• Welcome to The Campaign Builder's Guild.
 

"A Glimmer Of Hope" - 4E Introductory adventure

Started by Ra-Tiel, June 08, 2008, 09:57:47 PM

Previous topic - Next topic

Ra-Tiel

So... just finished the rough layout of the adventure I'm planning to run on Tuesday. I'm counting on 2 of my buddies to play it - however, I have no idea what race/class combos they'll pick. To give the party some additional stamina (and to be able to throw some more mobs at them) I'm planning on including a warforged paladin as a NPC.

The adventure itself is nothing complicated. First, escort for a merchant (and getting attacked twice). Second, pursuing kobolds who have raided a farm and kidnapped a girl (skill challenge included ;) ). Third, bug busters. :D

Now, do you have anything to add to the adventure? What's your general impression about it? Too much handwavium? Not enough? I hope I can guide my group with the few NPCs that are involved in the right direction. I hope I'm not using too many minions... :-|

So, what do you think?


File: 1212975971_233_FT0_pol1__a_glimmer_of_hope.pdf

// Edit:
Yes, I know the writeup of the NPC sucks. I was lazy. And tired... :P

Neubert

The following are my notes as I read through the adventure:

I like how you have a hook for each character class.

I can't say anything about the encounters as I am still waiting for my copy of the books..

Btw, I read something once that you should never let a DMPC outshine the player characters. In 3.5 you could make it a bit lower level, but I am not sure about 4e (and your players are level 1). Based on that, I am not sure if I would have Guardian lie around over 2 dozen kobolds. But it is your call. :)

I like the skill challenge of catching up with the kobolds.
The History skill would only be able to be used once, correct? Possibly the same with the nature skill (or you have to make a different check between each use of nature).
What about something like the track skill (if anything like that is still in the game?)

I see a problem if the players want to escort Gerom to the city before going after the kobolds. In that case, they shouldn't have any possibility of catching up with the kobolds at least.

Your bloodied value and healed from healing surge on Guardian seems a bit off (I am guessing you forgot to update those when you increased his hp).


Besides that, good stuff :)
If what I just wrote didn't make sense, just ask. Though it probably doesn't make any sense to me either. :P

Ra-Tiel

Quote from: NeubertThe following are my notes as I read through the adventure:
Thanks for your comments.

Quote from: NeubertI like how you have a hook for each character class.
The first session would be completely spend with character creation and getting some background for them (I intend making them use Neceros's 10 Minute background ;) ). The adventure is just something for them to do afterwards.

Quote from: NeubertI can't say anything about the encounters as I am still waiting for my copy of the books..
Still waiting? :huh: Damn, that sucks. :(

Quote from: NeubertBtw, I read something once that you should never let a DMPC outshine the player characters. In 3.5 you could make it a bit lower level, but I am not sure about 4e (and your players are level 1). Based on that, I am not sure if I would have Guardian lie around over 2 dozen kobolds. But it is your call. :)
I know what you're trying to say, but is primarily used as a storytelling device (and well possible).

First, it explains why the following encounters with the kobolds are low in number.

Second, warforged have a nifty racial power giving them temp HP and some healing once they become bloodied.

Third, I've given the paladin powers that represent the situation (Valiant strike, eg, gives you a better attack bonus the more enemies are around you), and Lay on Hands allows him to use healing surges as a minor action. (It only says: "target touched", so I honestly can't see a reason why this couldn't be the paladin himself).

Fourth: all those kobolds were minions, thus going down in a single hit. Also, they only have +5 vs Guardian's AC 20 for their attacks, thus only 1 out of 4 attacks would actually hit.

And fifth: he would have used most if not all of his resources (healing potion, healing surges, second wind, action point), essentially going nova on the kobolds' asses. :D

Quote from: NeubertI like the skill challenge of catching up with the kobolds.
The History skill would only be able to be used once, correct? Possibly the same with the nature skill (or you have to make a different check between each use of nature).
To be honest, I don't know. Perhaps a second or third History check allows the players to recall better, where exactly the ruins were. And follow up Nature checks would reveal a bit more about kobolds.

Quote from: NeubertWhat about something like the track skill (if anything like that is still in the game?)
Tracking has been rolled into Perception.

Quote from: NeubertI see a problem if the players want to escort Gerom to the city before going after the kobolds. In that case, they shouldn't have any possibility of catching up with the kobolds at least.
Yes. Deciding to continue escorting Gerom will make them automatically fail the skill challenge. Also, it's possible that Guardian will try to follow the kobolds alone (getting himself killed ultimately), and the kobolds will perhaps have sacrificed the girl to Tiamat already.

If you look at the distances, the characters lose over 2 days if they go to Fallcrest first (Burned Farm -> Fallcrest = 1 day, Fallcrest -> Burned Farm = 1 day, Burned Farm -> kobold lair = 1 day). Also, the Perception DC in the skill challenge will increase by at least 5 points.

