Our crew for this adventure:
Tiefling Warlock (Gray)
Eladrin Wizard (Ernie)
Dragonborn Rogue (Scoot)
Dwarven Fighter (Steve)
Instead of any pretense, I started the team right in front of the entrance to the Kobold Hall -- less story, but more game time, and the whole point was to see how the combat system worked for Graham and Scoot's first time playing 4e.
They actually got a little further than the last time, but not by much. We went slow, exploring everything, reading every description of every power, every condition and every combat option. I think everyone enjoyed it, and even though Scoot's a huge 3.5e advocate, even he said he had fun.
We got through the first room (see previous post for map), with two different characters falling into the sludge pit (the dwarf fighter and the dragonborn rogue). I had a bit of an advantage (as the DM) since I knew the pit is a pain in the ass. The dwarf fell in while trying to shove one of the kobold skirmishers into the pit, then the kobolds picked up the idea and shoved the dragonborn rogue in after the dwarf climbed out.
We ended just as they entered the second room, with three kobolds on the far east end of the room, and our intrepid rogue failing miserably to detect any traps in the room. They cleverly took a prisoner in the first room, and intimidated the kobold into telling them a secret -- "Stay to the north edge of the room to avoid the traps." But apparently they forgot between rooms, and Scooter's Dragonborn rogue managed to set off a dart trap... So now the team has to maneuver to the far end while taking fire from the kobolds and avoiding the other trapped tiles... Good luck.
Maybe one of these sessions will have a crew actually get to the end of the adventure...
S.
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