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WIL WHEATON dot NET
WIL WHEATON dot NET

50,000 Monkeys at 50,000 Typewriters Can't Be Wrong

and so the campaign begins… (Part II)

Posted on 17 March, 2009 By Wil

Over the weekend, I started a 4E campaign for my son Nolan and his friends. The plan is to take them through the entire Keep on the Shadowfell module, and then probably into Thunderspire Labyrinth, with possible detours into various level-appropriate Delves, or something from Monte Cook's awesome new project, Dungeon-a-Day, if it makes sense to incorporate it into the campaign. This is continued from Part I.

If you've read the Delve I'm talking about, you can probably see the
first change I made: rather than make this a mine, I made it a tower,
primarily because I had dungeon tiles that supported that (as you can
see in the photo), but also because I wanted to challenge myself to
make small modifications right away – we're only going to have 3 PCs
for most of this, I think, and I'll be required to make a lot of
adjustments as the campaign unfolds. 

The Delve I took them
through has three encounters that are supposed to get increasingly
difficult. The first one takes place on the surface, and the last two
are in different areas beneath the tower (or the mine, if you run it
verbatim from the book.) I scaled the difficulty back a little bit,
because it was just the three of them. I was genuinely worried that the
last encounter may kill them, but I was surprised when the second encounter nearly killed them all.

It's not a particularly difficult encounter. The PCs come down some stairs, where they find some rubble (difficult terrain) in a small chamber. Beyond the chamber, there's a hallway with a large statue in the middle of it. Tapestries line the wall, and a few Kobolds lurk in the darkness. In our session, one of the minions from the first encounter had fled down the stairs, so the bad guys knew the PCs were coming.

Nolan's friend who played the rogue wanted to sneak down to the bottom of the stairs and see if he could pick anything up about the room. I had him make stealth and perceptions checks while I rolled perception checks for the Kobolds. He rolled very well, and they did not, so I told him, "You creep down the stairs as silently as you can. When you get to the bottom, you see that there's some dried blood on the rubble. You also see a hallway, with a statue of a dwarf in it," I grabbed some dungeon tiles from behind my screen and set them out. I didn't have a statue tile, so I used a little Chessex dice box for it. "You can hear some creatures in the hallway. What was your perception roll, again?"

"28," he said.

"Wow, nice." I said. "You can see that the statue looks unstable, and it's been seriously defaced. There are two Kobolds lurking behind it."

"I'm going to sneak back up the stairs and tell them all this," he said.

"Okay, go ahead."

I was pleased that they were making an effort to be quiet. In the first encounter, they'd all sort of run around the ground outside the tower, making no effort to be stealthy at all, even after they'd spotted little Kobold clawprints in the muck around the place. This gave the Kobolds a surprise round as soon as one of the PCs moved into their line of sight, and that PC (the wizard) ended up immobilized for several rounds by a gluepot.

They decided that the wizard would attack the statue with a magic missile, because it does force damage.

I thought this was a very clever idea, but I was completely unprepared for it, and didn't even think to suggest he use Mage Hand instead until just now, as I was writing this post. (Looking at the pre-gen character he's using, though, I see that it doesn't list Mage Hand, even though it's in the PHB as a wizard class feature, which is kind of lame. I'll have to correct that before our next session.) Anyway, I knew that the statue would topple with a DC 10 strength check, but I didn't see anywhere in the rules that said magic missile actually pushed anything. I wanted to reward clever thinking, though, and I always want my players to feel like anything is possible, so I decided that any roll better than 10 would score a hit, and if he rolled a critical or max damage, it would topple the statue. Imperfect, but it was the best I could come up with in the 5 seconds I had to make the decision. (Looking through the DMG last night, I see that what I came up with on the fly is close to what I'd have found in the book: statues are hit on a 5 or better, and this one would have had 10HP, so … go me.)

The wizard hit, but only rolled 5 points of damage.

"Magical energy crackles out of your hands and streaks across the chamber, trailing little sparkles behind it."

They all looked at me.

"What?" I said, knowing exactly why.

"It hits the statue square in the beard, but only leaves a scorched mark."

"I don't like that this eladrin is damaging a stature of a dwarf," Nolan said.

"I'm just trying to crush the monsters," his friend said.