Quote from: NeubertYour bloodied value and healed from healing surge on Guardian seems a bit off (I am guessing you forgot to update those when you increased his hp).
Yeeah, I know. Already corrected them after reading your comment. I added toughness later on (completely forgot his first level feat :-/ ) and forgot to adjust the bloodied and healing surge numbers accordingly. Thanks for pointing that out.

Quote from: NeubertBesides that, good stuff :)
Thanks! :D I hope it's as fun to play as it is to read.

Neubert

"I intend making them use Neceros's 10 Minute background"
Hehe, I just read the thread about that one :)

I'd like to hear how it all ends up. :)
When do you expect to be done with the adventure?
If what I just wrote didn't make sense, just ask. Though it probably doesn't make any sense to me either. :P

Neubert

I just went to check my mail box... My books are here a day early! Hurray! :D
If what I just wrote didn't make sense, just ask. Though it probably doesn't make any sense to me either. :P

Ra-Tiel

Quote from: Neubert"I intend making them use Neceros's 10 Minute background"
Hehe, I just read the thread about that one :)
I find it a pretty cool idea. It gives the DM something to work with and helps the players to get a feel for their characters, without forcing them to write up a 3 part saga about their characters' youths. :D

Quote from: NeubertI'd like to hear how it all ends up. :)
Me too. ;)

Quote from: NeubertWhen do you expect to be done with the adventure?
You mean how long it would take to play through? No idea. I estimate it would take perhaps 4 to 6 hours, depending on how much my buddies are into it. :D

// Edit:
Quote from: NeubertI just went to check my mail box... My books are here a day early! Hurray! :D
Hey, grats! :D Happy reading (and gaming)!

Neubert

"You mean how long it would take to play through?"
You said the first session will mostly be character generation, so just wondered when the adventure would be over? The Tuesday after I suppose?
If what I just wrote didn't make sense, just ask. Though it probably doesn't make any sense to me either. :P

Ra-Tiel

Quote from: Neubert"You mean how long it would take to play through?"
You said the first session will mostly be character generation, so just wondered when the adventure would be over? The Tuesday after I suppose?
Ahhh, that one. Ok, I've been expressing myself pretty badly in that case. :(

What I meant is that I want them to not only whip up some stats and call it a character, I also want them to give their characters a bit more depth and thought. Also, I want to discuss the campaign with them, what they'd prefer (more combat, more social stuff, more mystery, etc) and where they can imagine the campaign to go.

While I'm not negative on "kick in the door" style one shot adventures, when I start a campaign I take a different approach.

Numinous

Just read it through, looks straightforward but still useful.  I'm not sure why 4e stresses burying the fallen so much (it came up in "Into the Shadowhaunt") but I would only give charatces credit if it's role-playing, ie a cleric or paladin rather than a rogue just looking for xp.

I might spread out the kobolds, maybe allowing an ambush as the PC's follow and taking an extra encounter out of the lair to compensate, varying the adventure.  A fight on a forest trail is different than 3 back-to-back tunnel fights.  This could also demonstrate how much more dangerous kobolds are at home, where they have traps to rely on.  Also, I didn't see any traps for the lair, you might want to consider some simple pits at least, based on the kobold reputation for trap-crafting and once again, more variety in combat.  Maneuvering around a pit or carefully placed difficult terrain changes up a combat drastically.  I know that difficult terrain really threw the party for a loop on Game Day, resulting in the collapse of 2 party members.

Also, be very wary of the DMPC.  An early death is the best way to deal with this, I think.  If he falls to an ambushers arrow, he serves his purpose but then is promptly removed from the scene.  He might also charge the PC's with retrieving the farmer's daughter, giving them more heroic motive.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Ra-Tiel

Quote from: Rose Of MontagueJust read it through, looks straightforward but still useful.
Thanks, I guess. ;)

I know it's quite simple, but as an introduction to 4E I guess it will work quite well.

Quote from: Rose Of MontagueI'm not sure why 4e stresses burying the fallen so much (it came up in "Into the Shadowhaunt") but I would only give charatces credit if it's role-playing, ie a cleric or paladin rather than a rogue just looking for xp.
I never even took a look at "Into the Shadowhaunt". It's just something I got from reading a bit of the world info of the default setting, especially the "civilized folks work together and help each other" thing. Additionally, I get the feeling that the default setting is a bit more like Barsaive (Earthdawn), which would make proper burial quite important (you don't want to have self-risen undead on the basically only save roads).

