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Gears of Ruin: Session 1, Revolutions per Machines, Part 3

January 13, 2010 by The Chatty DM

See part 1 and part 2.

First Contact

This combat encounter had 3 goals:

  • Give players a fairly challenging fight to give them a better feel for their PCs’ powers.
  • Set a hostile first contact with mechanical monsters, in this case some undead warforged (you read that right)
  • Spring  a surprise on the player by playtesting something for a future gaming magazine article.

Freelancer aside: My very first magazine article was published in Kobold Quarterly #12 earlier this week.  I wrote a piece on combining skill challenges with combat encounters.  For a first successful stab at such high writing requirement, I think its pretty decent, thanks to Ben McFarland ‘s editing support. Go and get it!!!

I used the D&D Miniature Games pre-drawn Field of Ruin battlemap.  It depicts a battleground featuring debris from a busted airship, siege towers in various state of disrepair and several Siege-Engine boulders.  While we had used that map before, the players later told me that it really worked for this encounter, lending it the perfect feel for the fight.

As the PCs entered the battlemap, a group of derelic warforged, surrounding 2 better-built knights poured out of the remnants of an airship.  All the warforged seemed to be animated by some sort of necrotic energy.  Holy Clank could also hear the psychic commands of the mind behind the rebellion.  It was a strident, enraged mind shouting psychic commands semi-incoherently.  Clank’s inhabiting spirits (the source of his sentience) protected him from the enticing commands.

Minions for the controller? Check.  Undead for the Avenger? Check.  High Target environment for butt kickers? Check.  Absolutely no status effect attack?  CHECK!

The Warforged Derelicts were the level 6 minions of the same name in the compendium database that I upgraded to level 14.  The Warforged Death Knights were simply Helmed Horrors that I re-skinned to deal necrotic damage only.

It’s ridiculous how 4e is easy to customize from behind the screen.

The fight was predictably easy, even though Stef (playing the Dwarven Druid) was absent and things were all fine until the 5th minion was killed on Round 2…

Watch that Rock!

During the next round, I described how 2 of the siege-engine boulders that were shown on the map started making noise, the top of the boulder lifting to form some kind of turret.  Then a panel slid open and a blast of necrotic energy shot from each to blast PCs, dealing lots of damage.

Yan (channeling a certain Mon Calamari): It’s a Trap!

The fight progressed for another round.  At one point an area attack hit monsters and one boulder-blaster, the players asked me if the attack affected the trap.  It should have (I had one countermeasure specifically saying the trap could get hit by a power) but I was too scared to reveal the upcoming punch that I committed this DM sin. Fortunately it wasn’t a really important issue.

Did you just pull an Ed-209 on us Phil?

By round 3, both Knights were bloodied.  (Or oiled?  Or boned?  I’m confused with an undead animate monster) and that’s when the ‘fun’ started.  Both turret Boulders opened up further, turning into humanoid mechanicals made of stone and metal!  Picture the turret as the head and the rest of the body unfolding into an Ogre Sized piece of artillery that shoots you then runs to punch you in the face.

In essence, I had created a Lurker Blaster Trap Artillery Brute…Try to say that 3 times real fast… 🙂

That’s not all, when the Boulder Crawlers (as I called them) activated, other nearby boulders opened up to release swarms of ‘Mechanical Death Cockroach Swarms’ (Adapted from a high level swarm).  They were mostly there to allow nerf PC defenses and provide combat advantage to offset the brutes’ horrible attack bonuses.

While cool in theory, the fight kind faltered after the few rounds with the boulder crawlers.  First, as brute, they didn’t hit really often, even with the help of the swarms.  My players are top notch strategists and work well together and with a Warden, a Figther and a Swordmage, being a threat is going to be a challenge.

Thus, with 2 brutes and 4 swarms to fight and no controller, the fight became grindy.  Players stopped describing what their powers did and I even caught myself getting bored enough (alert!) to start getting distracted other stuff on my laptop.  When I realized I was doing so, I tried to snap myself back into focus.

Earlier in the fight, I had described how the boulder-crawlers had this large button thing on their torso… but until the energy level of the game dropped significantly, no one thought it necessary to do so. That’s when I knew my monsters were too weak for the encounter.

I did a ‘patch upgrade” (informing my players) to give the boulder-crawlers  more attacks per rounds and increase their damage output.  When a player decided to pop the button with an athletics check, I described how the monster popped back into a Boulder and could be disabled with a Thievery check at the high difficulty rating for DCs.

No one was trained in thievery… yet they succeeded… for both boulders.  I said it before, I’ll say it again, the revised DCs are way too easy.

Yan: That was a bit anti-climatic…

He’s right, I had a few design flaws in how to deactivate the trap/monster which I identified.  I’ll rewrite it and keep it for that potential gaming magazine article.  For example, I made popping the button a minor, which allowed a PC to disable the trap permanently with a standard in the same round.

Still the fight was cool… my players have all given excellent feedback on the session.

Franky: Dude, it felt like the later Terminator movies!  I really felt like we were fighting machines!

