Greetings, All!
It's been awhile since I've done any blogging, as I've been working on a pretty big project that was finally completed. In a few days, I'll be posting pics and information on my Myst Island campaign for 4th Edition. However, in the meantime, there's something else I'd like to talk about.
There's been a lot of talk on Twitter (my main hangout) as of late regarding the various conceits of Dungeons & Dragons and particularly 4th Edition. Monte Cook's various Legends & Lore articles never fail to encourage in-depth (and often unnecessarily heated) discussion on how the game of Dungeons & Dragons is really to be played.
As a Dungeon Master, I love 4th Edition. It's balanced play, ease of encounter construction, and flexible presentation make it the easiest game I've ever had the privilege to DM. It's because of this flexibility, that I feel comfortable modifying certain rules to help our own game group better enjoy the game. No game is perfect, but 4th Edition allows me to change things up and improve our group's experience without having to invest in yet another game that tries to fix those gaps.
Listed below are most of the house rules I've either implemented or intend to implement. I've avoided listing the ones that are "campaign specific". Thus, these rules are applicable to whatever 4e game I'm running and are listed in no particular order:
1 - Extremely Curtailed Perception Checks.
I discussed why I did this HERE, but the short version is that I wanted more Player participation instead of Character resolution. What I mean by that is that if there is a puzzle or mystery or search, I want my Players to be able to set the course of action, not the character. I now reserve Perception checks only for combat situations involving invisibility.
2 - Minions Have 1 Hit Point Per Level.
It's always bugged me that even a 23rd level Minion has only 1 hit point. I understand that there are reasons for this rules conceit, but I changed it anyway. Minions have 1 hit point per level. Powers that are keyed to taking out Minions are modified to scale up. Missed attacks still do not harm Minions.
3 - Death Is Not The End.
While my own players haven't had their characters experience this yet, they will find that Death is not necessarily the end. Heroes have the option to continue play as a Ghost, with limited abilities. Since Rituals exist to bring back life to a Hero, the Ghost option (based on the Ghostwalk Campaign Setting) allows the Player to continue to participate.
4 - Curtailed Opportunity Attacks.
The only opportunity attacks that occur is when a character attempts to use a ranged or magical attack against an adjacent enemy. Those adjacent enemies get opportunity attacks. This rule applies to monsters as well.
5 - XP Is Not Handed Out.
While I base my encounters on the party level (so they are balanced), I do not hand out XP for said encounters. Instead, I level up the party when I feel it is appropriate. This process saves the Players some math, and I don't have to worry about keeping track of every little bit of XP.
6 - DM Controlled Magic Item Distribution.
I do not allow my players to really "shop" for appropriate magic items (although I have made exceptions for characters joining the campaign "mid stream"). Instead, I monitor what types of items the characters say they'd like, and if appropriate place them in the campaign as needed. Under most circumstances, the items will be random. In larger towns, there may be magic "shoppes", but these places will only carry Common magic items, alchemical reagents, and the occasional ritual.
7 - Action Point Usage (Daily Powers).
If a Player would like to insure that a Daily Power hits, he or she may expend an Action Point in order for that to happen. Because the hit is automatic, it prevents the hit from ever being critical in nature. An Action Point can only be used in this way once per encounter.
8 - Encounter Power Fallback.
If a Player misses his or her enemy with an Encounter Attack Power, the Player has the option to expend a Healing Surge and instead strike the enemy with a Melee or Ranged Basic Attack. This attack must be rolled, but the Character gains a +2 on the attack roll.
9 - Rare Magic Item Challenges.
Characters do not get to automatically determine the powers/effects of a Rare Magic Item. Instead, I have them do a brief skill challenge. You can read about how that works HERE.
10 - Extended Rests Are More Challenging.
Extended Rests are a little more challenging in my game. Not every resting spot is a nice comfy inn or safe castle. I wrote all about how I changed it up right HERE.
That's basically the list. It's not very long, but it's enough to fill in the gaps where the game (for our group) can become "un-fun". I want to hear about the rules your game groups have created to either fill in a gap or improve play. Leave a comment and let me know!
Until next time...
Game excellently with one another.
Showing posts with label Character Considerations. Show all posts
Showing posts with label Character Considerations. Show all posts
Wednesday, November 16, 2011
Monday, October 03, 2011
Dead Orcs Society Solo Adventures - Lenneth
Once again, from the Dead Orcs Campaign Files comes another solo
adventure. Featured today is the solo adventure of the party's Ranger.
Lenneth is an elf Ranger that specializes in the use of the long bow. He's the group's most powerful striker. Lenneth & Lyreika go way back, as Lyreika's father use to run a trade route that included the outpost where Lenneth could often be found acting as a local guide. When this story occurs, Lenneth has been tracking the famed White Stag, a creature prominent in the local elves' legends.
As a reminder, each adventure follows a simple (but easily adaptable) formula:
Encounter one uses minions and sets the hero on the path.
Encounter two utilizes a simple skill challenge.
Encounter three uses both minions and a level appropriate "boss" figure roughly equal to the hero's strength. The difficulty of this encounter is based on how well the hero does during the skill challenge just prior. If the hero fails the skill challenge, this challenge will likely include several minions as well as the "boss" figure.
Here's what the encounter looks like (encounter created in Masterplan 11.1). Please note that when writing adventures for myself, I often leave out the minor details of certain things so that I have room to ad-lib with the player. If the notes from the adventure below do not seem polished, this is why.
You'll also note that I while Masterplan assigns XP to the various encounters, I did not track this. These adventures were designed as flashbacks. Skip to the bottom to see the followup.
By Randall Walker
It's been a quiet morning. The woods are silent but for your footsteps and the occasional call of a bird. Suddenly, out of the corner of your eye, you catch site of the famed White Stag, the ultimate quarry!
Lenneth, intent on proving himself a skilled hunter, sets off after the famed White Stag, only to find himself hunting down more than he bargained for.
Illumination:
Features of the Area:
Trees
Several trees surround the encounter area granting cover and blocking line of sight.