Also, the players won't necessarily know they get the XP for burying the corpses. ;)

Quote from: Rose Of MontagueI might spread out the kobolds, maybe allowing an ambush as the PC's follow and taking an extra encounter out of the lair to compensate, varying the adventure.  A fight on a forest trail is different than 3 back-to-back tunnel fights.  This could also demonstrate how much more dangerous kobolds are at home, where they have traps to rely on.  Also, I didn't see any traps for the lair, you might want to consider some simple pits at least, based on the kobold reputation for trap-crafting and once again, more variety in combat.  Maneuvering around a pit or carefully placed difficult terrain changes up a combat drastically.  I know that difficult terrain really threw the party for a loop on Game Day, resulting in the collapse of 2 party members.
I know that kobolds may be better aided with traps. However, I'm also still new to the system (and took a quite long break from DMing myself), therefore I don't want to get too much into one encounter. I just know that if I do, I'll just mess something up. :(

Quote from: Rose Of MontagueAlso, be very wary of the DMPC.  An early death is the best way to deal with this, I think.  If he falls to an ambushers arrow, he serves his purpose but then is promptly removed from the scene.  He might also charge the PC's with retrieving the farmer's daughter, giving them more heroic motive.
In a larger group I would fully agree with you. However, I've only got two players, and I don't even know the race/class of their characters yet. If something goes wrong I'm very likely to quickly have a TPK at hand, which wouldn't be fun for anyone. Therefore I'm rather having an NPC accompany the party.

Neubert

Ra-Tiel, I agree that it is a good idea to keep it easy, but the opportunity to see the players faces when they are fighting and suddenly fall into a pit is too good to miss. Mind if I run this adventure for my players (with added trap and ambush)? :D
If what I just wrote didn't make sense, just ask. Though it probably doesn't make any sense to me either. :P

Ra-Tiel

Quote from: NeubertRa-Tiel, I agree that it is a good idea to keep it easy, but the opportunity to see the players faces when they are fighting and suddenly fall into a pit is too good to miss.
Hehe. Now, I'll see what I have in mind for them in follow up adventures. *needs a "plotting" emot* :P

Quote from: NeubertMind if I run this adventure for my players (with added trap and ambush)? :D
No, of course not. I wanted to add that anyway. So, everyone who wants to run the adventure: feel free to do so. :)

// Edit:
In addition to my plotting from above, I think that 4E gives me a chance to run one of my favorite Shadowrun scenes in a fantasy setting. In 4E divination magic is not all over the place, and the divination rituals are either heavily restricted, or only last for a very short duration.

Imagine the following scene: A nobleman (let's call him "N") approaches the PCs and asks for their help. His daughter ("D") has been abducted by a rival from another noble house ("R") to gain an advantage on N. R plans to use D as a means to pressure N into agreeing to some bad decisions in the court or something. N reveals that R is known for his seedy past, and that he is not above using drugs and magic on those who oppose him (and this would probably be the case why D wouldn't recognize her rescuers). N promises anything to the PCs, for as long as they only bring back his beloved daughter.

[spoiler=Now, the twist is...]In fact N is the bad guy. N wants to have R's daughter abducted to gain an advantage on R. The guards R placed to protect his daughter are labeled "mercs" by N to confuse the PCs and keep their conscience down. If the PCs fail to seriously investigate R's and N's relationship with each other, as well as the pending decisions in court, they will commit several murders and an abduction of an innocent girl.[/spoiler]

Yeah... in Shadowrun this works equally well, just make R and N Johnson's of two rival concerns.

A scene like this would never work in 3.5 because there are so many divination spells that completely spoil things like this, starting with discern lies and scrying at level 7.

Neubert

You are evil! Remind me always to stay on the same side of the screen as you :P
If what I just wrote didn't make sense, just ask. Though it probably doesn't make any sense to me either. :P

Ra-Tiel

Quote from: NeubertYou are evil! Remind me always to stay on the same side of the screen as you :P
Lol! :D I'll take that as a compliment.  :demon:

Ra-Tiel

Quote from: Neubert[...] I'd like to hear how it all ends up. :) [...]
[spoiler=Status report]I got to my buddy ("M") at 1pm. He informed me, that my other buddy ("A") had to work and wouldn't be there until 8pm. Ok, I watched him playing Mass Effect for a bit (and making fun of his completely misskilled characters :D ), before we got to character creation. M made a human wizard, and the Neceros Background was put to good use. The wizard actually felt already like a real rpg character and not like a bunch of stats from D2.

Ok, comes 8:45pm and A joins finally. However, he brings his girlfriend ("H") with him. A and H express their will to both play, and we start character creation with them. While I explain the races and classes, A listens and H reads a book. Later H says that she didn't listen and flips through the races chapter just to play "what she found to be the most pretty".

At 9pm, M's girlfriend and wife-to-be ("N") comes home. Now, for the next two and a half hours A and H practice dancing with M and N for M's and N's marriage in around two weeks. Before going downstairs, A told me that I could finish their characters and we could play later.

At 10:30pm I resign to reading the Ctrl-Alt-Del webcomic and put my stuff back in the bag.

At 11:30pm A and H leave.

At 12:45pm I go home completely pissed and frustrated.[/spoiler]

Therefore, I have no idea how the adventure works out, how long it takes to play through, and if the encounters are ok for a level 1 party.

*sigh*

(Yes, I am venting my frustration. Why are you asking? :P )