First off, before I go into detail about the 4e experience I would like to say that I decided against writing my own encounter in favor of using Olgar Shiverstone’s “Raiders of Oakhurst”.
It can be found here: http://www.enworld.org/showthread.php?t=220317
I went with that adventure for 2 reasons. 1) I was short on time, I did not convince my group to try out 4e until this morning just before lunch, and 2) it looked solidly put together and was very close to the adventure I was planning. All in all I think Olgar did a GREAT job and recommend this adventure to any and everyone.
Secondly I want to say that most of my group was either apathetic to 4e or openly against it. The responses I got ranged from a plethora of “I do not care"s to “I have to use a premade character? I dunno, that sucks.”
OK, on to the meat of the post. WARNING SPOILERS IF YOU PLAN TO PLAY THIS MODULE.
The Session
I asked everyone to show up as early as possible. They all knew we were using premade characters and I told them that the characters were on a 1st come 1st serve basis as an incentive to get there early. My group of players consisted of 1) my wife, 2)my brother-in-law, 3) his best friend (who was only there -because- we were running 4e) 4 and 5) friends.
As people showed up I had them read the 2 page rules primer, then pick a character. Play time starts at 7:30 PM at the SuperJosh household and as usual I had 2 players missing until 7:45. I used that time to go over specifics of play with the players that showed up and explain how stuff like healing, minor, move and standard actions worked, etc. Mostly fill them in on the basic characters and playing. Once the last 2 players showed up it was game on.
The module I ran is for groups to try out the 4e mechanics and it makes no pretenses otherwise, it states that in the beginning of the module and starts the characters off in a room looking at 6 kobolds. I thought that was a little harsh so I started the party off at the beginning of a tunnel that leads to that room.
The wizard decided to use his “at will” ability of create noise to make it sound like a lost child had wandered into the cave looking for her kitten. Kobolds, being kobolds, fell for it. One of the minions went in to investigate. The paladin charged down, swung at the minion and missed. The cleric was fast on his heels and cast “sacred flame” and burnt the minion to a crisp.
Upon hearing a dieing yelp as the minion burnt a kobold skirmisher started asking what was going on. As no one spoke kobold no one answered and the alarm was sounded. Upon hearing the alarm the party ran forward, but only the fighter made it out of the tunnel (and even he only made it 1 square out), he was quickly surrounded on 3 sides by kobolds with the pali at his back. The minions all attacked and missed but the skirmisher was able to attack and hit since he got a +1 for each of the 4 minions flanking the fighter plus an additional +2 for actually flanking the fighter (combat advantage). The fighter used at will power “cleave” to kill 3 of the kobolds his first attack and moved up so others could enter. At this point the paladin used divine challenge to mark the skirmisher. Anytime the skirmisher attacked anyone but the pali he (the skirmisher) was at -2 to hit and took 8 points of damage. The rest of the party quickly dispatched the remaining minion and the skirmisher as 4 more minions and 2 more skirmishers ran in.
The wizard used his “per encounter” spell “force orb” to kill off 3 of the minions as the fighter and paladin ran to the skirmishers and marked them. The ranger quickly finished off the last minion and the warlock, cleric and wizard started in on the 2 skirmishers. As the skirmishers were keeping the party busy a hobgoblin warcaster came to investigate, critted the cleric for 20 points of damage, which also pushed him back 3 squares and out of range, then promptly ran away. The party finished off the skirmishers, and healed up then waited 5 minutes to get back their “per encounter” spells.
They then headed up the right tunnel after the hobgoblin warcaster only to find… a hobgoblin soldier, 2 hobgoblin archers and the warcaster waiting for them. The archers had upset a table and were taking cover behind it so they got +2 to their AC, the soldier charged in and held aggro as the party struggled to decide what to fight first.
The warlock decided to try and flank the soldier and cast a “Curse of the Dark Dream”, her daily power, on the warcaster. She succeeded and hit for 21 points of damage. Seeing a lightly armored character hurling balls of dark fey power at their leader the archers decided to open fire in her. Take 18 of her 28 HPs they opened her up. She ran for cover and used her “2nd wind” ability to recover 7 of the HPs and add +2 to her defense scores for the rest of the turn. As this was going on the party was hacking at the hobgob soldier as the caster used force spells to tear into their ranks.