Setup:
Tactics:
Items Of Note:
Chasing the White Stag, you have stumbled into a curious glade of very large purple flowers that sway to and fro. Periodically, the flowers emit a sickly looking cloud of green pollen. On the other side of the glade, stands the White Stag, taunting you.
The White Stag lures the Hero into a glade of strange flowers that emit clouds of poisonous pollen. The Hero must dodge the various flowers and get to the other side of the glade in order to continue the chase.
However, there is a catch. Each failure during this skill challenge results in the Hero seeing an additional White Stag.
If the hero was successful at the Glade of Illusion, read the following: You have caught up with your prey. As you take aim, the White Stag turns and speaks, "Strike me down, hunter and seal my fate".
If the hero failed during the Glade of Illusion, read the following: Brushing the last of the poisonous pollen from you, you look up to find yourself surrounded by four identical White Stags. In unison they speak, "Foolish Hunter, do you not realize the power of the White Stag? Prepare now, to face our wrath!"
The Hero finally confronts his prey, The White Stag. Depending on how the previous skill challenge went, the Hero will either be facing the single (and true) White Stag, or the single (and true) White Stag alongside 3 other identical illusions.
Illumination:
Features of the Area:
Setup:
Tactics:
Items Of Note:
Alternative Outcomes:
Lenneth is an elf Ranger that specializes in the use of the long bow. He's the group's most powerful striker. Lenneth & Lyreika go way back, as Lyreika's father use to run a trade route that included the outpost where Lenneth could often be found acting as a local guide. When this story occurs, Lenneth has been tracking the famed White Stag, a creature prominent in the local elves' legends.
As a reminder, each adventure follows a simple (but easily adaptable) formula:
Encounter one uses minions and sets the hero on the path.
Encounter two utilizes a simple skill challenge.
Encounter three uses both minions and a level appropriate "boss" figure roughly equal to the hero's strength. The difficulty of this encounter is based on how well the hero does during the skill challenge just prior. If the hero fails the skill challenge, this challenge will likely include several minions as well as the "boss" figure.
Here's what the encounter looks like (encounter created in Masterplan 11.1). Please note that when writing adventures for myself, I often leave out the minor details of certain things so that I have room to ad-lib with the player. If the notes from the adventure below do not seem polished, this is why.
You'll also note that I while Masterplan assigns XP to the various encounters, I did not track this. These adventures were designed as flashbacks. Skip to the bottom to see the followup.
DeadOrcs_Solo_Lenneth
An adventure for 1 character of level 1.
By Randall Walker
Chasing The White Stag
It's been a quiet morning. The woods are silent but for your footsteps and the occasional call of a bird. Suddenly, out of the corner of your eye, you catch site of the famed White Stag, the ultimate quarry!
Encounter | 75 XP | |
Level 1 | ||
Opponents | 3 | |
Starved Dog | x3 |
Illumination:
Bright light (daylight).
Features of the Area:
Trees
Several trees surround the encounter area granting cover and blocking line of sight.
Setup:
The White Stag starts at the far end of the encounter area and bounds off the map after the first round. The Starving Dogs leap out into the middle of the encounter area. The hero begins at the opposite end of the encounter area away from the White Stag.
Tactics:
The Starving Dogs were initally going to take a shot at the White Stag, but seeing it moving too quickly, decide that its hunter (the Hero) would make an easier meal. The Starving Dogs are very hungry and attack aggressively, fighting to their death.
Items Of Note:
One of the Starving Dogs is wearing a fine leather collar with silver studs. The collar is worth 10 GP.
Starved Dog Small natural beast | Level 1 Minion 25 XP | |
HP 1 | Initiative +2 | |
AC 15; Fort 10; Ref 13; Will 11 | Perception +1 | |
Speed 8 | low-light vision | |
Standard Actions | ||
Bite ♦ At-Will (basic attack) | ||
Attack: +6 vs AC 4 damage. | ||
Str: 14 (+2) Con: 13 (+1) | Dex: 15 (+2) Int: 3 (-4) | Wis: 12 (+1) Cha: 8 (-1) |
Alignment Unaligned |
The Glade Of Illusion
Chasing the White Stag, you have stumbled into a curious glade of very large purple flowers that sway to and fro. Periodically, the flowers emit a sickly looking cloud of green pollen. On the other side of the glade, stands the White Stag, taunting you.
However, there is a catch. Each failure during this skill challenge results in the Hero seeing an additional White Stag.
The Glade Of Illusion | 200 XP | |
Level 1 Complexity 2 (requires 6 successes before 3 failures) | ||
Primary Skills | ||
Acrobatics (DC 12): Dodging the flowers, the hero easily avoids the pollen they emit. The hero may use this skill multiple times. | ||
Success: The hero gains 1 success and progresses across the glade. | ||
Failure: The hero takes 1d6 points of poison damage, gains 1 failure, and a copy of the White Stag appears. | ||
Endurance (DC 19): Taking a deep breath the hero tries to prevent breathing in the poisonous pollen. The hero can only use this skill check twice. | ||
Success: The hero gains 1 success and progresses through the glade. | ||
Failure: The hero takes 1d6 poison damage, gains 1 failure, and another copy of the White Stag appears. | ||
Stealth (DC 12): Moving slowly and quietly the hero attempts to move around the flowers without setting them off. The hero may use this skill check only once. | ||
Success: The hero gains 2 successes and continues to progress across the glade. | ||
Failure: The hero takes 1d6 points of poison damage, gains 1 failure, and another copy of the White Stag appears at the end of the glade. | ||
Other Skills | ||
Nature (DC 19): Before entering the glade, the hero remembers some obscure nature lore that help succeed at the challenge. | ||
Success: The hero gains a +2 on his next Endurance check. This skill can only be used before entering the glade. | ||
Failure: No effect. | ||
Perception (DC 19): Eying the flowers carefully, the hero is able to perceive and predict their movement, better avoiding their poisonous pollen. | ||
Success: The hero gains a +2 on his next Acrobatics or Stealth check. The hero can only use this skill once either before or during the challenge. | ||
Failure: No effect. | ||
Victory | ||
The hero makes it through the glade relatively unharmed and only confronts one White Stag (White Stag copies that may have appeared during the challenge, fade away). | ||
Defeat | ||
The hero sees an additional White Stag for each failure of the skill challenge (4 in total). |
Confronting The White Stag
If the hero was successful at the Glade of Illusion, read the following: You have caught up with your prey. As you take aim, the White Stag turns and speaks, "Strike me down, hunter and seal my fate".
