See part 1 here.
Plot Exposition break
Before jumping in the suspended portal standing 15′ over the 1st floor, the PCs rested for a few minutes and searched the Wizard’s lair. They found that the mad mage had recently abandoned his work on creating enhanced monsters and started focusing on portals.
His various research notes seemed to focus on harnessing the energies of the Nexus and those of the nearby, recently bound Nature spirit to open portals between the Dungeon and the City. Such a thing had not been possible before and this spelled trouble for the City.
Retracing the paperwork back, the PCs found that a certain ‘e’ introduced himself to the wizard as a representative of ‘The Master’. The Master wanted to mage to work on manipulating the two closest energy flows. As a token of good faith, the Master provided the wizard with a large quantity of Residuum (The 4e fearie dust you get from disenchanting magic items, allows you to create new ones).
The party found the chestful of Residuum and they added that to the loot.
Loot Interlude
After the last adventure, the players had to choose a level 11 item and assign it to a one PC. Reviewing the common slots of neck, armour and weapon, my players found no interesting upgrades. They were willing to settle for a Circlet of Mental Onslaught (Head slot, +1 to Will defenses, Daily that adds +1 to atk and damage of Int, Wis and Cha-based powers).
Then I remembered Chris Perkins mentioning how his Ranger gave his Healing surges away in the D&D4e One year later Podcast. He did that with the help of a Healer’s Sash, a waist level 11 item. Looking at it in the Adventurer’s Vault we discovered just how awesome this item was (finally a cool 4e item). It allows the wearer to heal (as an immediate reaction) someone nearby using the item’s charge (it has one a day) or by using healing surges that PCs have stored in it.
You have a ranged striker in your party? Look the item up if you are at or near paragon level, this is a must have.
The Master’s Lab
Anyway, the PCs were now ready to jump in the portal.
They appeared in some sort of underground arcane laboratory. A streak of blood trailed out of the room’s only exit. The portal was still open , flanked by 3 magical circles, each attuned to a Dungeon, Nexus or Spirit energy focus situated somewhere else in the complex.
That’s where I threw another curveball at the PCs. As soon as they appeared in the room, I described a hunchbacked, seriously disfigured longtooth shifter that looked strangely like Fangs (Eric’s PC). It came in the room to check the source of all that noise and. when it saw the party, retreated to a corner, gibbering to itself.
I also described that two cages near the Nature-powered circle contained the dessicated remains of 2 other ‘Fangs’. Wires were connected to the cages and lead to the Nature circle which had 2 pairs of metal rods surrounding it.
“What the hell Dude? I think Fangs has been cloned!”
“Later, we must find the mage”
They followed the trails of blood (and the unnecessary cries of pain, apparently my players don’t think it would be possible to live 10 minutes without the lower half of your body) down a corridor with various doors and arrived at an opened doorway marked ‘Sampling Room” where the weakening whimpers of the mage could be heard.
The Sampler
By now it was already late (around 9h30 PM) and I wasn’t sure if it would be a good idea to have a fight vs a Solo monster. However my players insisted (particularly Yan who didn’t want to spend an evening without combat successes) so I placed the ‘Dungeon of Blood’ map from the Fields of Ruin map pack and placed my undead Beholder mini on it.
‘You see a large sphere of shivered gray-green flesh with a single bloodshot eye looking at the half-body of the Wizard. Several stalks, ending with a claw and a mouth, are busy tearing chunks of flesh from the wizard and spit these chunks in a fist size portal.
(I recall saying that the wizard cried for help, but no-one bought it… so let’s just say that it was dead).
The creature was a Bloodkiss Beholder, an undead level 9 solo controller (from the Open Grave Sourcebook).
With 4 level 9 PCs, this was supposed to be a hard but fair fight… and a hard fight it was. That thing had a dazing breath weapon, it could stun bloodied opponents, and most devastating of all, it got a massive free attack whenever it bloodied an opponent, weakening the target, and allowing the beholder to spend a healing surge and heal all the damage it had been dealt so far!
