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Chatty’s Ptolus 4e Demo: A Tail of Two Shities, Part 2

December 9, 2009 by The Chatty DM

See part 1 here.

Of Kobolds and Rats

As I mentioned in my pre-game post, the actual ‘dungeon’ of the adventure was a modified version of the Dungeon Master Guide’s ‘Kobold Hall’.  In fact, I took Area 1, 3 and 4 and modified them to my needs.  All kobolds became ratlings and I added a few other “ratty” monsters to complete the feel.

In the first room, the PCs met a group of ratlings who had recently finished dumping dwarven sarcophagi in a pit filled with bubbling green goop. (much to the disgust of the players, yay!)

As the PCs arrived, they saw a lone ratling standing behind the pit, lugging a large harpoon gun covered with tubes and strange flanges.

Elf Avenger: A device covered with tubes? It is a piece of Chaos!

(WalkerP cracks me up, he’s a calm, very stoic player, but he throws these character one-liners that are often priceless)

The fight started and the players started experimenting with their powers.  The Harpoon gun was shot but missed (bummer… it would have pulled PCs into the goop).  As the fight progressed, I showed various ways for each PC to be more effective: delay an action, use an area attack on a swarm, flanking, etc.

At one point, a Ratling Gunner (using a firearm made of junked pieces of other guns) shot the fighter in the face.

Chatty: Okay after the sting wears off, you find yourself covered in brown, exceedingly smelly goop…

Fighter: Ah Shit!

And thus was the shit gun introduced to the game. It set the tone for the rest of the evening and I experienced all the English poop jokes that could be made.   That one design decision made the whole game lighthearted and help  players focus on other things than combat numbers.

The fight was rapidly over and the players had their first short rest.  After resting, they explored the room for treasure (other than then Harpoon Chaos and Poop Guns). I decided to grant them a magic item so I randomly rolled a character and came up with the Dwarven Warlord.

Picking up the Player’s Handbook and flipping to the Magic Item section, I looked at level 1 armours (Canadian spelling FTW) and picked ‘Dwarven Armor”.

Chatty: Midnight, what armour type does your PC wear?

Midnight: Hmmm… chain.

Chatty: Wow, what an incredible coincidence!  That’s what you find!

Midnight and Rover: Of course!

Then followed a great piece of micro-storytelling.

Chatty: So guys, what is your PC stance on taking items from defiled dwarven tombs?

Midnight: Well, Dwarves are nothing if not practical…

Rover: Yeah, I mean the tomb has already been defiled, the ancestors would want this sacrilege punished, with all the help the avengers can get!

Both built such a convincing story, so similar to the one I would have told them if they had rolled a successful skill check, that I granted both a bonus action point.

The party moved on to the second room.  This room featured another pit of goop flanked by four sarcophagi and a set of double door behind the pit.  Two 10’ high platforms flanked the doors.

On each platform stood some Ratling Gunners and Younglings.  The Gunners were loading their guns with Fireshots and Gunkers  (I just renamed the Kobold Slinger special ammo).  The Younglings were throwing a tethered spiked metal ball across the room, trying to knock dwarven skulls off the sarcophagi.

This fight had 2 very interesting highlights.  The first one was when the Avenger climbed onto a sarcophagus and readied an action to “catch the rope on its next pass”.  When the ball came back, it struck him real hard.  Now had I been playing it by the rules, he’d have been pushed 3 by the ball (as the trap is written) before he got to do his readied action.

However, this is where the whole ‘being the DM’ kicks in.  I found the concept of the elven Avenger playing Tarzan so cool that I wanted to give WalkerP a chance to succeed.  So after he took the damage, I told him to roll (an attack or a Dex check, I forget) to catch on the ball before being pushed away by it.  He made the roll and I moved his PC right up the platform where a gunner and 2 ratling minions were.

So…freakin’ cool.

Later in the scene, Rover’s fighter tried to jump/climb the 10′ platform and failed, ending his turn at its base.  In the same turn, the Warlord wanted to try the same thing, so I suggested he uses his Dwarven colleague to boost himself (using the fighter as a 5′ high stair, allowing him to get on the platform without a climb check).  I decided so because I judged that the fighter had already paid with his failure and that the wall had played it’s obstacle role enough in that fight.  That’s also why I allowed the fighter to climb, helped by the warlord, without a roll on his next turn.

Both events contributed at accelerating the fight because it brought the melee PCs to bear on the monsters faster.

Oh, also worthy of note, the Sleep spell SUCKS in some circumstances!  I know that knocking monsters out in one shot would break Elite and Solo encounters, but having lvl 1 humanoid artilleries and minions have to miss a save to drop unconscious is really bad.

The fight was concluded rapidly, 2 Younglings, a Gunner and a Dire Rat were killed.  The rest ran deeper into the tunnel/tomb complex.

Chatty: Okay guys, it’s 10h30PM and I can see oi your faces that you’re getting tired so we can wrap it up here.

