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Author Topic: Rescue at Rivenroar  (Read 750 times)

kenada

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Rescue at Rivenroar
« on: September 12, 2009, 03:43:46 PM »
The members of the party were relaxing at the Antler and Thistle tavern when hobgoblins attacked Brindol. They had few problems taking down the goblins and hobgoblins who came to burn the place down, but there were a few casualties, including the stock of alcohol behind the bar. However, the ogre that smashed through the wall a few minutes later gave them a difficult time.

Malachi took two arrows to the face and went down, and Chalk had more problems than usual keeping on his feet. Fortunately WRATHGAR and Balasar were able to remain healthy. Balasar got Malachi back up by administering a Potion of Healing, and Malachi was able to bring Chalk back up. Through a heroic effort, they were able to kill the ogre just in time for backup to arrive.

The party eventually found themselves talking with one of the members of the city council about bringing militia members with them to take on the goblins, but their negotiations failed. However, they did get a contract to return the people taking captive for a reward of 200 gold pieces (total, not per person).

They struck out that evening for the hobgoblins’ lair. After an encounter with some kruthiks, they found the old castle where the hobgoblin tracks had lead them, and proceeded down into the catacombs to rescue the prisoners.
« Last Edit: October 22, 2009, 04:17:38 PM by kenada »

BobChuck

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Re: The Rescue
« Reply #1 on: September 14, 2009, 12:13:13 PM »
WRATHGAR has excellent control abilities, but needs to look like a better target.

Would a meat costume help?
« Last Edit: October 22, 2009, 04:17:50 PM by kenada »

kenada

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Re: The Rescue
« Reply #2 on: September 15, 2009, 11:11:32 AM »
If the DM players the monsters properly, defenders will have to work to keep the monsters under control. I ran the monsters in my last campaign rather poorly, so I've been using some suggestions made by Mike to make them more dangerous (and interesting). :)

An argument could probably be made that I may have been playing the kruthiks 'too smartly', but I don't think this was the case. The tactics listed for that encounter were pretty stupid*, so I ended up running them with a set of simple priorities (defend the hatchlings, and come to the adult's aid if it gets in trouble)†.

I'm also generally of the opinion that unless something has an Int of 1 then it probably knows that flanking = combat advantage = good though it might not leverage it as tactically as more intelligent creatures would.

--
* The tactics section said that the kruthiks should bring the other hatchlings into battle, but I couldn't see why they would needlessly endanger the hatchlings. The tactics sections are  frequently rather awful.
† I'll admit that this just sort of evolved as the encounter played out, but I think it turned out to be a reasonable behavior for them. :P

Measure Zero

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Re: The Rescue
« Reply #3 on: September 15, 2009, 05:32:12 PM »
The defender's goal isn't to get everything to attack him.  This is still D&D, and defenders die when they get focus-fired.  Here are the role goals as I see them:

Everyone's goal is to kill the monsters while minimizing the damage they do to the party.  Secondarily:
The striker's goal is to eliminate the biggest threats quickly, either through killing or long-term, focused control.  Except sorcerers, who have to attack multiple opponents at once to be effective.
The controller's goal is to hinder the enemies and expose their vulnerabilities (or create them).
The defender's goal is to make every choice an enemy can make a bad one.
The leader's goal is to improve everyone's performance.

Marking achieves the defender's goal by giving the enemy a couple of bad options.  First, they can attack the tough defender and probably miss or do little damage.  Second, they can attack the less armored striker nearby, but face a penalty to hit an a punishment attack from the defender in doing so.  Third, they can run out of the defender's range and try to snipe.

A warden has the first two options down pretty solidly with mass marking and two interrupts, one of which can completely negate an attack.  Even though you weren't getting hit, the fact that you were marking and screwing with the monsters using your interrupts means you were doing your job effectively.  The third option is where the warden has weaknesses.  That feat that I pointed out to you makes it so monsters can't just walk away from you, but your only answer right now to shift+charge is your Winter's Herald form to prevent most cases of shifting.


Any character can be a tank; after a few levels, I can choose powers for my sorcerer that will give him such a high AC for an entire encounter that you might want to cry (at least 5 more than you can manage without doing something inconvenient).

BobChuck

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Re: The Rescue
« Reply #4 on: September 16, 2009, 10:09:02 AM »
true... we DID seem to both die less and need healing less than when John is tanking stuff. The fighter's ability to only mark a single target seems to be a major limitation.

Also, your character is going to cause a wipe at some point.

kenada

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Re: The Rescue
« Reply #5 on: September 16, 2009, 11:04:45 AM »
How would Balasar cause a 'wipe' (do you mean TPK)?

BobChuck

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Re: The Rescue
« Reply #6 on: September 16, 2009, 11:28:19 AM »
bah.

He's reckless. He's going to get himself killed at least once, and if we are trying to help him too much we'll be exposed and die too.

Which, of course, is the point of his character, isn't it? As long as we have fun TPKing, it doesn't matter.

I just want it on the record that I know it's coming.

Measure Zero

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Re: The Rescue
« Reply #7 on: September 16, 2009, 08:01:03 PM »
bah.