Good thing monsters below level 10 only have one surge!
This fight really felt like a Solo encounter should be. The players had their hands full the whole time and the monster was all over the place, dealing damage and doing it’s controller job.
Most players got bloodied (and dazed, and stunned…) during the fight, some even dropped to negatives. As the evening wore on and players were becoming tired, I made the DM call to adjust the creature’s hit points based on the new Monster Manual maths, dropping them by 20%. As luck would have it, on the next attack after this decision, Jaiel killed the monster with a critical hit dealing 40+ damage (thanks to a +3 Vicious Greatsword).
Thus, we avoided the grind because at the end of the fight, the combat’s issue hadn’t been clearly established with several PCs near death and out of healing.
The Lab of Dr. Moreau
After the fight, the PCs found three energy foci (Dungeon, Nexus and Sprit) that seemed to power the whole complex. They decided to destroy/free each. Then they explored the rest of the laboratory and found it to be without exits. In one room, much like the scene in Aliens Resurrection, they found multiple copies of Fangs, in various states of mutation, including quite a few that seemed to veer toward humanity.
Looking at the research notes, they discovered that the ‘original’ had such a strong link to Nature magic that he could be used as a focus. It mentioned that most of the copies made weren’t as strong and died rapidly when hooked to the portal generator. A mention was made of one copy, stronger than the rest, having escaped by triggering the portal randomly and jumping in.
Lastly, one copy, named ‘e’ was later created that was almost as strong as the original and wholly loyal to the Master. The later notes were written by ‘e’.
That’s called a Tomato in the Mirror. Talking to the players, we agreed that we would leave it vague enough that Fangs could be either the Escaped clone or the misplaced original (thought to be dead according to the research notes) depending on Eric’s preferences. I’m curious to see how he’ll react.
The PCs then returned to the first room, finding the portal closed. However, with a book of ritual they found and by having an Arcane, Divine and Primal class spending a Healing Surge each, they managed to open a portal back into the city.
(That’s going to be a very useful plot travel device in the next season)
A good session, too railroady but satisfactory to all.
Lessons Learned
- Even a cool adventure should have at least one instance where PCs must make a choice other than ‘accept the quest”
- Cut down the hit points of pre- Monster Manual 2 solos by 20%, it shortens the fight without affecting it’s relative deadliness.
- Don’t put artillery monsters in maps with too much cover.
Zzarchov says
Bah, artillery and cover go great, if its destructable cover anyways. Sometimes a great game comes out of players trying to use fast disappearing cover to their benefit (especially if the cover catches fire or otherwise becomes a new hazard.
.-= Zzarchov´s last blog ..Adventuring should be the best option mechanically. =-.
ChattyDM says
I could not agree more with your assessment Zzarchov. In our case, I think the encounter would have been better served with a Lurker instead of the Brain in a Jar (Artillery).
Regardless, it wasn’t bad so much as it could have been designed better.
Fangs says
WHAT!!!!
(Les absents ont toujours tort)
Burt says
hi, it’s a good setting you got there, i like the whole ‘living dungeon – swirling vortexes of enery nexuses – spirits’ stuff…. it’s rather gygaxian (for me, that’s good).
However, where do you find that rule that states that solos should get 80% of their hit points. is it in MM2? I’m intrigued because i realized a couple of sessions back in our group that the fights just keep on and on (to the break of dawn ^_^), so i houseruled (without the players knowing it) that all the enemies should retain 75% of their hit points, and hey presto, all of a sudden the players had fun and got somewhere in the game.
oh, and one more thing. Armored brain in a jar? classic!
Flying Dutchman says
Sounds like a great run! I don’t think the occasional railroading-sessions is that bad though. Sometimes it might even be kind of necessary in those cases where something just needs to be done. The tough thing is making the call as a GM when YOU think something needs to be done, but the players don’t necessarily agree. If the players are immersed enough they won’t have much trouble with an occasional railroading. Another tough thing is to make it fun, despite the whole railroading thing, by presenting great challenges and things to motivate the players as individuals and as a group. And lastly, I also think it’s necessary not to do the whole railroading thing too often; some sessions are sandbox; totally free, some railroad; little to no player influence and others a corridor with a lot of doors; a hybrid version of the two.
