Press "Enter" to skip to content

Category: Gaming

22. Lost in the Fog (WATE 1-5)

Well! As noted previously, Susan rolled 4 crits in the space of 5 rolls against my poor Collin. She dropped him three times as a result. When he climbed up to fight a hopefully less dangerous foe, she crit our other defender, and then dropped Collin again. Nothing quite so sweet as rolling a 20 on a death save when you’re two strikes towards the eternal choir.

The other highlight of the fight, for me: “Well, unless she crits me again, I’m OK for one more hit, and how likely would a fourth crit be?” Now I know.

Lost in the Fog is a pretty fun module. Some of the monsters are a touch hard to hit, given that everything’s getting concealment for most of the module, but I guess it wasn’t an impossible situation. Susan GMed well (her first time!), and I had fun playing. Hudson, Tom, and Mark B. were the other three players.

Apparently the guy who owns Legends is trying to buy the whole building and turn the empty space next door into a Thai noodle shop. He’d also expand the event space. Fingers crossed, cause that’d be way cool.

21. Pyrophobia (MINI 1-5)

What I am now is pooped. I ran Pyrophobia for the usual crowd – Peter, Jon, Susan, Mark, and Noah. It takes, let me tell you, a lot of prep. I had about 20 effect cards on hand to give out to the players to reflect various temporary effects on the PCs, and a good number of those temporary effects had specific effects on individual combats. Here, have Vulnerable 3 for the rest of this section. Also, here’s an extra power you can use once in the next combat. Whoo.

I have a long review of this adventure brewing, which I’ll post over on the Wizards boards at some point. I think it’s a really interesting adventure that suffers from clunky writing and a bunch of iffy transitions. It’s got a bit of the railroad to it; at several points, the PCs are just expected to do or intuit the right course of action. Sometimes those courses of action will violate a PC’s ethos. Sometimes it’ll possibly seem like bad strategy. Fortunately I think I’m pretty good at framing choices with a magician’s force. Also I’m willing to exercise DM discretion as needed. My players might disagree, I dunno, but we got through it without the train whistle going off.

And the thing is, the idea at the core of the module is completely awesome. The transition from the previous module is awesome, even if it leaves some important questions unanswered. (MINI 1-6 may answer them. I hope so.) The end fight is the coolest climax I’ve ever run in LFR. So it’s worth the effort it takes.

I am stoked to read and run MINI 1-6. The Embers mini-campaign is a success in my book. Unless MINI 1-6 sucks, but I think it’ll be good.

20. The Cleansing Flame (MYRE 1-1)

I ran my second Sambral MYRE for Jonathan, Mark, Tom, Hudson, and Susan. I really need to tune down my MYREs – it is not the case that any random combination of experience point appropriate monsters will be as easy as one might expect from the average LFR module. The opening fight was a mere 938 experience points – even level for a high tier group – and I dropped three PCs. The second fight was also pretty iffy, although not as bloody.

I admit, I toned the last fight down a bit on the fly and I suspect everyone would have appreciated it if I’d let them know. You really don’t need to toss a swarm artillery at a party when the defender is down to zero surges; it’s just unkind.

I was also fooling around with forcing a combat to take place in motion. I did not have the tuning quite right. I’ll try again if I can come up with a good setting for it – it may require a heavier hand with the terrain. The problem is, you don’t want to kill people who don’t move quickly enough… I’ll figure it out one of these days.

Anyhow, I had fun and everyone claimed they had fun as well, so I count it as a success.

19. Patronage and Pestilence (CORM 1-7)

More MapTool games! Collin is now only three sessions away from level 4. This experiment in leveling quickly has proven to be a success.

Draden Tristen GMed; he did a great job of moving things along and running the combats well. My fellow players were Crow of Pyke, Logopolis, Neldar, Maelwys, and Dareus. Crow played his warlord again and I found it deeply satisfying to play a fighter with a warlord. We spent a good part of one fight keeping two monsters locked down as he granted me basic attacks.

In general, actually, it was a great adventure for Collin. I’m really getting the hang of his movement powers. I did a couple of shift, Footwork Lure, shift tricks to keep monsters off fragile party members and set up bursts for our psion.

I also liked the adventure itself a lot. Lots of choices, all interesting. Now that I’ve read it, I think I’d reskin the high tier monsters to be the same as the low tier monsters, since the low tier monsters are more relevant to the storyline – but it’s fun either way.

18. Arts (DALE 1-7)

More Arts? Don’t mind if I do…

I played with Emperor799, Maelwys, Monouk, Matt, and Zeitgeist – yep, another MapTool game. Collin’s still working his way towards level 4. It looks like he might get there before our next MiniMoreCon, which would be keen. Dareus DMed. We boldly went for it on high despite a preponderance of level 1 or 2 characters. Since certain gnomes rolled dead last on initiative, and since our DM did not take advantage of certain knock prone powers, we managed to clear out of a certain doorway before certain bad things happened.

So that was satisfying, and it was nice to play Arts, although it’s not as much fun as a replay when you know what’s going on. I chewed the scenery in my teaching scene and stayed out of the way of the investigation otherwise. Hopefully I can find a Crafts run at some point; if I happen to play that next, Collin will hit level 3.