If the hero failed during the Glade of Illusion, read the following: Brushing the last of the poisonous pollen from you, you look up to find yourself surrounded by four identical White Stags. In unison they speak, "Foolish Hunter, do you not realize the power of the White Stag? Prepare now, to face our wrath!"
The Hero finally confronts his prey, The White Stag. Depending on how the previous skill challenge went, the Hero will either be facing the single (and true) White Stag, or the single (and true) White Stag alongside 3 other identical illusions.
Encounter | 175 XP | |
Level 4 | ||
Opponents | 4 | |
White Stag Illusion | x3 | |
White Stag |
Illumination:
Bright light (sunlight).
Features of the Area:
Numerous trees block line of sight and provide cover.
Setup:
If the Hero faces the White Stag alone, place the White Stag anywhere in a central location on the encounter map. The Hero begins anywhere within 6 squares of the White Stag.
If the Hero faces the White Stag and its duplicates, place the Hero in the center of the encounter map and place the 4 White Stags around the Hero anywhere within 4 squares.
If the Hero faces the White Stag and its duplicates, place the Hero in the center of the encounter map and place the 4 White Stags around the Hero anywhere within 4 squares.
Tactics:
If the Hero chooses to attack, the White Stag defends itself. It will fight to the death.
If the Hero does not attack, see Alternative Outcome below:
If the Hero does not attack, see Alternative Outcome below:
Items Of Note:
Regardless of whether or not the Hero slays the White Stag, he ends up with the Pendant of the White Stag.
Alternative Outcomes:
If the Hero does not attack, the White Stag speaks: "You have chosen not to strike me down. Perhaps you are wiser than I realized." The White Stag then fades into the form of a beautiful woodland spirit. "Continue your work to preserve the forest, and keep this." The spirit then hands a pendant (shaped as a White Stag) to the Hero.
White Stag Illusion Medium natural beast | Level 1 Minion 25 XP | |
HP 1 | Initiative -1 | |
AC 15; Fort 13; Ref 12; Will 11 | Perception +0 | |
Speed 8 | ||
Standard Actions | ||
Hoof Kick ♦ At-Will (basic attack) | ||
Range: Melee Attack: +6 vs AC 4 damage. | ||
Str: 14 (+2) Con: 12 (+1) | Dex: 12 (+1) Int: 1 (-5) | Wis: 10 (+0) Cha: 8 (-1) |
Alignment Unaligned |
White Stag Medium natural beast | Level 1 Skirmisher 100 XP | |
HP 26; Bloodied 13 | Initiative +2 | |
AC 15; Fort 13; Ref 13; Will 13 | Perception +0 | |
Speed 6 squares | low-light | |
Standard Actions | ||
Bite ♦ At-Will | ||
Range: Melee Attack: +6 vs AC 1d8+4 damage | ||
Antler Rake ♦ Recharges on 5-6 | ||
Attack: +4 vs Reflex 1d10 +6 damage | ||
Str: 10 (+0) Con: 10 (+0) | Dex: 10 (+0) Int: 10 (+0) | Wis: 10 (+0) Cha: 10 (+0) |
Alignment Unaligned |
The Feedback:
Russell is the youngest player in the group, and I've only been playing with him since 2008 when I re-booted the Dead Orcs Society. Of all my players, he's the one that I would tag as my "power gamer", as he genuinely enjoys building a character's stats to their greatest potential. While those skills have made him an invaluable team member (his Ranger does insane amounts of damage, even at Heroic levels), I sometimes worry that he's not getting as much as either of us would like out of the role-playing aspects of the game.
As we played through his brief solo adventure, I experience both what I expected out of Russell's character, and a total surprise. First, I had expected him to do well on the combat encounters, and this turned out to be true. However, he really breezed past the skill challenge. Acrobatics was one of the primary skills to use, and Lenneth's was pretty much maxed out. With a Dexterity of 20, Russell pretty much spammed Acrobatics, and breezed through. After seeing how the first two encounters went, I figured the third encounter would be the same. I was totally wrong. While I had written an alternative conclusion to the adventure, I really had no idea that Russell would have his character actually take this option. It was amazing to watch, and to see first hand an excellent example for why a DM shouldn't make assumptions about his players. The most amazing quote from my power gamer player during the final encounter was this (paraphrased), "I hunt for sustenance only. Why would I strike you down for the sheer thrill of it?" It was an awesome role-playing moment I won't forget.
Feel free to steal any or all the elements
of the brief encounters listed above. As always, I'd love to hear your
feedback regarding solo adventures, skill challenges, or anything else
for that matter. In among other posts, you'll see the remaining
adventures as my players schedule time with me to play.
Until next time...
Game excellently with one another.
Monday, September 26, 2011
Dead Orcs Society Solo Adventures - Sovelis
Once again, from the Dead Orcs Campaign Files comes another solo adventures. Featured today is the solo adventure of the party's Wizard.
Sovelis (no relation) is an Evocation Wizard whose former master was Nimozaran, most recently from his tower in Fallcrest. Sovelis studied under Nimozaran for a number of years, and this adventure was one of Sovelis' last before leaving the tower and beginning his career. The adventure occurred quite by accident, and Sovelis hates talking about it. However, the adventure is notable, as it is where Sovelis acquired his faithful familiar, Bubo.
As a reminder, each adventure follows a simple (but easily adaptable) formula:
Encounter one uses minions and sets the hero on the path.
Encounter two utilizes a simple skill challenge.
Encounter three uses both minions and a level appropriate "boss" figure roughly equal to the hero's strength. The difficulty of this encounter is based on how well the hero does during the skill challenge just prior. If the hero fails the skill challenge, this challenge will likely include several minions as well as the "boss" figure.
Here's what the encounter looks like (encounter created in Masterplan 11.1). Please note that when writing adventures for myself, I often leave out the minor details of certain things so that I have room to ad-lib with the player. If the notes from the adventure below do not seem polished, this is why.