The cleric decided he had had enough and used a minor action to heal the fighter, used a free action to add +1d10 to his next attack that caused radiant damage, moved up so the warcaster was in range and cast “sacred flame” on the warcaster. So for those of you keeping count “yes” he moved and cast -3- spells one of which was an attack in 1 round. The changing of healing to a minor action is AWESOME as you can now heal and still attack in a round.
The fighter decided to use his “brute strike” daily ability to hit for 3d10+5 damage, this was enough to take the soldier down. Once he was down the wizard was able to focus on the archers and used his AoE ability to hit them both for 9 damage while the ranger used his “split the tree” daily ability to hit them for 18 damage. The pali marked the warcaster so he would not cause any more havoc to the party (forced the warcaster to attack him) and the rest of the fight was fairly straight forward.
The last encounter of the night was with a large spider. It was a fast 2-3 round fight that was not overly taxing nor very interesting. The party did not get to the BBEG of the adventure (the black dragon) and they are in the process of deciding if they want to fight him next Monday or go back to our regular 3.5 game.
My opinions and my groups reaction
I will start this off by saying I was a die hard fan of 4e, liking almost everything I had read. That being said the night definitely delivered. Some of the stuff I was iffy about actually works out well, and combat was a bit faster than it is in 3.5 but that is with us not knowing how to play. We never once needed to consult my printed out rules as everything is fairly self explanatory.
Random opinions:
*Minions are awesome. They have 0 HPs and die when hit for damage. They are great for 1) helping out other monsters and 2) making the PCs feel powerful.
*Healing is VASTLY improved since each character can heal themselves once an encounter and the cleric can heal as a minor action.
*I ran an encounter with 13 creatures in it and never broke a sweat. I could NEVER do that in 3.5. This is a another great improvement as those kobold and goblin warrens can not actually be FULL of kobolds and goblins.
*Even at 1st level PCs feel powerful. Hacking through a wave of kobolds is great, but conversely…
*Hacking your way through a group of kobold minions makes the “regular” kobolds feel like big baddies by comparison. I have never seen my players freaked out because they did not 1 shot a monster before and they were actually AFRAID of the hobgoblins!
*After the session my brother-in-laws friend asked me to DM the campaign Tuesday night (tonight) for his regular group… that is still playing 2e.
I do not know how many times I heard the dreaded word “cool” bantered about, but it almost always followed or was followed by a new spell a player cast. Heh, it even followed the spell the warmonger cast when he shoved the cleric back 2 squares. All in all I know all my players are excited about 4e now. Even the neigh-sayers are looking forward to it and my friends and my brother-in-law are planning on preording the books (through dragonavenue, thank you very much;)). My wife wants her own PHB, but since I preordered the boxed set through the site I plan on getting it from my local game shop.
I do not know what better compliment I can give 4e than after 2.5 hours of play it sold 4 PHBs, as well as 1 DMG and 1 MM (my brother-in-law is getting the box set).
If you are interested in playing at your table you will need:
Rules Primer: http://www.wizards.com/dnd/files/news_20080228.zip
Adventure and quick play rules: http://www.enworld.org/showthread.php?t=220317
Character Sheets: http://www.dragonavenue.com/downloads/ExperienceCharacters.zip
Correct stats for the “Deathjump Spider”
Deathjump Spider
Medium Natural Beast (Spider)
Level 4 Skirmisher
AC 18, Fort 14, Ref 17, Will 14,
HP 38, Bloodied 19,
Init +5, Speed 6, Climb 6, Jump 6
Senses darkvision, Perception +9
Attacks:
Melee Bite +11 vs AC; 1d10+4
Limited Powers:
Melee, Death from Above: Standard, jump 6 AND bite +11 vs AC 2d10+4. Recharge 6
Prodigious Leap: Move, jump 12, no opportunity attacks. Recharge 5, 6.
Str +4 (15), Con +4 (15), Dex +5 (16), Int -2 (2), Wis +4 (14), Cha +3 (13)
I could probably for on for another 8000 words and not hit whatever topics you all are interested in so I am going to open the floor up for questions, both specific and general.