My initial playtest encounters with the Knight went well, but I recently pitted the party against a group of enemies that included 4 highly mobile skirmishers (Thri-Kreen scouts) and 2 brutes with a push on their MBA's (Blackscale Lizardfolk). Against enemies like these, the Knight is virtually helpless.
The Lizardfolk weren't a problem for my Knight, per se, because he's a Dwarf. But any non-Dwarf Knight is extremely susceptible to forced movement, as enemies can push you away from their allies (leaving them out of your aura, utterly preventing you from doing your job). With the traditional marking mechanic even if you were unable to punish enemies too far away to violate your mark, at least they still had the -2 penalty to attack against everyone but you.
The Thri-kreen had an encounter power that lets them jump their speed without provoking OAs. Deathjump spiders are another nasty skirmisher that can do this. Point being, the enemy neither attacked an enemy while in the aura nor shifted, so the punishment mechanic doesn't apply. The movement itself doesn't provoke OAs, so they can basically move wherever they want and the Knight can't stop them. The Scout in my playtest got obliterated when multiple Thri-kreen swarmed him, and he spent about half the fight on the ground dying.
This makes the Knight the swingiest defender I've seen in action. They can be extremely effective, but have a situational weakness that renders them inadequate as a defender.
The title of this blog refers to the hall of records where the Fellowship of the Ring discovers Balin's tomb in Moria. As for the content of this blog, it will serve as a "hall of records" of sorts for my various thoughts on Tabletop RPGs.
Saturday, December 4, 2010
Thursday, December 2, 2010
Balanced Spring Sentinel build
Purpose of this build:
This build is designed to be a versatile, playable leader that focuses mostly on defensive buffing, healing and funneling damage to the companion or a summon, while still packing some offensive punch. Summons serve a double purpose of increasing your damage soaking capabilities (which ultimately prevents damage to the party), while incidentally boosting your DPR in the process.
Damage funneling is accomplished in several ways. 1) The summons chosen provide lockdown capabilities, which set up the summon or companion as the only available target for a monster to attack, 2) Utility powers and your at-will are used to buff melee allies taking advantage of the wolf's aura with AC boosts, invisibility, and THP. Enemies can either attack buffed allies with reduced effectiveness, or attack the unbuffed companion and have damage wasted, and 3) the wolf's CA-granting aura should be enough to incite many enemies to attack it and get rid of the offensive buff, especially if you have allies that can do extra damage with CA (Rogues, Scouts, and Wild Shape Druids).
This build has a respectable amount of healing, especially from Paragon onward. It should be plenty for any party, especially given how much damage prevention is emphasized via buffs, THP, and most importantly the damage-soaking companion and summons. Save-granting ability is fair, with Knack for Success providing some respite in Heroic, and Clear the Chaff being your big-guns, mass save granter/buffer.
You don't actively grant many (if any) offensive buffs, but the wolf's aura is active as long as it's on the field, providing a solid, consistent boost for ally attacks. You also pack more personal offensive power than most leaders thanks to Combined Attack. Your typical nova round looks like this: Standard action: Combined Attack. Action Point: Tending Strike (you can only use Combined Attack 1/turn, despite having multiple uses of it). Instictive Action: whichever summon you have active. Basically, if you have a summon out and use an action point, you're making 4 attacks in a turn, which isn't too shabby at all.
Race: Half-Elf
Class: Druid (Sentinel)
Paragon Path: Spiral Wind's Ally
Season: Spring
Level: 11
I chose Half-Elf because the new racial power offers some leader functionality that otherwise isn't available to low-level Sentinels. Dwarf is also a superb choice, as your companion regains a surge's worth of HP for free when you second wind, which the Dwarf can do as a minor action. The Paragon Path is currently the best option for improving the leadership capabilities of a Druid, offering plenty of additional healing. Spring was chosen because the Wolf's aura provides a good counterbalance to the otherwise highly defensive nature of this build. Obviously the Bear works well for a purely defensive build, but I prefer a more balanced approach. All leaders should contribute to offense in some way.
Ability Scores:
Str-11, Con-21, Dex-14, Int-12, Wis-21, Cha-9
Con and Wis were bumped at each opportunity. Alternatively, you can switch Dex and Int around which reduces your Initiative, but you can qualify for Blade Initiate (Swordmage M/C) which allows you to use heavy and light blades as an implement. Doing so frees up your weapon enchantment for something other than an Alfsair Spear.
Hit Points / Bloodied: 93/46 (12 base + 21 Con + 50 level + 10 Toughness)
Healing Surges: 14 (7 base + 5 Con +2 Durable)
Healing Surge Value: 28 (1/4 HP + 4 Swift Recover +1 Belt of Vigor)
Since you want your animal companion and summons to soak as much damage as possible, you want to make sure that you have enough HP and surges to take that punishment. More importantly, you want your surge value to be as high as possible. This is because when you re-summon your companion after it's been reduced to 0 HP, it comes back with HP equal to your healing surge value. It also gets free HP equal to your healing surge value when you use your second wind, so the higher your surge value the more damage your companion can soak.