White Wolf: Oh, don’t mind our yawning, it’s on par for our Friday Night games.

Midnight: Yeah, we can continue no problem.

Chatty (surprised): Cool!  Thank god I prepared the next area right before you guys showed up.

And so our adventurers set out for the final chamber…

Up next: I love Rat Ogres!

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Filed Under: Musings of the Chatty DM, Roleplaying Games Tagged With: 4e, Game Demo, Ptolus

Comments

  1. Scott says

    December 9, 2009 at 7:03 am

    wow, if only everyone got an introduction to 4e/DnD/Rpg’s like this, there would be alot more players in the world. Very cool adventure from the sounds of things so far.

    My first ever game saw me DM’ing for my friends and only one person had played RPG’s before… it was interesting to say the least.

    On another note, Australia joins you in your correct spelling. ARMOUR for everyone, haha 🙂

    Scott

  2. ChattyDM says

    December 9, 2009 at 7:24 am

    @Scott: Your words could not be truer. If it was economically viable to have ‘newbie DM camps/seminars” I’d do them!

    These players had played RPGs before… some probably longer than I have. But they had yet to play 4e. But I think they all appreciated the ‘Say Yes’ mentality of the whole game.

  3. greywulf says

    December 9, 2009 at 7:27 am

    Freakin’ awesome!
    .-= greywulf´s last blog ..World of Orcraft, corrected =-.

  4. Erik Waddell says

    December 9, 2009 at 10:13 am

    Oh man, I can’t wait to see the rat-ogre!

    I love making the players justify looting and graverobbing 🙂 The dragonborn paladin in my game is loot crazy because the player loves getting cool treasures and items. We’ve had fun with it though, I we justify the paladin being greedy by referring to his dragonborn heritage. Like all dragons, he has a genetic need to amass big piles of treasure!

  5. ChattyDM says

    December 9, 2009 at 10:22 am

    @Erik: I love the justification too. I mean the treasure is there for the taking… me presenting it as ‘sarcophagus dressing’ is just to get the players to come up with a cool reason to get to it.

    Rat-Ogre comes tomorrow!

  6. Erik Waddell says

    December 9, 2009 at 10:50 am

    Earlier in my campaign my players actually missed out on a huge pile of treasure because of in-character justifications. They had just slain a young dragon in its lair and the hoard was there for the taking. I had even made sure to give the rogue a bag of holding earlier in their explorations so they would be able to take some or most of the treasure without too much fuss.

    Of course, the roof was caving in so they had to move quickly. But, before anyone could object, the rogue said, “getting out of here alive is more important than any treasure. I run for the exit and get out right away!” As he left, taking with him the bag of holding, I thought the dragonborn character was going to start weeping!

    The dragonborn still hasn’t forgiven the rogue and brings it up at every single game session. 🙂

  7. Pierre Gagnon says

    December 9, 2009 at 10:54 am

    Good job, Chatty,

    Very good intro, you’re showing them that 4e is not just a mmo-like battlesystem. You shape it, boy.

    I’ll try adding decor element too, in my fights, just to cue players that using them is encouraged.

  8. ChattyDM says

    December 9, 2009 at 10:55 am

    @Erik: See, I’d have rewarded this with something else. Maybe the crumbling cavern reveals a hidden chamber with a Statue that can Upgrade one weapon (from +3 to +4) by placing it in its hand…

    Leaving a treasure behind is a Huge thing for PCs and I would actually be motivated in rewarding this with more than what was left behind… but that’s just me. 🙂

    @Pierre: Terrain Interactive elements make or break D&D 4e fights. Swigning ropes, Climable walls, Moving platforms, Lava Pits. All these things make fight become dynamic and cool…

    Yet they are sometimes the most overlooked aspects of combat.

  9. doomdreamer says

    December 9, 2009 at 11:48 am

    I completely agree with the terrain. In an effort to show case this in a 4th Edition game, I spiced up a Fight with Gnolls (Demi Humans attack the Castle Scenario, very basic) using a spiral stair case. I had to work that saturday morning but it was watching load screens go by, so I built the spiral stair case out of card board (just stacking squares really). It turns out a normal boring fight with 5 gnolls turns into complete awesome when made 3D. The only additional “rule” I made was going up stairs cost 2 and going down cost either 1, or .5 but you had to save or fall down the stairs. Good times.

    Also, with the Dragonborn, I made mine convert most of his money to silver so he could always have a bed, just like a real dragon.
    .-= doomdreamer´s last blog ..Quick Note Conundrum =-.

About the Author

  • The Chatty DM

    The Chatty DM is the "nom de plume" of gamer geek Philippe-Antoine Menard. He has been a GM for over 40 years. An award-winning RPG blogger, game designer, and scriptwriter at Ubisoft. He squats a corner of Critical Hits he affectionately calls "Musings of the Chatty DM." (Email Phil or follow him on Twitter.)

    Email: chattydm@critical-hits.comWeb: https://critical-hits.com//category/chattydm/

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