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Author: Bryant

47. Quench the Fire of the Raging God (MINI 1-6)

And at last, we reached the grand finale of the Embers of Dawn mini-campaign with Quench the Fire of the Raging God. That is pretty damned epic for a campaign that takes the PCs from level 1 to level 4. I, for one, am pooped. Although man, such a great group – I’d run for those guys forever. (Jon, Peter, Mark, Noah, and of course Susan.)

The module… you know, it’s not as good as MINI 1-2 or MINI 1-5. Those two were the pinnacles for me. But it wasn’t bad at all. The combat with the slew of insubstantial monsters was tough and a bit grindy; the skill challenge that called for six successive Thievery checks would have been bad if I hadn’t modified it liberally. On the other hand, I like the opening sequence of investigations, I love the party, and the final fight is nicely epic. 

So no real complaints. I wish the upcoming Raven’s Bluff campaign was going to be exactly like this, instead of being a quarter the length. I hope LFR sees another sequence like this one. 

46. The Thin Grey Line (DRAG 1-2)

On Saturday, Xalcairn ran The Thin Grey Line for me, darksydex, Elden, Genolen, Neofax, and Blackmantle. It was nice and smooth and fun. We kind of floundered in the early portion of the module, thanks to a completely non-social party, but with liberal use of assists and lucky die rolls we worked through our tongue-tied problems. The combats, conversely, were not too bad at all.

There’s an annoying sort of cliffhanger at the end. I guess DRAG 1-3 is the sequel? I’ll have to keep an eye out for that.

45. The Sea Drake (MOON 1-2)

Did I run The Sea Drake last night online? Yes I did! Chalk up another new module for me; I’d never played or run it before. My players were Xalcairn, Domingo, Dareus, Genolen, Tracker, and Zeitgeist. Good crowd, balanced party, fun times.

I really dug the combats. Which is a good thing, since this is one of those modules with no skill challenges. I think the second roleplaying encounter in the beginning was a bit much; the author wanted to get some Moonshae Isles feel in there, but it’s kind of NPCs talking to NPCs blah blah. I maybe could have GMed it better face to face, not sure.

But yeah, the combats are quite good. Challenging without being grinds. I do not count the optional fourth combat there, which is just a thing to pad time, I guess. It’s a challenging fight in theory, but since the PCs can take an extended rest before that combat, the challenge pretty much vanishes in a cloud of dailies.

The rest of the fights were good enough so that I came within a nose of a TPK. Genolen’s warforged warlock (so cool) delayed one monster’s arrival by a round, and given that one extra hit from that monster would have killed the warlord, I think it’s fair to say that was a vital contribution. Said warlord also made the death save that would have killed him if he’d missed. Then he got back up, healed up everyone else who’d fallen over, and they won the fight… but man, it was close. I love those.

Storyline, eh, it’s a trading voyage. I think, again, in the face to face context you could make something really cool out of it. It needs some GM effort to do so, but I never mind that.

About Collin

Collin is my fighter. As with all my LFR characters, he is built with an eye towards effectiveness and an eye towards roleplay, which makes two eyes. That’s how you know I’m not a beholder. In practice, this means he’s a sword and shield fighter; I haven’t gone for the maximal damage cheese but I do like him to be pretty good at what he does. Which is minimize incoming damage and control the location of enemies on the battlefield. He can push and pull like nobody’s business.

If you care about his character sheet, make sure to check out the notes; he’s got a couple of powers and an item from a recent Dragon article which hasn’t gotten into the character builder yet.

He also has a backstory. Most of his life, he’s been a simple farmer in Chessenta. No family: he’s a bit too cranky and irascible to maintain a relationship, and he wasn’t really a very successful farmer. You grow some crops, you shout at kobolds to go away, and you do what you can. Chessenta is not exactly a farming nation.

About a year ago, a knight came riding onto Collin’s farm and dropped dead. Collin says “knight” when he tells this story, because it’s easier for the fluffheads of Cormyr to understand, and he’s been spending time there lately, but really he means a commander of the Akanax legions. Either way, the guy was wearing scale armor and carrying a nasty longsword, and he dropped dead on Collin’s doorstep. This represented two things.

The first thing was a huge problem. Legionnaires do not ride alone. It’s contrary to Chessenta military doctrine. Thus, Collin was soon going to have more legionnaires on his farm, and they would have questions which he could not answer in a satisfactory manner. These would eventually lead to questions which he could answer, but did not wish to answer, such as “How soon will Collin die once he’s stuck with a spear?”

