prevented a surprise round. As had happened to Rocco, the cave’s floor opened under 3 of the PCs (Masaru, Takeo and Naquist). This was done by the hatchlings burrowing underneath the group.
I ruled it as a 3X3 square 10′ deep pit trap (+10 vs Dex, 1d10 dmg). Only Naquist (Elven cleric) fell into it and had to deal with all the hatchlings.
I had set up the fight on one of Paizo’s incredibly useful Flip Maps, in that case one featuring a large cave with a Chasm and a stone bridge. I Set the players near the water pool and put Rocco on the other side of the bridge .
So the fight started with the 6 PCs divided in 4 groups: Rocco alone on the other side of the Bridge with a Kruthik adult in the way, Bjerm (fighter), Masaru (Warlock) and Takeo (warlord) near the lake facing 2 adults and a Hive Lord, Naquist (Cleric) alone in the pit against 6 hatchling and Fizban (Wizard) cut off from the rest of the group by the open pit.
As can be guessed with such a setup, each player focused on the nearest threats. It didn’t take long for the players to notice that the fighter and warlords were being torn to shreds while the other PCs were busy. Seeing what I felt was a going to end in a PC death, I pointed out the tactical situation to the players and that maintaining the ‘3 groups fighting separately’ strategy would likely lead to PC deaths.
As it turns out, the fighter was savagely damaged on the next round, much more than the warlord could deal with. That’s when players went into team work overdrive and things shifted back! The Wizard had a cloak that allowed someone to teleport when damaged by an enemy. He threw it on the cleric in the pit. The cleric put it on and moved besides the hatchling (which damages anyone that ends its turn beside it) and promptly teleported outside of the pit and was able to heal the melee fighter on the following rounds.
(Awesome!)
During that time, Masaru went to help the rogue and dispatched the adult kruthik that was making his friend’s life miserable.
A short while later, the Hive lord died and the sole remaining Kruthik fled. Hurray for teamwork!
Looking around the cave, they found a half buried statue of an apparently half-fey/half-Elemental humanoid bearing glowing disks at key point on its body (head, neck, arms, torso, etc). An inscription on it (in proto Eladrin and Abyssal) said ‘give sacrifice to receive my bounty’.
After some experimentation, Bjerm took out his old +1 Delver’s Scale mail and put it on the statue. It started glowing and the armour became +2 (that a treasure trick given in Adventurer’s vault). Players found the idea neat and it added some lore to our game about some past alliance between the fey and the forces of the elemental chaos.
It was 8h30 PM and already I could see that the group was tiring fast. I checked if they wanted to go on and they all said that they were able to go on. Good thing we did, as the energy level rose somewhat after that.
After recovering from that semi-successful reversed ambush, the PCs decided to chuck the wagon and leave the duergars to fend for themselves. They walked on to the Grey dwarf forteress.
Said fortress consisted of three buildings spanning a 300′ deep chasm. Upon arriving the PCs saw that anything else short of a full frontal assault on an orc guarded portcullis was too dangerous to attempt.
At this point, the players discussed their options. Being none too interested in going the ‘Hulk smash’ way, the players asked me if there could be a way back.
Now here’s the thing, the duergar hold did indeed feature a back entry. One sitting only one encounter away from the hold’s boss. However, the adventure doesn’t have a full map of Thunderspire labyrinth, but it does have a section about players exploring blindly. So, inspired by the rules given in the adventure, I told the players that we’d play a dungeoneering skill roll to see if they would be able to navigate around the hold and look for an alternate way in.
We discussed about assisting and other skills that could be used. In fact, players discussed long enough for Eric (Fizban’s player) to reach his breaking point and unleash his slumbering instigator. While people were discussing, he picked up his dice, rolled and said “Look guys, stop arguing, I rolled a 24, we made it”
He he he! Teamwork hath its limits.
So I described how they managed to find one path with some signs of wagon traffic leading to a huge 10′ iron portal.
Players:” Ha! The way to the ambush was actually the way to that back entry! So if we had proven our worth by defeating the Kruthik, the duergars would have accepted to see us after all”
Phil: “Hmmm, yeah… yeah, that’s what I was planning all along! Damn you guys are good”
Players: “Yeah right, we bet you’re going to write THAT in your blog”
Phil: “Who me?”
Long story short, the PCs got to use the Knock ritual to unbar the gate, surprised a group of orcs and one Ogre (Hey, isn’t this supposed to be a Duegar hold?) and won that fight in a 2 or 3 rounds. The wizard’s timely use of Icy Ray froze the ogre in place for one round and allowed the group to attain inevitability easily.