You'll also note that I while Masterplan assigns XP to the various encounters, I did not track this. These adventures were designed as flashbacks. Skip to the bottom to see the followup.
By Randall Walker
Illumination:
Features of the Area:
Stalagmites
The stalagmites are considered difficult terrain to the hero, while the carrion crawler hatchlings ignore this terrain.
Setup:
Tactics:
Items:
Illumination:
Features of the Area:
Fungal Gardens
The cave is filled with rows of mushroom beds and other fungal gardens. These areas are treated as difficult terrain for the character, but do not block line of sight.
Elevator Shaft
At the far end of the cave, and carved out of the very cave wall, is a rectangular shaft containing a wooden platform. Pulling on the rope that runs through the middle of the platform, raises & lowers the platform. If the platform is raised as far as it can go, it leads to a secret door that gives egress back into the tower.
Setup:
Tactics:
Items Of Note:
Here is the stat-block for Sovelis' familiar, Bubo. This was built in the original monster builder. While it doesn't have the same formatting as familiars in official resources (Arcane Power, etc.), it has all the information required to run one.
Sovelis (no relation) is an Evocation Wizard whose former master was Nimozaran, most recently from his tower in Fallcrest. Sovelis studied under Nimozaran for a number of years, and this adventure was one of Sovelis' last before leaving the tower and beginning his career. The adventure occurred quite by accident, and Sovelis hates talking about it. However, the adventure is notable, as it is where Sovelis acquired his faithful familiar, Bubo.
As a reminder, each adventure follows a simple (but easily adaptable) formula:
Encounter one uses minions and sets the hero on the path.
Encounter two utilizes a simple skill challenge.
Encounter three uses both minions and a level appropriate "boss" figure roughly equal to the hero's strength. The difficulty of this encounter is based on how well the hero does during the skill challenge just prior. If the hero fails the skill challenge, this challenge will likely include several minions as well as the "boss" figure.
Here's what the encounter looks like (encounter created in Masterplan 11.1). Please note that when writing adventures for myself, I often leave out the minor details of certain things so that I have room to ad-lib with the player. If the notes from the adventure below do not seem polished, this is why.
You'll also note that I while Masterplan assigns XP to the various encounters, I did not track this. These adventures were designed as flashbacks. Skip to the bottom to see the followup.
DeadOrcs_Solo_Sovelis
An adventure for 1 character of level 1.
By Randall Walker
A Wizard's Errand
It is really late. You're not sure why your old mentor, Nimozaran is wanting Parrow Mushrooms this late at night, but an apprentice's job is not to ask too many questions.
You've never been down to the dungeon level of the tower unaccompanied before. But it's just a simple request. What could possibly go wrong?
A lot actually. A lot can go wrong. This is what you remember thinking as you pressed the wrong stud on the secret wall, and the trap door opened underneath your feet. The fall bruised your ego more than your body, but now you're in a dark room on a cold floor somewhere in your Master's dungeon. You can hear an unnerving skittering sound echoing in the distance.
Late one evening, a servant awakens you asking you to report to your mentor, Nimozaran. The wise mage is in the midst of an experiment and asks you to retrieve some fresh Parrow Mushrooms from the dungeon of the tower.You've never been down to the dungeon level of the tower unaccompanied before. But it's just a simple request. What could possibly go wrong?
A lot actually. A lot can go wrong. This is what you remember thinking as you pressed the wrong stud on the secret wall, and the trap door opened underneath your feet. The fall bruised your ego more than your body, but now you're in a dark room on a cold floor somewhere in your Master's dungeon. You can hear an unnerving skittering sound echoing in the distance.
Encounter | 75 XP | |
Level 1 | ||
Opponents | 3 | |
Carrion Crawler Hatchling | x3 |
Illumination:
Total darkness. Illumination will change based on the lighting provided by the hero.
Features of the Area:
Stalagmites
The stalagmites are considered difficult terrain to the hero, while the carrion crawler hatchlings ignore this terrain.
Setup:
The hero begins at the center of the cavern. The carrion crawler hatchlings begin at the only exit from the cave.
Tactics:
The carrion crawler hatchlings are eating machines placed here years ago by Nimozaran to aid in "mess clean-up". They attack any living creature dropped into the cave. The creatures will attack until destroyed.
Items:
There are no items of interest in the cave.
Carrion Crawler Hatchling Small aberrant beast | Level 1 Minion 25 XP | |
HP 1 | Initiative +3 | |
AC 15; Fort 12; Ref 14; Will 12 | Perception +4 | |
Speed 6, climb 4 | tremorsense 5 | |
Standard Actions | ||
Tentacle Brush (necrotic) ♦ At-Will (basic attack) | ||
The small but potent tentacles of the Carrion Crawler Hatchling brush against you, painfully rotting your flesh. Range: Melee Attack: +6 vs AC 4 necrotic damage and the target is slowed (save ends). | ||
Rotting Grasp (Necrotic) ♦ At-Will | ||
Seeing a still opponent, the Carrior Crawler Hatchling latches on, dissolving the prey with its tentacled grasp. Range: Melee Touch The target takes 4 ongoing necrotic damage each round until the Carrion Crawler Hatchling is removed or the prey is dead. While the Carrion Crawler Hatchling is attached to its target, it grants combat advantage. Sustain: Minor | ||
Skills Perception +4 | ||
Str: 10 (+0) Con: 13 (+1) | Dex: 16 (+3) Int: 1 (-5) | Wis: 12 (+1) Cha: 2 (-4) |
Alignment Unaligned |
Treasure Parcels |
Scattered coins worth 25 GP |
25 GP |
Negotiate the Crystal Cavern
Glowing multicolored light pointing the way, you leave the cave of the carrion crawlers only to find yourself in another cavern.
Filling the cavern are strange crystals. Brilliant sparks of energy dance between the crystals, and the smell of ozone fills the air. From across the cavern, you see a bulbous humanoid waving a satchel in the air. Over the sound of the sparking crystals you hear a warbling voice call out, "If that fool Nimozaran wants his mushrooms, you'll have to go through me, Bubo the Enlightened, first. The power of the shrooms is MINE!"