Defenses
AC: 27 (10 base +5 level +5 Con +2 enh +3 Hide +1 shield +1 feat)
Fortitude: 24 (10 base +5 level +5 Con +2 class +2 enh)
Reflex: 20 (10 base +5 level +2 Dex +2 enh +1 shield)
Will: 22 (10 base +5 level +5 Wis +2 enh)
Initiative: +7 (+5 level +2 Dex)
Speed: 6
At-Will Powers
Animal Attack
Tending Strike
This build is primarily focused on defensive buffing, so Tending Strike is a natural choice. It's best to buff up melee allies that focus on enemies within your wolf's aura; this way enemies must choose to either attack a buffed PC, or the damage-soaking companion. Either way you're doing your job.
Encounter Powers
Combined Attack x3
Spiral Gust
Combined Attack can't be traded out, so you might as well make the most of it. Focus fire on an enemy that a Summon will use its Instinctive Action on for impressive burst damage for a leader. It'll be your go-to attack when Tending Strike's THP aren't needed. It's also useful for shuffling around your companion's position (Move action: you move adjacent to an enemy, companion shifts. Standard Action: Combined Attack allows companion to move its speed as a free action, and you both attack target).
Daily Powers
1: Summon Pack Wolf
5: Life Blood Harvest
9: Summon Crocodile
The Pack Wolf synergizes extremely well with the Wolf companion, resulting in enemies being locked down (via the Pack Wolf's prone and companion's OA) next to a summon and a companion, both of which you want to funnel attacks onto. The Crocodile works much the same way, only by directly grabbing an enemy and holding it in place (make sure that place is in your Wolf's aura). Life Blood Harvest gives you a nice emergency heal for when your Healing Words and buffing/damage funneling just won't cut it.
Variant 1: Destructive Harvest makes a good alternative to Life Blood Harvest if you find that you don't need the healing all that much (especially true if there's another leader in the party). It's great against solos and elites, as it provides a nice damage buff to allies adjacent to the target. Works particularly well if you have a lot of melee multi-attackers in your party (Rangers, Monks, and Whirling Barbarians).
Variant 2: This is another variant on your level 5 selection. If you want to go with a full summoning theme, and if your party can coordinate to keep enemies from running away, Summon Shadow Ape simultaneously brings a defensive buff, a DPR boost, and damage funneling to the table.
Utility Powers
2: Barkskin
6: Camouflage Cloak
10: Clear the Chaff
F: Swift Recovery (heal)
Barkskin and Camouflage Cloak both provide excellent defense buffs to allies with a minor action. They can both help you funnel damage onto a summon or your companion if you use them on melee allies that are taking advantage of the wolf's aura. Once again, enemies must choose between attacking buffed allies or the annoying wolf that's providing CA. Clear the Chaff is a phenomenal save granter, which by this level is probably going to get plenty of use. Prior to this Knack for Success was the only way you could grant saves.
Variant: If you prefer to have more offensive buffing power, choose Guided Shot (perception) for your skill power, which turns an ally's missed attack against AC into an attack vs Reflex (which will likely hit, if it didn't miss by much initially).
Misc Powers
R: Knack for Success
U: Restore Life
Knack for Success is the major reason why Half Elf was chosen for this build. Because Sentinels get Combined Attack forced on them, they have fewer leader options during combat that other leader classes.
Feats
1: Melee Training (Wis)
2: Versatile Expertise (spear weapon, spear implement)
4: Swift Recovery
6: Skill Power
8: Toughness
10: Durable
11: Armor Specialization (Hide)
Other feats that work well for this build are Improved Defenses, Superior Will, Strong Willed Summoning in late Heroic or early Paragon, and Battlewise if you prefer getting your wolf into position before your allies take their first turn (however, since you don't specialize in offensive buffing or de-buffing, you don't really need to go first as much as some of the more aggressive leaders or your controller counterparts). Blade Initiate is an option if you want to wield something other than an Alfsair Spear, and if you want to focus more on off-striking with Combined Attack then damage boosting feats like Weapon Focus, TWF, etc are useful. Check out Initiate of the Faith (Cleric M/C) if you want an extra Daily heal, though you may want to train it out once the build's healing capabilities start to pick up.