Epilogue

After the fight, they found the wounded intelligence agent who gave them direction to find his second colleague, inside the factory where the psychic signals came from. Also, looking over the remains of the Boulder-Crawlers, they saw the insignia of House Falkenstein on them…

Lessons Learned

  • The key to challenging players who perform above the power curve is to exploit the range of damage, attack bonuses and non-XP encounter elements (Puzzles, Damaging terrain) allowed by the game to increase challenge without increasing monster HP, Defenses or level.
  • Maintaining high focus on the game will likely always remain a challenge for me, the beer I drink during the game doesn’t help either.
  • Using a party creation template works! Those PCs are awesome!
  • Starting a campaign with a teaser and then skipping the next game so the DM can go to Florida with his family might be construed as cruelty to players.

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Filed Under: Campaign Logs, Musings of the Chatty DM Tagged With: 4e, Chatty's 2009-2010 Campaign, Gears of Ruin

Comments

  1. Vincent says

    January 13, 2010 at 8:29 am

    Phil, that Boulder Crawler is awesome. I hope you totally described how the various parts form up to create that monster of a trap/beast/artillery/thingie.

    Hey, I did my 1st D&D game as a DM! I hit one part where my monsters were too weak for my players too. And uh, I cheated… I made 2 hit minions on the spot… And thank goodness there’s Monster Builder.
    .-= Vincent´s last blog ..D&D Plants vs Zombies style – part 1 =-.

  2. Yan says

    January 13, 2010 at 8:47 am

    The feeling was good but the threat level low.

    Only the two starting non-minion warforged actually did damage and the boulder crawler after receiving their security patch upgrade. 😉

    @Vincent: gotta love 2 hits minions 😉 The monster builder is the best DM tool wizard has done there are still some bugs in it but it kicks ass.

  3. Vincent says

    January 13, 2010 at 8:53 am

    @Yan: DMs can always think up a map on the spot. Stories can be changed on the fly. But monster stats? Tough, especially when you’re a new DM (like moi). Monster Builder saved tons of brain cells since the math and stats are already there.
    .-= Vincent´s last blog ..D&D Plants vs Zombies style – part 1 =-.

  4. ChattyDM says

    January 13, 2010 at 8:59 am

    @Yan: I did roll a lot of 2s and 3s but regardless, given that this was the only encounter of the day, I could have afforded to tweak the monsters more into the damaging territory.

    This shall be adjusted 🙂

  5. Yan says

    January 13, 2010 at 10:08 am

    @Vincent: I agree completely. As a matter of fact, the only thing I actually prepare for a session are the monster stats and some broad guideline of what the session could be. Everything else is made on the spot.

  6. Andy says

    January 13, 2010 at 10:22 am

    Coolness. Unfortunate that the math didn’t quite work out, but it’s good you were able to salvage some flat-out coolness from the whole thing. The boulder-into-monster thing is epic. What I really like is how you two-staged it, making it essentially a double trap.

    I should write something up sometime about the use of gradually unfolding situations in gaming.
    .-= Andy´s last blog ..Breakin’ Down the Christmas Tree, Part 4 =-.

  7. borisCallens says

    January 13, 2010 at 10:45 am

    Moar!
    Love the idea of throwing in unexpected monsters halfway. Throwing in surprises mid-combat sound like a great way to circumvent grind 🙂

    Plan to test the party template and surprise baddies on next sessions (after the exams of my party)

  8. ChattyDM says

    January 13, 2010 at 10:53 am

    @Andy: I’ve said it countless times. I’d rather err on the side of easiness than kill all my PCs. But I can afford to be boulder for sure. (har har har). Glad that you liked the monster-trap, learned the staged-fight approach from Yan. It makes them longer but it creates more powerful reaction from players.

    @Boris: You have the scariest Wavatar man! Lurkering monsters are seriously underused in D&D (apart from the classic Gragoyle trick) and the engine lets you do really cool things with traps, puzzles and monsters when mixed together.

  9. Yan says

    January 13, 2010 at 12:57 pm

    Hehe! Yep wave encounters (as I name them) are one of my trademark. To the point where my player are always on the lookout for some twist that will change the encounter. I got to say that I love it even on the receiving end. 😉

  10. Zachary says

    January 13, 2010 at 1:13 pm

    Chatty: Off topic a bit, but I really think you should submit something to Fight On! for the next ish. Your mentioning of your KQ article (congrats, by the way!) made me think of it. It’s fun, and might have a different sort of feel. Do a monster or short encounter or something—I’d love to see it!
    .-= Zachary´s last blog ..Presenting The Middle Isles =-.

  11. Misterecho says

    January 13, 2010 at 1:15 pm

    Congrats on being published.

    The boulder guys sound cool!
    .-= Misterecho´s last blog ..Kobold Quarterly: A magazine review from a newbie =-.

  12. Scott says

    January 13, 2010 at 4:16 pm

    Good job on KQ.

    Looking forward to hearing more from the campaign.

    The combat sounded interesting, love multi-form monsters and traps/puzzles mid combat.
    .-= Scott´s last blog ..5 Ways to Make Endurance Worth the Bonus =-.

  13. Ben. says

    January 16, 2010 at 4:56 pm

    I’ve heard it said more than once that you should take the errata DCs for 4E and slap a 4th column on there, past hard–challenging. Otherwise, you’re going to end up with a lot of exercises in rolling dice.

    Glad to be of help!

    -Ben.
    .-= Ben.´s last blog ..Random Checklist =-.

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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