Having escaped the rotting tentacles of the carrion crawlers, you stumble into a cave filled with strange energetic crystals. You must make your way across the cave and climb the balcony to reach the strange foe you've suddenly acquired.Filling the cavern are strange crystals. Brilliant sparks of energy dance between the crystals, and the smell of ozone fills the air. From across the cavern, you see a bulbous humanoid waving a satchel in the air. Over the sound of the sparking crystals you hear a warbling voice call out, "If that fool Nimozaran wants his mushrooms, you'll have to go through me, Bubo the Enlightened, first. The power of the shrooms is MINE!"
Negotiate the Crystal Cavern | 200 XP | |
Level 1 Complexity 2 (requires 6 successes before 3 failures) | ||
Primary Skills | ||
Acrobatics (DC 19): Dodging the sparks isn't the easiest way to get around the crystals, but it's possible. You can use this abiity score any number of times to complete this skill challenge. | ||
Success: Your clever dodging and weaving has allowed you to avoid the sparking crystals. You move your movement rate through the cave and gain 1 success. | ||
Failure: Your attempt at clever movements has failed, and you have misstepped. You take 2 points of lightning damage and can only move 2 squares. Bubo spawns a minion and you gain 1 failure. | ||
Arcana (DC 19): Using your mastery of the arcane sciences, you quiet nearby crystals in order to move past them. You can use this skill any number of times to complete the challenge. | ||
Success: The sparks between the crystals quiet down and you are able to move your speed through the cavern. You gain 1 success. | ||
Failure: Despite your efforts, sparks cause you 2 points of damage and you move only 2 squares. Bubo spawns a minion and you gain 1 Failure. | ||
Other Skills | ||
Endurance (DC 12): Summoning your reserves of energy, you decide to push your way past the sparking crystals, disregarding their arcing lightning. You may use this ability once during the skill challenge. | ||
Success: You gains a +2 on the next Acrobatics or Arcana check made for this skill challenge. | ||
Failure: None. | ||
Insight (DC 12): You attempt to time your passage through the crystals, in order to avoid the sparks. You can use this ability only once during the skill challenge. | ||
Success: You gain a +2 to the next Acrobatics check made during the skill challenge. | ||
Failure: None. | ||
Magic Missile (DC 8): You use your Magic Missile power to destroy a group of crystals. This ability can be used twice during the skill challenge. | ||
Success: The hero blasts a section of crystals into oblivion moving past them at your normal movement rate. You gain 1 success and one of Bubo's spawned minions tumbles off the ledge and is impaled on the crystals below. | ||
Failure: None. | ||
Victory | ||
If the hero succeeds in the skill challenge, you make it to the opposite wall of the cavern where a notches in the wall allow you to climb toward the ledge above. Bubo flees to an unseen location. | ||
Defeat | ||
You make it to the other edge of the cavern, but you are beaten and worn. Bubo has gained some additional allies (spawned from his own body) and together they flee to an unseen location. | ||
Notes | ||
Mushroom Madness
If Bubo spawned no minions, read the following: Bursting into the final chamber, you finally get a clear look at the creature calling himself, Bubo. He stands near the back of a cave filled with row upon row of mushrooms. There are many varieties, but the patches of parrow mushrooms have been picked bare. Wide eyed he shouts at you, "These mushrooms hold the key to my freedom! But since you don't seem to understand that, I will send Nimozaran your CORPSE!
If Bubo spawned one or more minions, read the following: Bursting into the final chamber, you finally get a clear look at the creature calling himself, Bubo. He stands near the back of a cave with creatures that look similar to himself, only smaller. The cave you're in is filled with row upon row of mushrooms. There are many varieties, but the patches of parrow mushrooms have been picked bare. Wide eyed Bubo shouts at you, "These mushrooms hold the key to my freedom! But since you don't seem to understand that, I am forced to send you back to Nimozaran as a CORPSE! My children! Destroy him!
Racing to retrieve the mushrooms, you confront Bubo in order to stop his madness.If Bubo spawned one or more minions, read the following: Bursting into the final chamber, you finally get a clear look at the creature calling himself, Bubo. He stands near the back of a cave with creatures that look similar to himself, only smaller. The cave you're in is filled with row upon row of mushrooms. There are many varieties, but the patches of parrow mushrooms have been picked bare. Wide eyed Bubo shouts at you, "These mushrooms hold the key to my freedom! But since you don't seem to understand that, I am forced to send you back to Nimozaran as a CORPSE! My children! Destroy him!
Encounter | 175 XP | |
Level 4 | ||
Opponents | 4 | |
Bubo the Enlightened | ||
Spawn of Bubo | x3 |
Illumination:
Darkness, unless the hero brings their own light.
Features of the Area:
Fungal Gardens
The cave is filled with rows of mushroom beds and other fungal gardens. These areas are treated as difficult terrain for the character, but do not block line of sight.
Elevator Shaft
At the far end of the cave, and carved out of the very cave wall, is a rectangular shaft containing a wooden platform. Pulling on the rope that runs through the middle of the platform, raises & lowers the platform. If the platform is raised as far as it can go, it leads to a secret door that gives egress back into the tower.
Setup:
The hero begins at the entrance of the fungal garden cavern.
Bubo starts anywhere within 1 square of the elevator shaft. Any of Bubo's Spawn start adjacent to Bubo.
Bubo starts anywhere within 1 square of the elevator shaft. Any of Bubo's Spawn start adjacent to Bubo.
Tactics:
Bubo is really upset that Nimozaran is stealing his brethren and putting them to use as an ingredient in his spells. Having only reached sentience a little while ago, he is driven only by the desire to protect the mushrooms and carry away the most valuable ones.
During combat, Bubo will send his Spawn to fight the hero before engaging in combat himself. Bubo does not know how to work the elevator platform, and considers it just another part of the cave. Both Bubo and his Spawn fight until they are killed or incapacitated.
During combat, Bubo will send his Spawn to fight the hero before engaging in combat himself. Bubo does not know how to work the elevator platform, and considers it just another part of the cave. Both Bubo and his Spawn fight until they are killed or incapacitated.