Items
Main-Hand: Alfsair Spear +2 with Siberys Shard of the Mage +1
Off-Hand: Light Shield
Armor: Lifeblood Armor +2
Neck: Healer's Brooch +2
Arms: Iron Armbands of Power
Waist: Belt of Vigor
Companion: Friend's Gift
Lifeblood Armor makes sure that you're buffed with THP at the start of every encounter. You'll need the Alfsair Spear to use both Weapon and Implement attacks. You'll definitely want to use implement attacks, as Summons are much better than most of the weapon-based dailies. The Shard and Iron Armbands keep your damage up to par since Combined Attack pretty much forces you to be an off-striker. Belt of Vigor boosts your surge value, and the Friend's Gift gives your Animal Companion extra HP when you spend a healing surge to have it re-gain HP. This definitely works when you second wind, though it's unclear whether it works when you re-summon. "Doing so causes your animal companion to appear in the nearest unoccupied space, with hit points equal to your healing surge value." IMO it works fine since the companion goes from 0 HP to surge value HP as a direct result of you spending a minor action and a healing surge, but the wording is a little ambiguous.
This build is designed to be a versatile, playable leader that focuses mostly on defensive buffing, healing and funneling damage to the companion or a summon, while still packing some offensive punch. Summons serve a double purpose of increasing your damage soaking capabilities (which ultimately prevents damage to the party), while incidentally boosting your DPR in the process.
Damage funneling is accomplished in several ways. 1) The summons chosen provide lockdown capabilities, which set up the summon or companion as the only available target for a monster to attack, 2) Utility powers and your at-will are used to buff melee allies taking advantage of the wolf's aura with AC boosts, invisibility, and THP. Enemies can either attack buffed allies with reduced effectiveness, or attack the unbuffed companion and have damage wasted, and 3) the wolf's CA-granting aura should be enough to incite many enemies to attack it and get rid of the offensive buff, especially if you have allies that can do extra damage with CA (Rogues, Scouts, and Wild Shape Druids).
This build has a respectable amount of healing, especially from Paragon onward. It should be plenty for any party, especially given how much damage prevention is emphasized via buffs, THP, and most importantly the damage-soaking companion and summons. Save-granting ability is fair, with Knack for Success providing some respite in Heroic, and Clear the Chaff being your big-guns, mass save granter/buffer.
You don't actively grant many (if any) offensive buffs, but the wolf's aura is active as long as it's on the field, providing a solid, consistent boost for ally attacks. You also pack more personal offensive power than most leaders thanks to Combined Attack. Your typical nova round looks like this: Standard action: Combined Attack. Action Point: Tending Strike (you can only use Combined Attack 1/turn, despite having multiple uses of it). Instictive Action: whichever summon you have active. Basically, if you have a summon out and use an action point, you're making 4 attacks in a turn, which isn't too shabby at all.
Race: Half-Elf
Class: Druid (Sentinel)
Paragon Path: Spiral Wind's Ally
Season: Spring
Level: 11
I chose Half-Elf because the new racial power offers some leader functionality that otherwise isn't available to low-level Sentinels. Dwarf is also a superb choice, as your companion regains a surge's worth of HP for free when you second wind, which the Dwarf can do as a minor action. The Paragon Path is currently the best option for improving the leadership capabilities of a Druid, offering plenty of additional healing. Spring was chosen because the Wolf's aura provides a good counterbalance to the otherwise highly defensive nature of this build. Obviously the Bear works well for a purely defensive build, but I prefer a more balanced approach. All leaders should contribute to offense in some way.
Ability Scores:
Str-11, Con-21, Dex-14, Int-12, Wis-21, Cha-9
Con and Wis were bumped at each opportunity. Alternatively, you can switch Dex and Int around which reduces your Initiative, but you can qualify for Blade Initiate (Swordmage M/C) which allows you to use heavy and light blades as an implement. Doing so frees up your weapon enchantment for something other than an Alfsair Spear.
Hit Points / Bloodied: 93/46 (12 base + 21 Con + 50 level + 10 Toughness)
Healing Surges: 14 (7 base + 5 Con +2 Durable)
Healing Surge Value: 28 (1/4 HP + 4 Swift Recover +1 Belt of Vigor)
Since you want your animal companion and summons to soak as much damage as possible, you want to make sure that you have enough HP and surges to take that punishment. More importantly, you want your surge value to be as high as possible. This is because when you re-summon your companion after it's been reduced to 0 HP, it comes back with HP equal to your healing surge value. It also gets free HP equal to your healing surge value when you use your second wind, so the higher your surge value the more damage your companion can soak.
Defenses
AC: 27 (10 base +5 level +5 Con +2 enh +3 Hide +1 shield +1 feat)
Fortitude: 24 (10 base +5 level +5 Con +2 class +2 enh)
Reflex: 20 (10 base +5 level +2 Dex +2 enh +1 shield)
Will: 22 (10 base +5 level +5 Wis +2 enh)
Initiative: +7 (+5 level +2 Dex)
Speed: 6
At-Will Powers
Animal Attack
Tending Strike
This build is primarily focused on defensive buffing, so Tending Strike is a natural choice. It's best to buff up melee allies that focus on enemies within your wolf's aura; this way enemies must choose to either attack a buffed PC, or the damage-soaking companion. Either way you're doing your job.
