To recap:
Session 1 - Character, party, and world building. Beginning of first adventure, which was written by me.
Sessions 2-3 - Finishing up the first adventure.
Session 4 - Flying High adventure.
Sessions 5-8 - The Slaying Stone
As I've written before, I really liked The Slaying Stone. In addition to the "sandbox feel", it does have a decent number of traditional combat encounters. I think I ran zero of them as written because the players figured out the location of the stone so quickly. I ended up with a few improvised combat encounters using Monster Vault monsters, and running the Hu-Jat fight semi-modified, throwing in Krayd as a way to get the encounter to be more challenging to the level 3 PCs.
Anyways, at this point, I guess I want to talk about the last night's activities. The PCs needed to put the kobolds on top of the pecking order in town in order to please Tyristys, the brass dragon that had the stone. As the goblins started looking for them, they decided to talk to the kobolds. Because they had been beating up on the goblins a lot, they had little difficulty making the kobolds believe that they weren't trying to trick them. After determining the capabilities of the PCs, the kobold leader Speelock had some ideas about how the kobolds might be able to defeat the goblins with the help of the PCs. The skill challenge I ran for this can be found here.
Overall, the skill challenge went well. I think there were two not insignificant flaws in what I did with it, though:
- It was a bit long, because I was really running 5 simple skill challenges at once. There were roughly 25 skill checks, plus a decent amount of narrative, and it took a little over an hour.
- In several cases, probably once per PC, I was too suggestive of what the character should do. My role is to present obstacles for the PCs to overcome, not do that and then suggest a course of action.
But it seemed pretty well received. Versus the other skill challenges I've run so far, it was by far my favorite.
After successfully preparing for and implementing the minor war, the PCs bid the kobolds farewell, got the stone from Tyristys, and headed back to their patrons to give it to her to be destroyed. On the way, they had a final encounter with the orcs who were also trying to get the stone.
I thought the end of the first adventure (session 3) went well - it was a fight against a solo fire elemental, which was basically a reskinned Monster Vault green dragon solo - so I figured I'd go with another solo to cap this one. I used a level 7 solo from an issue of Dungeon called a Soul Weaver Collector as the basis for my solo. And then I used some "boss monster" rules I found on angrydm.com to make him a bit more interesting. Essentially the monster would go through three phases:
- Vohx would use a magic item he got from his patron Dreus Matrand to "buff up". This would sacrifice his comrades, turning them each into a pool of sludge (4 pools total). I called this Sacrifice Sludge, which is a one-crit variant of Blood Rock, a terrain feature that allows you to crit on a roll of 19 or 20. To make the risk/reward tradeoff a bit more interesting than that of Blood Rock, when standing on Sacrifice Sludge you can't gain hit points. As he buffed up, the air would be sucking in toward him, pulling the PCs. He would use only melee attacks in this phase.
- In phase 2, the air actually allowed him to fly. He would use only ranged attacks in this phase as he flew.
- And in phase 3 after enough damage was done, he would land back on the ground and use whatever attacks he wanted.
This fight was our longest so far, clocking in at around 90 minutes. Combat encounter length is a common complaint about 4E D&D, but it's really the first time I've experienced it in my campaign. Most fights have been around 45 minutes, with one quite fun one (IMO) taking about 15. In that one, the PCs had to take down 3 patrolling monsters, but do it really quickly before their buddies came around the corner. The Monster Vault and MM3 monsters, which I've been using almost exclusively, remedy some design issues that made the fights take too long in some cases with MM1 and MM2 monsters.
This leads me to my first mistake with this fight. I thought the Soul Weaver Collector was based on MM3/MV design principles, but in fact it was not. It should have been doing way more damage, and because of its lackluster damage, it was never really a threat. I don't think the healer even used both of his healing effects.
The second mistake was putting him in the air for the second third of the fight. We have 3 melee PCs (a warlord, a warden, and a hexblade warlock), and when Vohx was airborne the PC DPR dropped significantly. And because the DPR was low, this boring phase took even longer. Having the warden throw handaxes at a flying foe must have been really boring for his player. I think if I had it to do again, I would put everyone in the air, with some special movement rules to allow semi-controlled flight. That would have been cooler, and allowed the melee guys to stay in melee range some of the time.
My third mistake was that I didn't notice any of the above until right near the end of the fight. I had been occasionally looking at the clock noticing how long things seemed to be taking relative to other fights we had done, and I should have at least tried to figure out some way to fix it on the fly. Instead, it just kept being something of a slog. Especially phase 2. I actually did call the fight a bit early in phase 3 because once he was back on the ground the warlord critted on him, and that seemed like a reasonable way to finish off the bad guy. But that just saved a few minutes, when I should have come up with some way to save 30. Or not mis-designed the encounter in the first place.
Now, all of that said, I don't think the night was a failure. I think it was okay. We had some good roleplaying, we did a skill challenge that had an interesting and decent narrative, and there were even moments of the minis-and-maps battle that were good. I would have liked to have gone out on my strongest night, but that didn't happen.
And I may sound like I'm down on myself above, but I'm actually not. Like I said at the outset, this is about learning a skill. It's not something I expected to be perfect at after 4 months. Writing down what I think my mistakes were is a good way to avoid them in the future. And I will definitely be DMing more in the future. :)
The second mistake was putting him in the air for the second third of the fight. We have 3 melee PCs (a warlord, a warden, and a hexblade warlock), and when Vohx was airborne the PC DPR dropped significantly. And because the DPR was low, this boring phase took even longer. Having the warden throw handaxes at a flying foe must have been really boring for his player. I think if I had it to do again, I would put everyone in the air, with some special movement rules to allow semi-controlled flight. That would have been cooler, and allowed the melee guys to stay in melee range some of the time.
My third mistake was that I didn't notice any of the above until right near the end of the fight. I had been occasionally looking at the clock noticing how long things seemed to be taking relative to other fights we had done, and I should have at least tried to figure out some way to fix it on the fly. Instead, it just kept being something of a slog. Especially phase 2. I actually did call the fight a bit early in phase 3 because once he was back on the ground the warlord critted on him, and that seemed like a reasonable way to finish off the bad guy. But that just saved a few minutes, when I should have come up with some way to save 30. Or not mis-designed the encounter in the first place.
Now, all of that said, I don't think the night was a failure. I think it was okay. We had some good roleplaying, we did a skill challenge that had an interesting and decent narrative, and there were even moments of the minis-and-maps battle that were good. I would have liked to have gone out on my strongest night, but that didn't happen.
And I may sound like I'm down on myself above, but I'm actually not. Like I said at the outset, this is about learning a skill. It's not something I expected to be perfect at after 4 months. Writing down what I think my mistakes were is a good way to avoid them in the future. And I will definitely be DMing more in the future. :)