Items Of Note:
When Bubo is slain, he leaves behind a bright red mushroom. This mushroom becomes Bubo, the Familiar of Sovelis. Bubo the Familiar has dreams of his previous (and rather brief) life, but is loyal & faithful to Sovelis.
Bubo the Enlightened Medium natural humanoid (plant) | Level 1 Skirmisher 100 XP | |
HP 28; Bloodied 14 | Initiative +2 | |
AC 15; Fort 13; Ref 13; Will 13 | Perception +1 | |
Speed 6 | darkvision | |
Resist 5 poison | ||
Traits | ||
Spore Cloud (Poison) ♦ Aura 1 | ||
Aura 1: Any creature that begins its turn within 1 square of Bubo, takes 5 poison damage. | ||
Fungal Born | ||
Bubo can move through any terrain composed primarily of fungi, as if the terrain were normal terrain. | ||
Standard Actions | ||
Deadly Puff Ball (plant, poison) ♦ At-Will | ||
Pulling a strange growth from the top of his head, Bubo hurls a glob of strange plant-like material at you! Range: Ranged 10 Attack: +6 vs AC 1d8+4 poison damage. | ||
Rhizome Stick (plant, poison, weapon) ♦ At-Will (basic attack) | ||
Bubo jabs at you with a sharp plant-like growth that extends from his body! Range: Melee Attack: +6 vs AC 1d6+3 poison damage. | ||
Skills Nature +6, Thievery +8 | ||
Str: 9 (-1) Con: 12 (+1) | Dex: 17 (+3) Int: 9 (-1) | Wis: 12 (+1) Cha: 10 (+0) |
Alignment Evil | ||
Languages Common |
Spawn of Bubo Small natural humanoid (plant) | Level 1 Minion 25 XP | |
HP 1 | Initiative +0 | |
AC 15; Fort 13; Ref 13; Will 13 | Perception +1 | |
Speed 6 | ||
Resist 5 poison | ||
Traits | ||
Fungal Born | ||
A Spawn of Bubo can move through any terrain composed primarily of fungi, as if the terrain were normal terrain. | ||
Standard Actions | ||
Rhizome Jab (Poison) ♦ At-Will (basic attack) | ||
Range: Melee Attack: +4 vs Fortitude 4 poison damage | ||
Skills Stealth +8 | ||
Str: 7 (-2) Con: 7 (-2) | Dex: 17 (+3) Int: 5 (-3) | Wis: 12 (+1) Cha: 10 (+0) |
Alignment Evil |
Here is the stat-block for Sovelis' familiar, Bubo. This was built in the original monster builder. While it doesn't have the same formatting as familiars in official resources (Arcane Power, etc.), it has all the information required to run one.
The Feedback:
Like Alex, I've been playing Dungeons & Dragons with Trey for over 10 years. Trey is the math genius at the table, and his mind can crunch numbers faster than most people I know. He's great to have at the table, because if there's a calculation error, or problem with dividing the monetary aspects of treasure, he's all over it. Trey is a reluctant role-player, but once he gets into a situation, he can play his character to the hilt. He can be a bit aloof & arrogant (although not in a douche-bag type way) so his characters are often Wizards or Sorcerers. He certainly enjoys wielding Phenomenal Cosmic Power™
As we played through the adventure, I wanted to challenge Trey's assumptions about what to expect in any given encounter. The adventure brought him pretty close to death a couple of times, so I know I stretched the boundaries of what a solo adventure can manage as far as balanced play goes. Being a reluctant role-player, I spoke to him about using a quirk, but he's not entirely sure how to approach that. There's a chance that his quirks will be subtle, even to the point of being "the character that has no quirks". Of course, that in itself, becomes a kind of quirk. He's eager to try on Themes for size, and I know he'll enjoy the additional benefits. However, he's not especially open as to the details of his background. Hopefully, this adventure will help fill in some of those gaps.
Feel free to steal any or all the elements
of the brief encounters listed above. As always, I'd love to hear your
feedback regarding solo adventures, skill challenges, or anything else
for that matter. In among other posts, you'll see the remaining
adventures as my players schedule time with me to play.
Until next time...
Game excellently with one another.
Thursday, September 22, 2011
Dead Orcs Society Solo Adventures - Zurgas
Continuing my series on solo adventures, this week, we take a look at the solo adventure our groups Paladin went through.
Zurgas is a Tiefling Paladin of Pelor. He was originally being trained as an assassin, but after he witnessed the brutal slaying of a child, he had an epiphany and a nearly 180º turn around in philosophy. Confessing his sins, Zurgas pleaded with the local church to allow him to train as a Paladin for Pelor. After some close scrutiny, they decided to put Zurgas through a series of tests to prove his worth. The adventure that follows was one of those tests.
As a reminder, each adventure follows a simple (but easily adaptable) formula:
Encounter one uses minions and sets the hero on the path.
Encounter two utilizes a simple skill challenge.
Encounter three uses both minions and a level appropriate "boss" figure roughly equal to the hero's strength. The difficulty of this encounter is based on how well the hero does during the skill challenge just prior. If the hero fails the skill challenge, this challenge will likely include several minions as well as the "boss" figure.
Here's what the encounter looks like (encounter created in Masterplan 11.1). Please note that when writing adventures for myself, I often leave out the minor details of certain things so that I have room to ad-lib with the player. If the notes from the adventure below do not seem polished, this is why.
You'll also note that I while Masterplan assigns XP to the various encounters, I did not track this. These adventures were designed as flashbacks. Skip to the bottom to see the followup.
By Randall Walker
In an effort to prove his worth to Pelor, Zurgas must sanctify an abandoned church in Pelor's name. Even before he can get to the building proper, however, ghouls from the graveyard outside the church move to thwart him.
Setup:
Tactics:
Items:
Scrap Of Paper
The hero will note a small scrap of paper that flutters from a parishioner's prayer book and lodges in a nearby bush. On the paper are printed the words, Orcus protect us. Orcus save us from the light to be embraced in your eternal darkness.
Just below that is scrawled in barely legible common, Someone save us!
Illumination:
Features of the Area:
Pews
The long benches (or pews) are difficult terrain. Crawling over them is easy, but the movement is treated as moving over difficult terrain. Ducking down behind a pew grants partial cover.
