First time 4th ed. DM campaign for the new year looking for some advise/critique.

Post/Author/DateTimePost
#1

jonathan_sicari

Dec 23, 2010 7:28:20
Hi,

The following is my pitch to the group for a homebrew campaign I want to start after New Years. I have also come up with my first Day's worth of encounters and would like some more experienced people to kind of critique my plan.

Pitch:
The idea I have is that all the characters are from the Principality of Chedorlamesh, one of the border kingdoms between the "Evil" Empire of Ashkelon and the "Good" Kingdom of Gath. Ashkelon and Gath are the superpowers of the known world and engaging in a Cold War similar to Russia and the US in the 1950's. The Player Characters will be a group of agents used to help defend the Prince's sovereignty.

Ashkelon is ruled by Tieflings, Gath by Dragonborn. The Principality is predominantly human but has a dwarfish clan-hold, a rural Elf clan and a wandering tribe of Halflings. Nearby border kingdoms include the Darkenmoor (allegedly ruled by undead and lycanthropes); Garshek, a county inhabited by savage humanoids. The current Count is a ferocious Orc Chieftan who is currently warring with a pack of viscous Gnolls.

OOC notes:

I want to concentrate on Essentials for rules and classes as that is what I own. I am open to requests for non-Essentials stuff as it is compatible but will require the player using it to bring the relevant source to the table.

Alignments: I make no restrictions on alignment but do require that all characters have a reason to function in the party (familial bond, childhood friendship, loyalty to the Prince or Principality, etc).

Character Backgrounds: I want to work with all the players establishing their backstory and background NPCs (family, friends, mentors, rivals, etc.). Players will have the opportunity to help create both the world but its inhabiting NPCs.

Encounter Path Plan:
I currently only have three players so encounters are being built with an xp budget for that. It is my plan to make the first day a seven encounter day and get them to second level (including a major quest and a skill challenge). The encounters are two level plus zero, three level plus one, a level plus three and one level minus one (technically, its an encounter with one level 3 skirmisher for one hundred fifty xp). The initial session, after characters are finalized and approved will consist of the characters being summoned to the office of Count Trecoro, the chancellor to Prince Kulul and informed that a strike team from Gath has entered the Principality illegally. They are to neutralize the strike team covertly and find out what their mission is. They will be guided to the Strike Team (L+0 encounter, DB mercenary, Kobold Quickblade and 3 K Tunnelers) by one of the Count's spies. The area they are in is also known to host a "Robber's Roost" bandit camp that several groups use. If the Character's can find out its location, the local authorities can raid the camp and shut it down disrupting a major threat to local trade (establishing the quest and the overall skill challenge).

The Strike Team has intelligence on where a group of Askelon Weapons Smugglers (L+1 encounter, imp, common bandit and 4 decrepit skeletons) are to meet a group of Dwarven Traitorus Arms Dealers (L+3 encounter, 2 dwarf warriors, 2 dwarf clan guard, 1 gray wolf and 1 doppelganger sneak masquerading as a dwarf who is thier contact with the criminal underground) to arrange for the sale and transport of Dwarf Made Weapons (TM) to Askelon. The PCs will have just enough time to take a short rest prior to hurrying to the rendevouz if they wish to stop this treason (by defeating the Weapons Smugglers prior to their meeting and then dealing with the Dwarves when they arrive.

Additional complications are that a Goblin Raiding party from the County of Garshek is in the area and was recently split in two by a meeting with a local patrol. One group (L+0, Goblin Hex hurler, Goblin Cutthroat and 2 Goblin Snipers) is trying to find its missing companions (L+0, 3 more Goblin Snipers, another Goblin Cutthroat and a Goblin Beast Rider mounted on a Horse). There is also a mixed group of Bandits out of the "Robber's Roost" (L+1 Encounter, Elf Scout, Halfling Thief, Orc Savage, Elf Hunter, Goblin Sniper and Dwarf Warrior) Looking for victims to rob. Finally, a Scurrying Wererat (an agent from Darkenmoor, this is the L-1 encounter) is looking to assault the party at the behest of his superiors.