Looks to me like you guys are successful on all these accounts!
Nice one on the ritual too, I hate teleporting and gate powers because I love the whole outdoor travel thing (in games that is) so having to spend resources like a healing surge sounds like a great tradeoff to prevent excessive use.
ChattyDM says
@Fangs: Sorry mon frère. I left enough vagueness so we can play around to your tastes. I really couldn’t get the image of your PC’s failed clones out of my mind. I HAD to do it, I swear! 🙂
@Burt:It’s not spelled out in plain text yet (it will be in the Dungeon Master Guide 2, or so James Wyatt told us) but if you compare HP totals between solos of the same level and the same role (Brute, Controller, etc) the MM2 monsters have about 20% less than all other monster books out so far.
@Flying: I agree with you that if you mix adventure types you can get away with a Sandbox here and a scripted set-piece there.
As for the teleportation ritual, it really is going to help me dodge the whole ‘but where exactly in the dungeon do we have to go’. I’ll see how we explore it in the next games.
itliaf says
Congrats on finding a fruitful campaign concept. You seem to be enjoying blogging about it and I am definitely enjoying reading about it.
I love the ‘clones’ idea for an amnesiac character, and can’t believe you had the cojones to drop that kind of revelation [though I suppose he had it coming for not writing a backstory ahead of time :-)]
Monster HP is definitely a tricky business. I am running for a group of 14-15th level guys, and am definitely concerned about combat length. One mod I have tried that seem to help a bit:
Elites also lose 20% hp and knock 2 off their two highest defenses (this just brings their defenses back down to non-elite levels)
Also, I am toying with the idea of (though havent tried, creating a ‘half-elite’ monsters that gets the extra attacks and action point, but none of the bonus hp, and calling that a level+2 adjustment. Three half elites would roughly equal 2 standard elites in xp (yes I realize this makes ‘half-elite’ a terrible misnomer)
Alternatively, I have had mixed results with the ‘Brutality’ approach described at ‘Symptoms of Madness'(http://tinyurl.com/m7w64j) which knocks a solid third off the monster’s hp, 1 off all defenses, and adds +1/2 level to damage rolls. It forces me to play a bit smarter if I want certain monsters to live long enough to use all of their powers, but it definitely keeps the pressure on the PCs high, and it probably makes creatures that get a ton of attacks(read: “swarms”) more dangerous than they have a right to be. If anyone else tries this one out or something like it, let me know.
ChattyDM says
@itliaf: Welcome to the blog! Thanks for the kudos. I’m really happy to have pulled off the Clone trick in the game and I look forward to see how Eric will deal with that.
As for alternative monster stats, I’m beginning to think that these are already the most popular 4e houserules. I don’t intend to try anything other than knocking 20% off solos for the time being.
Morgan Allgood says
Wow! Our DM did that wrong then when he was running and we encountered a Bloodkiss beholder. He kept using that power that heals him up. It was brutal and we lost a PC as a result.
ChattyDM says
Yes the number of healing surges monsters have are squeezed somewhere in the beginning of the book. It’s one surge per tier (1 at heroic, 3 at Epic).
Without knowing that rule that monster is a TPK machine… all monster healing powers should either be very low (5 hp per use) or an encounter power at best.
Morgan Allgood says
Thank the gods for that rule and thank you for having posted about Bloodkiss beholders. I just sent a friendly note to the DM about it, after he brought up our having to go back to face the beholder (thought that would be a good opening. 😉 )
No, I didn’t say, “ChattyDM says your doing it wrong!” LOL More like, “I think you may have been a wee bit generous with the healing surges” and a friendly suggestion to check page 7 of the MM.