One orc managed to open a door and run away, banging on the door to the dungeon’s boss room crying for help. Alas, the leader decided to stay in the room and the poor orc fell to the blades of our heroes (there’s a whole article just there about adventures that clumsily bow to the ‘let the PCs rest’ trope… heck, I’m guilty of having done just that in my own “to be published” adventure).
As expected, our heroes took 5 and bashed in the boss’ door.
Duergar #1: “I call this 5 minutes and 18 seconds”
Duergar #2: “Damn, you win the pool again!”
Lessons Learned
- Don’t judge a 4e adventure by just reading it. If you are willing to let players get creative and go outside of what’s written, it can become very entertaining. That’s why all 3 of my last game reports have the word “Fun” in the title. I expected that adventure to be dull because it looks so on paper… and so far my players have proven this wrong.
- My idea of using skill challenges to make an abstract combat worked exactly as I had envisioned it. Expect to read more about this soon.
- Saying “yes” and winging it is really the way to go.
What players liked
- Kicking butt with superior tactical advantage once again
- Planning the counter ambush (pity it backfired)
- Playing the skill challenge
What player disliked
- Being responsible for a failure in a skill challenge. Franky thought that it was a heavy burden to bear.
- Some players found the inter-player deliberations of the various planning phase too long… that prompted some repressed Instigators to act out.
All right! See you later this week!
Don’t you just love teamwork? You do a good job stimulating it too; simply pointing out the fact that teamwork could prevent disaster, while it may be stimulating meta-game thinking in some scenarios, really is the way to keep things fun.
Keep ‘m coming!
Great write-up! Have to admit I am very impressed with the teamwork, as well. Especially the situation in which the cloak was tossed to the cleric so he could teleport back up — that’s swift thinking.
I seriously doubt any of my players would be willing to part with an item, even to help a friend . . . 😉
The Last Rogues last blog post..Rogue’s Ramblings #1 (The Birth of the Warforged)
@Flying Dutchman: I truly appreciate the teamwork aspect of that game. While it has always been a component of the game in all its iterations, the decisions behind balancing the class roles in 4e bring the need for team work to the forefront. That’s why I better understand now how Lone Wolf players aren’t all that interested in 4e, the game does not easily support that play style anymore.
Thanks for the kudos.
@TLR: Thanks. I was happy that the players worked out this solution. It really was one of those ‘DM creates a problem without pre-thinking the solution’ cases. The Cleric had a very low climb skill bonus and by the time the group realized that he was needed out of the pit (so he had line of effect to provide healing), any other ‘mundane’ solution would have taken too long.
That’s one of the many reasons why I like DMing so much.
I like ”DM creates a problem without pre-thinking the solution” cases.
They are the best! 😉 Players always come up with good and often original solutions you could not think of yourself has a DM. If they don’t you can always kill the PC. I like killing PC’s… mmm
I’m aware that the last comment make me look like a sadist DM. But often when I create a “”DM creates a problem without pre-thinking the solution” situation… it’s because the player’s deserve it. hehe
P.S. I had to edit my comment to add that I was thinking of changing my Avatar for somethin’ else. But oddly reading back my comment, and looking at the scary in a weird way little green face… well… it fits! hehe
Skill challenges as abstract combat for things that might take a long time but really should be wrapped up quickly…
Brilliant!
@D_Luck: If you want to choose how you look on the site, just go to http://www.gravatar.com and register a 100X100 pix image to the email you use as a commenter.
Otherwise, enjoy that little green person.
As for killing off PCs, I think we diverge in our outlook. I don’t like PC deaths although I know that a certain lethality must be kept to present player with a clear consequence of foolhardy acts. So when I do plan something ‘with no pre-arranged solutions’ I don’t usually associate failure to find a solution with death.
But hey! What works in your group is what should be.
@Ian: Funny how the simplest ideas sometimes work so well! Thanks!
Don’t think I’m changing what I said when I say I like killing PC’s, I do. But I must add to my comment, that I played quite alot of games where death is quite at the center of the game; Call of cthulhu, Paranoia, I Nomine Satanis/Magnia Veritas, Chill, etc. And in all those games trying to kill the PC is part of the thrill, for de DM and the player.
For D&D I still like to kill PC’s. But I must say it happens less often. Players are more carefull, and I tend to like dramatic endings… so it usually happens in the end.
I remember a memorable one in a game called Stormbringer. The game lasted for 4 years. I had quite a big group at the end (8 players). So I could release the brakes and let myself go! In the end only 2 character survived. One in love with the other. Unfortunatly the latter had her soul ripped from her body by Arioch (a chaos god). So the poor guy took care of a shell of a human being for the rest of his life. Stormbringer always called for terrible endings.
In D&D, I’m much more cheer full! … No, really ! 🙂
I really drifted away from the subject here. Sorry!