What I want to happen is for the players to hit the Strike Team, short rest, hit the Smugglers, short rest, be attacked by one group of Goblin Raiders, short rest, ambush the Traiterous Arms Dealers, short rest, be attacked by the Bandits, short rest, then the other group of Goblins, decide its too late to move for the evening, and be assaulted by the wererat while they try to take an extended rest (I do intend to 'wing it' in contact with real players). In the process of this, I hope they will think to work on the skill challenge (Wilderness checks, Diplomacy/Intimidate/Streetwise with the bandits and locals while traveling, etc.).

Treasure Rolls:
I have rolled for treasure for all the encounters, quest and the Skill Challenge, getting 500 sp, a 4th level common Magic item, 600 sp, 400 sp and a 5th level uncommon magic item (lifedrinker weapon maybe?), 40 gp, a 2nd level common magic item (a viscous weapon?), a 3rd level common magic item, 100 gp, and a 5th level uncommon magic item. I am thinking of lumping most of the cash with the weapons smugglers (as they are supposed to be buying weapons) and putting most of the magic items with the Arms Dealers (who are supposed to be selling stuff), with maybe a small amount of money with the Strike Team (operating expenses you know) along with either a weapon or implement. I am also considering allowing the sale of 'normal' equipment from the monsters for 1/5 the listed price.

Does this seem like a somewhat reasonable arc?

Thank you in advance for any help,

Jonathan
#2

pruano

Dec 23, 2010 17:12:19
Although i havent years of experience, i have been Dming a lot recently, and i can give you some pointers from what i learned.

First rule of DM: setup party rules (contrary to the Fight Cub "we dont talk about party rules" ;) ).


[Pitch]


Nice, but if the adventures start in the Principality, it means no PC Tieflings or Dragonborns, since they would be heavily frowned upon; a player may come with a terific background for it, but it WILL make the party early adventures a lot more dificult; put that in your party rules (NO Tieflings or Dragonborns, unless for a very special reason).

I want to concentrate on Essentials for rules and classes as that is what I own. I am open to requests for non-Essentials stuff as it is compatible but will require the player using it to bring the relevant source to the table.


Not much of a problem here, plenty of current running campaigns are Esssentials only (im playing in one myself); just PUT IT IN THE PARTY RULES.

As for mix&match, i strongly discourage it. It will limit player options, but it will save you plenty of headaches.
 

Alignments: I make no restrictions on alignment but do require that all characters have a reason to function in the party (familial bond, childhood friendship, loyalty to the Prince or Principality, etc).


Think carefully if you really want to allow evil PCs; they WILL disturb your adventures, and may not team well with the other members; also, watch carefully the actions of unaligned PCs, as many players use it to circumvent the no-evil rules.
 

Character Backgrounds:


Very good.


Encounter Path Plan:
I currently only have three players


This IS a big problem; a prty of D&D is base on 5 PCs, three players dont even fill all the roles, which means that the XP budget means basically nothing; can be done, especially if you have a leader (preferably a paladin or a cleric), but even then this will mess a lot with the encounters.

If possible, read about the rules of creating companions from the DMG2; those rules are agnostic to either Essentials or 4th Ed Classic, and help to improve the survival rate of your players; alternatively, have some of the players play another character (two player could share one other PC).


It is my plan to make the first day a seven encounter day and get them to second level (including a major quest and a skill challenge).


Unless you do nothing else but play, good luck with that; an encounter takes about an hour, normally.

As for the encounters, with three PCs, would even try any encounter above L2.

 The covert/information gathering team adventure theme was well chosen, as its best played by small parties, but wouldnt go with less that 4 PCs, and you are planning for too many encounters without an extended rest in-between; if you dont want to give them that, give them a way to restore some surges and dailies/encounters.


Does this seem like a somewhat reasonable arc?