Parishioner
For this encounter, it's possible that some parishioners loyal to Orcus might be standing around watching the outcome of the fight. These parishioners do not attack, but can be moved through as difficult terrain. Standing behind a parishioner grants partial cover.
Setup:
Tactics:
Zurgas is a Tiefling Paladin of Pelor. He was originally being trained as an assassin, but after he witnessed the brutal slaying of a child, he had an epiphany and a nearly 180º turn around in philosophy. Confessing his sins, Zurgas pleaded with the local church to allow him to train as a Paladin for Pelor. After some close scrutiny, they decided to put Zurgas through a series of tests to prove his worth. The adventure that follows was one of those tests.
As a reminder, each adventure follows a simple (but easily adaptable) formula:
Encounter one uses minions and sets the hero on the path.
Encounter two utilizes a simple skill challenge.
Encounter three uses both minions and a level appropriate "boss" figure roughly equal to the hero's strength. The difficulty of this encounter is based on how well the hero does during the skill challenge just prior. If the hero fails the skill challenge, this challenge will likely include several minions as well as the "boss" figure.
Here's what the encounter looks like (encounter created in Masterplan 11.1). Please note that when writing adventures for myself, I often leave out the minor details of certain things so that I have room to ad-lib with the player. If the notes from the adventure below do not seem polished, this is why.
You'll also note that I while Masterplan assigns XP to the various encounters, I did not track this. These adventures were designed as flashbacks. Skip to the bottom to see the followup.
DeadOrcs_Solo_Zurgas
An adventure for 1 character of level 1.
By Randall Walker
A Ghoulish Task
It seems like an ordinary day. The sun is out, there are a few clouds, and the bustling populace of Fallcrest can be heard below. Ahead of you, parishioners file into a run-down church, the looks on their faces sad and fearful. As the last one slips inside, a single scrap of paper slips from its grasp and lodges into a bush near the entrance. Now, as you stand just inside the gate of the "Church of The Everlasting Light", you have a feeling that you are being watched.
In an effort to prove his worth to Pelor, Zurgas must sanctify an abandoned church in Pelor's name. Even before he can get to the building proper, however, ghouls from the graveyard outside the church move to thwart him.
Encounter | 75 XP | |
Level 1 | ||
Opponents | 3 | |
Ghouish Defiler | x3 |
Illumination:
Moderately bright light (shaded daylight).
Features of the Area:
Gravestones
The various gravestones within the cemetery provide partial cover to anyone ducking down behind them.
The various gravestones within the cemetery provide partial cover to anyone ducking down behind them.
Setup:
The hero begins at the gates of the cemetery surrounding the church. The ghoulish defilers begin at randomly selected gravestones.
Tactics:
The ghoulish defilers are brutal in their determination to stop the hero from entering the church, hoping their bites will slow their enemy. The creatures will attack until destroyed.
Items:
Scrap Of Paper
The hero will note a small scrap of paper that flutters from a parishioner's prayer book and lodges in a nearby bush. On the paper are printed the words, Orcus protect us. Orcus save us from the light to be embraced in your eternal darkness.
Just below that is scrawled in barely legible common, Someone save us!
Ghoulish Defiler Medium natural humanoid (undead) | Level 1 Minion Soldier 25 XP | |
HP 1 | Initiative +2 | |
AC 15; Fort 14; Ref 16; Will 13 | Perception +0 | |
Speed 8, climb 4 | ||
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | ||
Standard Actions | ||
Ghoulish Bite ♦ At-Will | ||
Range: Melee Attack: +6 vs AC 4 damage and the target is slowed (save ends). | ||
Skills Stealth +11 | ||
Str: 14 (+2) Con: 15 (+2) | Dex: 19 (+4) Int: 10 (+0) | Wis: 11 (+0) Cha: 12 (+1) |
Alignment Chaotic evil | ||
Languages Common |
Sanctify the Congregation
Slamming open the door, you hear a low murmuring - dark prayers to the demon Orcus. Amazingly, the priest at the head of the congregation looks up only briefly. Seeing you, he returns to his prayers, chanting louder this time.
Confronted with a congregation filled with recently converted Thralls of Orcus, Zurgas must use his holy ability to exercise members of the congregation.
Sanctify the Congregation 200 XP
Level 1
Complexity 2 (requires 6 successes before 3 failures)
Primary Skills
Heal (DC 12): Using a healing touch, the hero proves the power of his faith. The hero can use this skill any number of times to complete the challenge.
Success: The thrall is converted and sees the light of Pelor, his faith spreads to two adjacent thralls. The hero gains 1 success.
Failure: The thrall is not converted. The hero gains 1 failure and an armed parishioner appears at the pulpit next to the preacher.
Religion (DC 8): Using the power of his faith, the hero's words convert a thrall once again to a faithful of Pelor. The hero may use this ability once during the skill challenge.
Success: The hero converts a thrall to a member of the faithful of Pelor. The hero gain 2 successes, and two adjacent parishioners convert as well.
Failure: The hero fails to convert a thrall and gains 1 failure. An armed parishioner appears next to the priest at the head of the congregation.
Other Skills
Any Radiant Power (DC 12): The hero uses any power with the Radiant keyword, but does no damage. This ability can be used once during the skill challenge.
Success: The hero converts an thrall effected by the power instead of doing damage. The hero also gains 2 successes and removes 1 armed parishioner from the stage next to the priest.
Failure: Another armed parishioner is summoned to the side of the priest at the head of the congregation.
Diplomacy (DC 19): The hero attempts to convince a thrall to convert. The hero can use this ability only once during the skill challenge.
Success: The hero converts a thrall into a faithful of Pelor. The hero gains 1 success.
Failure: The hero fails to convince the thrall to convert. The hero gains 1 failure and an armed parishioner appears next to the priest at the head of the congregation.
Endurance (DC 12): Tapping his reserves of faith, the hero pushes ahead with converting the congregation. The hero may use this ability once during the skill challenge.
Success: The hero gains a +2 on his next Heal or Religion check when converting a member of the congregation.
Failure: No effect.