The second thing was a great opportunity. Or at least a semi-interesting opportunity rendered deeply tempting by the previous thing. Collin could take the knight’s armor and the knight’s sword and the knight’s horse and ride off to find adventure somewhere other than Chessenta. That was a pretty good deal, considering the alternative. Using a sword couldn’t be too hard, right? 35 isn’t too old to learn a new trade. Sure.

The horse portion of the opportunity turned out to be not so good, since the knight’s horse was a warhorse and did not want some random farmer riding him. Collin still managed to make pretty good time on foot, and dodged his impending problem successfully. By dint of serious practice – he always was pretty athletic – he managed to pick up enough swordplay to get hired on as a merchant ship guard, and that went well enough for him to get paid, and so on.

Now he’s wandering around the eastern half of Faerun seeing the sights, hanging out with interesting people, and hitting things with an amazing new magic sword. Could be worse.

44. The Gibbous Moon (LURU 1-2)

Saturday Tracker ran The Gibbous Moon, with cenakor, Xalcairn, Maelwys, logopolis, and I playing. It wound up being somewhat of a grindfest. We started an hour and a half late, and Tracker didn’t quite read some of the monster stat blocks carefully enough which extended the first combat by a bit. (The Deathlock Wight Resurrect power revives undead at half bloodied hit point value, not at bloodied hit point value. Ooops.) I dunno, one of those things, I guess.

I liked the plot of the module fairly well. I was bummed that we didn’t manage to save the father. Such are the vagaries of random number generators, I suppose.

43. Brothers In Arms (BALD 1-6)

Whoa, I forgot to record the weekend’s games! It’s cause I flew to Austin on Sunday night and I’m still catching up with myself.

On 4/9, Friday night, I ran Brothers In Arms as an exchange with Tracker. My other players were logopolis, codman, Xalcairn, and Nimrand. It’s not a combat heavy module, and I am not totally surprised that I didn’t wreak terrible havoc on anyone, although I did have some great moments when a dark creeper died and blinded half the party for four rounds. It’s a fun adventure and I still want to play it with Alesk sometime.

42. The Night I Called the Undead Out (BALD 1-2)

This is the second time I’ve played The Night I Called the Undead Out. I’ve liked it both times! Susan and I went down to Games & Stuff to play it, cause it’s nice to get down there every now and again. Mac was our GM, and he did a great job. Chris, Tom B., and Jonathan were our fellow players.

The usual complaint about TNICtUO is that it’s really long, which it is. I am inclined to think that cutting out the third fight would not be the worst thing in the world, and it’s how I’d abbreviate it if I were running it in the 3.5 hour slot that Games and Stuff allows. But that’s after playing it twice and thinking about it some more. And the thing is, it’s an awesome module no matter what.

For a relatively new GM, I’ve got to give Mac kudos for being really snappy and on the ball. Actually, strike that – he deserves unambiguous kudos regardless of experience level. He also dealt with Chris really well; I’m sure Chris is a nice guy but I’m gonna unabashedly say that if you don’t like 4e much and you can’t be bothered to learn your powers in four levels of play… yeah. Don’t play LFR just because it’s an RPG. Play what you love. So it’s not that Chris was a problem player, but he was pretty slow, and Mac did a good job of keeping up the pace regardless.

This was also Collin’s first adventure at level 5. I rebuilt him a bit to take advantage of the Dragon #385 article on fighters, which is all about shields. It worked well. He now has Dual Strike and a heavy shield that he can use as a weapon, which means he can double mark every turn. This is quite good.

41. Gangs of Wheloon (CORM 1-2)

Gangs of Wheloon is a classic I’ve never played, so when Matt J. was kind enough to offer to run it online for me I took him up on it. My fellow players were Darksydex, Eltherian, Knight4612, Tracker (aka Kevin from GASPCon), and Xalcairn. It’s a fun module with a few branching paths you can take, and I got a kick out of meeting one of the Valwaters, who I’d encountered as a DM in Head Above Water (CORM 1-3).

Collin took 8 points of damage across the entire module. 4 points of that was from a fellow PC – damned warlocks – and 4 points was from voluntarily entering a zone. I guess he’s properly defensive, huh? Now that the Fighter article from Dragon 385 is legal, I bought him a nice magic shield/weapon and redid his powers a bit. We’ll see how it plays out tonight.