In my opinion, no way, sorry; requires major rework if you dont want a TPK.

#3

Macarius

Jan 02, 2011 12:56:52
Don't over plan, because once your players get involved, they may have different plans than you.

Players will oftan do the last thing you ever thought they would and some of the things that they do may inspire your story to go into a different direction.

#4

jonathan_sicari

Jan 05, 2011 2:36:40
Well, tonight was the first night of the campaign. After the usual getting characters finalized delays, I ended up with 4 characters: a dragonborn Cavalier (sacrifice), a Dwarf Scout, a Human Mage, and a Half-Elf Druid (bear pet).

After being briefed on the intruding Dragonborn led strike team, the group attacked the strike team and defeated it (this was a level + 0 encounter and the PCs were able to get surprise, the minions and the Dragonborn Merc didn't get a chance to act but the Kobold Quickblades did put some damage out, a couple of healing surges from the Cavalier and one from the Scout, I feel this worked out OK). Finding the orders of the Strike team, they are traveling to attack the weapons smugglers, tiefling empire rendevous. During that time they did a skill check on the ongoing skill challenge that will effect thier major quest (made a hard DC so that equated to 2 successes).
#5

pruano

Jan 07, 2011 12:27:22
After being briefed on the intruding Dragonborn led strike team, the group attacked the strike team and defeated it (this was a level + 0 encounter and the PCs were able to get surprise, the minions and the Dragonborn Merc didn't get a chance to act but the Kobold Quickblades did put some damage out, a couple of healing surges from the Cavalier and one from the Scout, I feel this worked out OK). Finding the orders of the Strike team, they are traveling to attack the weapons smugglers, tiefling empire rendevous. During that time they did a skill check on the ongoing skill challenge that will effect thier major quest (made a hard DC so that equated to 2 successes).



Do they have access to extended rests inbetween or are you keeping with your plan of a quick-pacing series of encounters?

#6

jonathan_sicari

Jan 10, 2011 5:46:12
Right now, I intend to maintain the quick pace although I may alter it if things go poorly during the L+3 encounter (my goal is to maintain a sense of threat but not actually do a TPK during the first level). Hopefully milestone action points will help them overcome.
#7

angelofthenight

Jan 10, 2011 15:17:06
Give them a chance to negotiate during the weapons rendevous, it could prove interesting if they were able to discover more strike teams or a spy ring for instance.
#8

jonathan_sicari

Jan 11, 2011 4:45:06
That is certainly going to be a possibility. I'm not sure what the Devil in charge of the Gath expedition's negotiating policy is going to be though.
#9

jonathan_sicari

Jan 12, 2011 2:48:44
Well, second session went well (I think). I added some details about the workings of the Dwarfhold in the Principality that will become important in later sessions. The Druid rerolled as a Sun Domain Warpriest. I reworked the Devil team to two Tar Devil Guards (Level 4 soldiers) and an Imp [level 3 lurker] (I wanted to emphasize the Devilish nature of the Northern Empire). As the heroes raced over the countryside, they encountered a mounted patrol of the local baron's forces who had seen combat with a sizeable Goblin war party. They claimed victory but the war party has splinters who are fleeing for their homeland and the patrol warned them to be careful.

Arriving at the steading where the rendevous is scheduled to occur, they saw burning fields and buildings and the Tar Devil Guards in the yard, one seemingly rooting around aimlessly, the other mutilating the tortured corpse of a teen human female. The Dwarf went scouting ahead and was spotted. The Devils headed his way in a sort of pincer movement and the Imp went invisible and hidden. Team Hero moved up in support and the Devils ended up double moving and netting the Warpriest and Cavalier. I can't remember blow by blow but the Devil auras did some damage and some awesome crits and ghetto crits came from Team Hero. The Warpriest spent the entire encounter restrained and this came to a head when the Imp attacked the Mage who had stayed back and was casting Arc Lighting. She was out of range of healing word and took 15 damage, ongoing 10 poison and -2 will (save ends both). Fortunately, the Cavalier was able to get to her and give her some Temp HP so she didn't go down at the start of her turn. The cavalier also used the shield power to take the opportunity attack she generated to get out of melee combat and she finished the fight with 2 magic missles.