Lay On Hands (DC 12): The hero uses a Lay On Hands power to prove his faith to a member of the congregation. This ability can only be used twice during this skill challenge.
Success: The hero converts a thrall, and two adjacent thralls. The hero also gains 2 successes.
Failure: No effect.
Victory
If the hero succeeds in the skill challenge, the thralls all begin to shake off their condition and begin praying loudly to Pelor, sanctifying the church. They begin to leave, shuffling out of the church, leaving only the priest and one or two armed parishioners.
Defeat
The few converted thralls flee, but the rest remain, spreading out in a circle. The priest and several armed parishioners move forward to attack. The church remains defiled.
Notes
Sanctify the Congregation
Slamming open the door, you hear a low murmuring - dark prayers to the demon Orcus. Amazingly, the priest at the head of the congregation looks up only briefly. Seeing you, he returns to his prayers, chanting louder this time.
Complexity 2 (requires 6 successes before 3 failures)
Secrets Revealed
As the priest and his minions move to confront you, you realize something shocking. You KNOW this man!
In this final confrontation, Zurgas must face an old foe, in the guise of a priest of Orcus!Encounter | 175 XP | |
Level 4 | ||
Opponents | 4 | |
Bludgeon, Human Assassin/Priest | ||
Armed Parishioner | x3 |
Illumination:
Moderate bright light (indoors at daylight).
Features of the Area:
Pews
The long benches (or pews) are difficult terrain. Crawling over them is easy, but the movement is treated as moving over difficult terrain. Ducking down behind a pew grants partial cover.
Parishioner
For this encounter, it's possible that some parishioners loyal to Orcus might be standing around watching the outcome of the fight. These parishioners do not attack, but can be moved through as difficult terrain. Standing behind a parishioner grants partial cover.
Setup:
The hero begins somewhere on the floor of the sanctuary, based on the result of the skill challenge just prior to this encounter.
Bludgeon and his faithful start at the edge of the stage at the far end of the sanctuary.
Bludgeon and his faithful start at the edge of the stage at the far end of the sanctuary.
Tactics:
A hero attempting to convert followers back to Pelor will attract a great deal of attention. Bludgeon will send his minions to attack. If that fails to thwart the hero, Bludgeon will use his ranged attack until the hero closes the distance. At that point, Bludgeon will use his mace in melee combat. Bludgeon fights to the death, for he knows the Assassin's guild will kill him if he is thwarted.
Remaining unconverted followers, will drift out of the church, dejected. Many will be greeted by brethren in an attempt to continue the work the hero started.
Remaining unconverted followers, will drift out of the church, dejected. Many will be greeted by brethren in an attempt to continue the work the hero started.
Items Of Note:
Hidden behind the pulpit are Peloran Bands These armbands provide a boon to followers of Pelor that don them.
Bludgeon, Human Assassin/Priest Medium natural humanoid | Level 1 Controller 100 XP | |
HP 28; Bloodied 14 | Initiative -1 | |
AC 15; Fort 14; Ref 13; Will 12 | Perception +0 | |
Speed 6 | ||
Standard Actions | ||
Mace Of Conversion (necrotic) ♦ At-Will (basic attack) | ||
Range: Melee Attack: +6 vs AC 1d8+4 necrotic damage. | ||
Mace of Corruption (necrotic) ♦ At-Will | ||
Range: Ranged 10 Attack: +4 vs Fortitude 1d6+3 necrotic damage and ongoing 1 necrotic damage (save ends). | ||
Skills Acrobatics +6, Intimidate +5 | ||
Str: 16 (+3) Con: 12 (+1) | Dex: 12 (+1) Int: 10 (+0) | Wis: 10 (+0) Cha: 10 (+0) |
Alignment Evil | ||
Languages Common |
Armed Parishoner Medium natural humanoid | Level 1 Minion 25 XP | |
HP 1 | Initiative +0 | |
AC 14; Fort 12; Ref 10; Will 10 | Perception +0 | |
Speed 6 | ||
Standard Actions | ||
Club (Weapon) ♦ At-Will (basic attack) | ||
Range: Melee Attack: +6 vs AC 4 damage. | ||
Str: 14 (+2) Con: 12 (+1) | Dex: 10 (+0) Int: 9 (-1) | Wis: 10 (+0) Cha: 11 (+0) |
Alignment Unaligned | ||
Languages Common | ||
Equipment club |
Treasure Parcels |
Peloran Bands |
These bracers shed light in a 2 square radius, granting limited vulnerability to radiant damage to undead creatures. In addition, the bands provide a daily power that allows the wearer to regain the use of one healing surge. |
The Feedback:
I've been playing with Alex for over 10 years. He's a solid gamer, but even today is a little shy about how to work out the role-playing aspects of his characters. Given some direction, though, he can lock down on something and role-play the shit out of it. Yesterday, before the adventure, I got to sit down with Alex and discuss themes (remember, I'm introducing themes) and also asked him if his Paladin, Zurgas had any quirks. He wasn't sure, but he liked the idea. I love character development so it was hard not to just throw a bucket load of ideas at him. One thing we did know, was that a pivotal moment in his youth, he witnessed a fellow member of the local assassin's guild kill a child. From that point on, he has been very protective of children. I suggested a quirk that had to do with children. Maybe he likes to make toys or candy (he's an alchemist) for the children when he comes to visit. I'm not certain what he'll decide on yet, but he was digging the direction. The nice thing about these quirks is that they have no real mechanical game impact. Giving a toy to village orphan is not going to give him a +1 to anything. It's just a quirk that brings his character to life.
As we played through the adventure, I challenged Alex on the different ways skills & powers can be used in order to further role-playing goals. When it was all over, I think I feel safe in saying that he has a new appreciation for his character. I look forward to seeing some really cool moments from Zurgas from here on.
SIDE NOTE: I have updated the notes on the previous solo adventure for Akumahn. You can find that HERE.
Feel free to steal any or all the elements
of the brief encounters listed above. As always, I'd love to hear your
feedback regarding solo adventures, skill challenges, or anything else
for that matter. In among other posts, you'll see the remaining
adventures as my players schedule time with me to play.
Until next time...
Game excellently with one another.
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