I noted this on the obligatory DM's scratch pad. "From inside the hallway, you hear grunting and snarling. Roll initiative," I said. Dice clattered across the table, and I arranged their character's initiative cards accordingly.

In the first
encounter, they didn't work together as a team, mostly because they were getting used to the idea of playing this game together. I tried to nudge them,
but I didn't want to interfere too much – hey, if they're going to get
themselves killed, they're going to get themselves killed – and it was
just the encounter itself being pretty easy that saved them from any
real threat of TPK. They didn't start working together as a team in this encounter, either. That,
combined with the monsters rolling well and the PCs rolling poorly,
nearly killed them. But when they started getting clobbered, I saw a shift in the party dynamic: Nolan, who has a great deal of RPG
(tabletop and computer) experience, started suggesting tactics for them
all, and that's the only reason they survived.

The statue ended up falling down when the Kobolds behind it pushed it over toward the rogue and the fighter, but it missed them. One of the creatures, though, a Kobold Wyrmpriest, really put the hurt on them. The rogue was eventually knocked unconscious, and though he made his death save on the next turn, I could tell that it shook them all up.

"That's good," I thought, "they need to feel like something real is at stake here, and they're not just going to respawn if they die."

When the encounter was over, I reminded them that they could climb back up the stairs if they wanted to, and take an extended rest in the camp, where they thought they'd be safe. Instead, they decided to rest for 6 hours in the dungeon. I thought that there was a chance they'd be interrupted by some kind of wandering monster (like a small level 1 encounter of Kobolds or something) so I made six rolls – one for each hour – but I guess the Kobolds were all out watching the Kobold World Series or something, because nobody showed up to harrass them.

"Okay, you're all rested up, and nobody harrassed you. What would you like to do?"

"I want to do something about the statue," Nolan said. "I don't like that it's just all crumbled down there like that."

"Sure," I said. "You spend some time gathering up the pieces as best as you can, and you say a prayer to Moradin. You feel a little better."

I didn't tell him, but I gave him 25XP for good roleplaying, and they all walked down the hallway to the closed doors that separated them from the final encounter.

The kids are playing
a Halfling Rogue, an Eladrin Wizard, and a Dwarf Fighter. The kid who
is playing the Rogue is really into being a thief, and from the moment
he sat down, he wanted to pick locks and detect traps. In the description of the area, the
doors that separate the second and third encounters aren't anything
special, but I wanted to give him something fun to
do, so when he asked me if he could check for traps, I let him. There
weren't any, but I decided to lock the doors so he could try to pick
them. He made a bunch of really good stealth, perception, and thievery
rolls all in succession, so I decided that everything went perfectly
for him. He wanted to peek through the door, so I let him do that, too.
All four Kobolds on the other side of the door rolled single-digit
perception checks, and he rolled over 20 on his stealth, so I decided
that meant they didn't see him peeking through a small crack between
the doors.

Nolan looked at the situation and said, "Okay, here's
what we do: I'm going to kick in this door. Koka [the halfling] is
going to charge into the room and sneak attack that guy there. Immeral [the wizard],
you hang back and cast magic missile on him."

I was so proud of
their teamwork and ingenuity, I decided that if the dwarf was able to
kick in the door (DC 15 – it's wooden and very old) they would get a
surprise round. Nolan rolled 19, and the final encounter began with a
bang.

They made quick work of some minions and bloodied one of
the two Kobold Slyblades (who I'd expected would be very serious
threats) in the first two rounds. That's when they saw the dragon.

Continued in Part 3…

in which wil has a “duh” moment of extraordinary magnitude

Posted on 16 March, 2009 By Wil

There are spoilers in the rest of this post, so if you're a player in Keep on the Shadowfell, or plan to be, you should skip this until you've completed the adventure.

Otherwise, follow me, as they say, after the jump, for something pretty funny…

(more…)

and so the campaign begins… (Part I)

Posted on 16 March, 2009 By Wil

and so it begins ...

Over the weekend, I started a 4E campaign for Nolan and his friends. The plan is to take them through the entire Keep on the Shadowfell module, and then probably into Thunderspire Labyrinth, with possible detours into various level-appropriate Delves, or something from Monte Cook's awesome new project, Dungeon-a-Day, if it makes sense to incorporate it into the campaign. If my memories of running campaigns are any indication, they'll find some way to go storming into some tower or sewer or whatever that isn't in the actual module, and I figured I should have at least one Delve prepared, just in case.  