He's reckless. He's going to get himself killed at least once, and if we are trying to help him too much we'll be exposed and die too.

Which, of course, is the point of his character, isn't it? As long as we have fun TPKing, it doesn't matter.

I just want it on the record that I know it's coming.
With each level he gains, the game supports his recklessness more and more.  At level 2, for instance,  he will have an AC of 19 if he has been bloodied at some point in the encounter, even without any magic gear.

kenada

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The Rescue (Part 2)
« Reply #8 on: October 09, 2009, 10:59:52 PM »
Just inside the catacombs were a few goblins and their hobgoblin protectors. They were tasked with keeping intruders out. Intruders came in, they activated the silly brazier “trap”, and were cut down moments later. The party closed the northern doors that had activated this trap and pondered what they should do next.

WRATHGAR! took the initiative and opened the western door, and at the same time he did this, a wizard appeared in the room. He claimed he was there to help, but they beat him silly before cautiously allowing him to join them. Lucius claimed he had been sent by the town council to help with the hobgoblin problem. He also brought word that the party’s paperwork was incomplete because the council did not appear to have the party’s adventuring company number in their records*.

The party didn’t seem overly concerned by this and continued clearing out the next few rooms of hobgoblins. They stopped when they found a one-way portal. As Lucius examined it, an ooze-like monster came out, and engaged the party while some opportunistic specters did considerable damage to the party.

The party rested in one of the chambers the goblins encampments, and continued clearing out the catacombs. They found one of the prisoners locked away in a cell, and freed him. He gleefully cheers on the party as the kill hobgoblins. The party found another prisoner, but he had been killed by ettercaps.

In the next room the party cleared, they were able to take one of the goblins captive. The goblin eagerly helped them find the treasures in the room and pointed them in the direction of the another prisoner. They found her in the room south of the second goblin camp. After killing the dire rats in the room, they unchained her from the altar, but she didn’t seem very willing to leave.

WRATHGAR! thinks that it’s a good idea to carry her with them.

--
* Yes, this is a retcon.

kenada

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The Rescue (Part 3)
« Reply #9 on: October 21, 2009, 10:41:33 PM »
The party continued exploring the catacombs. They fought their way through a room of mushrooms and mold to find an old woman trapped in a magic field. After pushing the button to free her, they decided to make this their base of operations (so to speak) because they would return here to rest and bring any prisoners they rescued here until it was safe for them to leave.

Beyond a dangerous room filled with needlefang drake swarms and magic traps, the party rescued a dwarf who provided them with curiously detailed directions to where Jelissa, acolyte of Ioun, was being held. They concluded that it must be the stairs beyond the room where they fought the ettercaps and headed that way. After dispatching some more hobgoblins, they recused Jelissa, who latched on to WRATHGAR, and proceeded north to find the remaining hostage.

The route they took to rescuing Young Master Thurann was a roundabout one. They killed more gnomes, zombies, tomb guardians, and a wight and his minions. One after another they fell until the party came to the fountain to which the boy had been chained. Had been chained because they were too late and the undead had already torn him to pieces and feasted on his entrails. I suppose it’s not entirely a tragedy. He never had to learn that his father had been killed by ettercaps.

On their way out, they decided to clear the one last passage that lay unexplored. It contained a number of thin, stone columns, and an angry hobgoblin behind the doors on the opposite side of the room. The fight could charitably be called “One Sided” and “Very Dull”, but we’ll pretend it was an exciting battle between the villain of this module and our stalwart heroes. They found in the room beyond the rest of the relics that had been stolen from the Great Hall along with a letter that reads as follows:

Brave Sinruth,

The Red Hand will rise again! The other remnants take great cheer in your recent attacks on commerce coming into The Blight That is Brindol.

We’re particularly pleased with your ability to inspire a fighting spirit in others, whether they have true goblin blood or merely wish they did. To be blunt, we think you should have many more soldiers under your command. Many, many more.

And recent events have rendered some remnants leaderless. With a bold stroke on your part, the remnants would rally to the Red Hand you so proudly display.

As your bold stroke, do this: Attack the The Blight That is Brindol by night. Focus your efforts on their Hall of Great Valor, for it mocks the many hard-won victories by the first Red Hand of Doom. Take from them the spoils of war they shamelessly hang on their walls and bring those antiques back to Rivenroar.

Do this before the moon is next full. And with regard to your previous question, turning over captives to your unliving allies at Rivenroar is perfectly acceptable. War sometimes makes strange bedfellows, and we appreciate how you’ve united such disparate forces under your banner. Whatever prisoners you take from Rivenroar you can give to the wight.

Fight with the valor of your ancestors, Sinruth. And keep your hands stained red with the blood of the weak! I will visit you again next month, at a time of my choosing.

The Emissary

The party is preparing themselves for the return to Brindol, having concluded the Rescue at Rivenroar.
« Last Edit: October 22, 2009, 04:16:00 PM by kenada »

Measure Zero

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Re: Rescue at Rivenroar
« Reply #10 on: October 22, 2009, 03:07:00 PM »
A spy and a bureaucrat?  Does his evil know no bounds?  And here I thought the devil horns and tail were just for decoration.