After taking a short rest and examining the area, Team Hero set up in ambush for the expected Dwarven Traitors. Unfortunately, a party of Goblins wandered into it, attracted by the smoke. I have to say that the mounted monster rules in the Rules Compendium need to be clarified for me (I had a Goblin Beast Rider mounted on a Horse because I thought it would be cool to experiment with, however, based on what I read on P. 253, it would appear that Team Monster mounts and riders take seperate turns but when the Rider charges, the mount moves again, this seems inappropriate to my player who is a more experienced 4th ed. DM).

Any how, the Cavalier did his defender job well, also took out 2 out of 3 minions he breathed on, and the party came out with some damage but all told they're only down about 5-7 healing surges across the whole party. Team monster had some bad rolls but MVP Horse (who nearly died from the OAs it generated) hit two out of three targets of its encounter trample power (knocked down the cavalier and the Warpriest). The dwarf axe scout and the Human Mage did good consistent damage all game. The Scout calmed the horse after all the goblins where dead or fled (a sniper made it off the table after narrowly avoiding being killed by the Dragonborn's breath). The Horse was at 1 HP but I allowed it to spend its one healing surge as a Heroic Tier monster so it is currently at 10 HP. I need to remember to give them the opportunity to role History or another appropriate skill to recognize that the Goblins are part of the forces of Kreshik, a Hobgoblin commander who is allied with the Gnolls in the nearby County.

Some things I've been doing that I'd like some feedback on.

1) Not always respecting the Aura. Occaissonly I will have monsters just accept a hit from Righteous Radiance to attack a more vulnerable target (the Restrained Warpriest, rather than the adjacent Cavalier by one of the Tar Devils for example). I regard this as fair as it ups the Cavaliers DPR (RR does not miss) and Team Hero as a whole has not been significantly threatened yet.

2) Putting in something I'm not totally sure about to try to solidify how its going to work in my game. I'm not sure how it worked out with the mounted Goblin today. I'm probably going to use Team Hero rules for mounted Monsters in the future to avoid irritating squabble, thoughts?

3) I strongly encouraged the saving of Daily powers for the characters with them until the L+3 encounter that will be the lead off next week. I did that because (and I feel the gameplay bears it out) I think that will be the most dangerous encounter I currently have planned. On the other hand, at least the Warpriest seems ansty to use his daily more so I may allow an extended rest after the encounter with the Traitors and my L-1 encounter.

Thanks for any responses.
#10

pruano

Jan 12, 2011 9:32:29
How are they on Healing surges? Still no extended rest?

And by the way, goblins usually mount wolfs and other wild animals, they have an affinity for it.
#11

angelofthenight

Jan 12, 2011 10:16:32
Altering the rules for your own campaign is fine, I'd encourage it actually.  Just don't let players exploit them, and make sure they're clear.
#12

jonathan_sicari

Jan 13, 2011 1:08:41
How are they on Healing surges? Still no extended rest?

And by the way, goblins usually mount wolfs and other wild animals, they have an affinity for it.



Mage has 4, Scout has 6, Cavalier has 5, priest has 4.

I know but I didn't want to use the Dire Wolf mount (lvl 5 Skirmisher) and the horse mount feature seemed pretty cool.

Altering the rules for your own campaign is fine, I'd encourage it actually.  Just don't let players exploit them, and make sure they're clear.



Cool.

Thanks guys.
#13

jonathan_sicari

Jan 19, 2011 0:26:24
I probably should have cancelled today (food poisoning, ick) but I did try to run. Made it through the L + 3 encounter. Got a couple crits on Team Hero and definitely had some of them feeling scared. Overall fight went well, Team Hero wins. I declared an extended rest. Just couldn't go on though. They didn't spare any of team monster so I don't have to deal with interrogation session next week. Closes one avenue of information on what's going on the the dwarfhold, but I have plans. MUHAHAHAHAH...ahem.