I haven't DMed anything in ages, and I haven't DMed 4E ever, so rather than start them out in Winterhaven with the events of H1, I started them out in Fallcrest, and planned to run them through a slightly-modified version of the first level Dungeon Delve. I thought this would be a good way for me to remember how to ride the bike, and a good way to introduce them to the new combat mechanics in 4E. And I'll be honest, here: I love a good dungeon crawl as much as anyone. Because I'm running this campaign for teenagers, I didn't think it was wise to dump them into serious roleplaying right away, and I'd use a play session that was primarily combat-based to get them comfortable with each other as players, and with me as a DM.

We had a lot of fun, and played for just under five hours. I had
planned for about four hours, but I had to spend more time than I
thought I would refreshing my memory in the DMG.

We sat around the table, and I began…

"You've known each other for some time, and train together at a small adventuring school founded by your friend and mentor, Douven Staul.

"For weeks, Spring has struggled to pull the Nentir Vale out of Winter's icy grip, and on this day, it just may have succeeded. The sky is cloudless and the Sun spreads warmth wherever there is not shadow.

"Douven Staul gathers you in his small office, and says, 'One month ago, my good friend Bekar Copperknight learned that a small nearby tower, abandoned for an age, had actually been built by his ancestors. Bekar, like all Dwarves, is proud, and he took a small party of prospectors with him to examine the ruins, before he reclaimed it for his family.'

"Douven pauses, and gives you all a very grave look. 'I have heard nothing from him or his party, and I fear that foul work is afoot. I am needed…' He looks uncomfortable for a moment '… elsewhere, so I have selected you, my brightest and best students, to discover his fate."

I looked up at the three of them while I spoke. One of Nolan's friends made notes as I talked, another grinned back at me. Nolan spun a d20 on the table as he listened. I kept a straight face, but inside I was bursting with joy.

"He gives you a map. On the banks of the Winter River, about a day's journey from Fallcrest, he's drawn a small building. 'The tower is here,' he says, 'you must leave immediately, for I am beginning to fear the worst.'"

"This is what you've been waiting for," I said. "You return to your rooms and gather your gear."

Continued in Part 2…

to celebrate pi day…

Posted on 14 March, 2009 By Wil

I present this incredibly awesome song by my friend Chris Hardwick:

From the Vault: the safety dance

Posted on 13 March, 2009 By Wil

Last night, Nolan went through my iTunes library so he could put some of my awesome music on his iPod. He’s been after me for months to give him Radiohead, The Beatles, Tool, Decemberists, and a lot of my 80s stuff.

While he looked, the following exchange occurred:

Nolan: Why do you have The Safety Dance in your iTunes library? Me: So I can dance, if I want to. Duh. Nolan: You are so weird.

He ended up taking a little over 5 GB of my music, and I enacted a don’t ask, don’t tell policy about Men Without Hats. Shortly after he went to bed, I was washing dishes, and remembered this old blog post from 2003:

Anne and I were listening to Fred while we were driving home from Burbank the other day. That stupid “Safety Dance” song came on, and I said to her, “This is the weirdest song, ever.”

“Yeah, who thought this was a good idea?” she said.

“I mean, think about all the steps that went into this: someone wrote down all these words, then composed music, then produced the whole thing . . . and at every step of the way, they believed that this was a song worth releasing.” I said.

“Hey, Neil,” she said, in a really bad British accent, “Let’s make a song about the Safety Dance!”

“Oh, that’s brilliant!” I said, in my own bad accent, “We’ll have them all hoppin’ and dancin’ and –“

I started to giggle, and was unable to continue.

“You can dance! You can dance! Everybody look at your hands!” I sang, involuntarily.

CLAP! CLAP! went Anne’s hands.

“You can dance! You can dance! Everybody’s taking the chaaaaa-HAAAAA-nnnncccceeeeee . . . ” I continued.

“With the SAFETY DANCE!” We shouted out in unison.

“We are such dorks,” Anne said.

“Yeah,” I agreed.

We sang the remainder of the song with extreme gusto.

I should also point out that when we got home, Ryan told us that he wants to buy “Thriller.”

I think there’s something in the water here.

2003 seems like an eternity ago. I guess in some ways, it was, wasn’t it?

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