A doppelganger sneak was masquerading as the dwarf scout's cousin Durgoth, and the other dwarves in the party were members of the Deepdelvers clan masquerading as Ironhands.This is going to be sent to his clan mates in the dwarf hold so we'll see.
#14

jonathan_sicari

Jan 26, 2011 1:34:33
Well, I felt tonight went well.  Before the session, I established a connection between Ana, the Human Mage, and Quinn, the Half-Elf Warpriest. Quinn had a sister who is about 20 years older than him. She disappeared generations (in human terms) ago and is Ana's Great-great grandmother. She is also a vampire, opening up the vampire heritage feats for Ana. More on this later.

The first encounter tonight was with the group of bandits lead by the elf hunter. Thorgrim, the Dwarf scout was at the head of the party and was attacked by the elf hunter and the guard drake, the orc savage would have joined them but the mage killed him first with Beguiling Strands. The Elf critted turn one and turn two hit with two weapon rend knocking Thorgrim unconscious. The dwarf Warrior and the goblin sniper joined the Halfling thief and Elf scout in attacking Quinn and Kobra-Kai (the Dragonborn Cavalier [sacrafice]) who rerolled his stats to better fit his defender role. Liberal alottment of THP and Resist all 4 by Quinn and Kobra pulled Team Hero back into the lead, especially when Ana went to work sweeping minions from the table like a broom. Team Hero was in a merciless mood and they exterminated the bandits to the last.

The second encounter was with the remnents of the Goblin War Party including its leader, a Goblin Hex Hurler. This fight was short and bloody, Minions who get no benefit from criticals is a good thing as the two goblin snipers opened the fight by rolling 20s on Ana. Team Hero closed the ground and while there were some tense moments, Action Points flowing like water, along with THP and Resist all 4, Team Hero took some damage but pretty much curb stomped the goblins.

Around the Encounters, team hero finished up their major quest and their skill challenge to locate the Robber's Roost.

Next Week: Attack of the WereRat and visiting Relatives.

I'm thinking of giving the party a Human dhamphyr striker companion who is sent by Ana's vampiric grandsire to look after her child [foreshadowing some high heroic, low paragon adventures in Darkenmoor].
#15

jonathan_sicari

Mar 02, 2011 1:47:04
OK I haven't posted in awhile so quick recap.

Wererat attack was a fiasco for the Lycanthropes, team Hero stomped a mudhole in their chests and walked it dry. After some fiddling around, the party ended up protecting the Prince and Princess from an assassination attempt right as the Princess was giving birth to the heir to the Principality. After that they recieved thier choice of assignments (after being joined by Soren, Ana's Dhampyr cousin). They decided to go off after Kreshikik the Bold, Warleader of the Drake's Teeth tribe of Hobgoblins and instigater of the goblin raids in the North Barony. After a strenuous journey to his hidden lair in the County of Garshek, last week they burst in a slaughtered the guards at the entry way, desecrated the temple to Bane and killed a good portion of Keshikik's intelligence staff. That's were we ended the session.

This week opened with the party bursting in on the NPC human priest of Erathis, Nestor, teaching a group of adolescent hobgoblins mathmatics. After some discussion they proceeded to Keshikik's throne room where he was preparing to teleport to his forces in the field as his strategy to eliminate the competing Orc and Gnoll claimants to the title of Count and seize the leadership of the land for himself came to fruition. After some RP, team Hero accepts his invitation to be his guests for the night. We then proceeded to RP the rest of the session and Kesh showered the 'ambassadors' with gifts (the treasure parcels they would have gotten for the encounter with him as well as earlier ones) before taking his diplomatic missives to the Principality. First all RP session this campaign, and everyone had fun.

Yay!