Encounter Powers
Combined Attack x3
Spiral Gust
Combined Attack can't be traded out, so you might as well make the most of it. Focus fire on an enemy that a Summon will use its Instinctive Action on for impressive burst damage for a leader. It'll be your go-to attack when Tending Strike's THP aren't needed. It's also useful for shuffling around your companion's position (Move action: you move adjacent to an enemy, companion shifts. Standard Action: Combined Attack allows companion to move its speed as a free action, and you both attack target).
Daily Powers
1: Summon Pack Wolf
5: Life Blood Harvest
9: Summon Crocodile
The Pack Wolf synergizes extremely well with the Wolf companion, resulting in enemies being locked down (via the Pack Wolf's prone and companion's OA) next to a summon and a companion, both of which you want to funnel attacks onto. The Crocodile works much the same way, only by directly grabbing an enemy and holding it in place (make sure that place is in your Wolf's aura). Life Blood Harvest gives you a nice emergency heal for when your Healing Words and buffing/damage funneling just won't cut it.
Variant 1: Destructive Harvest makes a good alternative to Life Blood Harvest if you find that you don't need the healing all that much (especially true if there's another leader in the party). It's great against solos and elites, as it provides a nice damage buff to allies adjacent to the target. Works particularly well if you have a lot of melee multi-attackers in your party (Rangers, Monks, and Whirling Barbarians).
Variant 2: This is another variant on your level 5 selection. If you want to go with a full summoning theme, and if your party can coordinate to keep enemies from running away, Summon Shadow Ape simultaneously brings a defensive buff, a DPR boost, and damage funneling to the table.
Utility Powers
2: Barkskin
6: Camouflage Cloak
10: Clear the Chaff
F: Swift Recovery (heal)
Barkskin and Camouflage Cloak both provide excellent defense buffs to allies with a minor action. They can both help you funnel damage onto a summon or your companion if you use them on melee allies that are taking advantage of the wolf's aura. Once again, enemies must choose between attacking buffed allies or the annoying wolf that's providing CA. Clear the Chaff is a phenomenal save granter, which by this level is probably going to get plenty of use. Prior to this Knack for Success was the only way you could grant saves.
Variant: If you prefer to have more offensive buffing power, choose Guided Shot (perception) for your skill power, which turns an ally's missed attack against AC into an attack vs Reflex (which will likely hit, if it didn't miss by much initially).
Misc Powers
R: Knack for Success
U: Restore Life
Knack for Success is the major reason why Half Elf was chosen for this build. Because Sentinels get Combined Attack forced on them, they have fewer leader options during combat that other leader classes.
Feats
1: Melee Training (Wis)
2: Versatile Expertise (spear weapon, spear implement)
4: Swift Recovery
6: Skill Power
8: Toughness
10: Durable
11: Armor Specialization (Hide)
Other feats that work well for this build are Improved Defenses, Superior Will, Strong Willed Summoning in late Heroic or early Paragon, and Battlewise if you prefer getting your wolf into position before your allies take their first turn (however, since you don't specialize in offensive buffing or de-buffing, you don't really need to go first as much as some of the more aggressive leaders or your controller counterparts). Blade Initiate is an option if you want to wield something other than an Alfsair Spear, and if you want to focus more on off-striking with Combined Attack then damage boosting feats like Weapon Focus, TWF, etc are useful. Check out Initiate of the Faith (Cleric M/C) if you want an extra Daily heal, though you may want to train it out once the build's healing capabilities start to pick up.
Items
Main-Hand: Alfsair Spear +2 with Siberys Shard of the Mage +1
Off-Hand: Light Shield
Armor: Lifeblood Armor +2
Neck: Healer's Brooch +2
Arms: Iron Armbands of Power
Waist: Belt of Vigor
Companion: Friend's Gift
Lifeblood Armor makes sure that you're buffed with THP at the start of every encounter. You'll need the Alfsair Spear to use both Weapon and Implement attacks. You'll definitely want to use implement attacks, as Summons are much better than most of the weapon-based dailies. The Shard and Iron Armbands keep your damage up to par since Combined Attack pretty much forces you to be an off-striker. Belt of Vigor boosts your surge value, and the Friend's Gift gives your Animal Companion extra HP when you spend a healing surge to have it re-gain HP. This definitely works when you second wind, though it's unclear whether it works when you re-summon. "Doing so causes your animal companion to appear in the nearest unoccupied space, with hit points equal to your healing surge value." IMO it works fine since the companion goes from 0 HP to surge value HP as a direct result of you spending a minor action and a healing surge, but the wording is a little ambiguous.
Wednesday, December 1, 2010
Essentials Playtest
Long time since I've posted! I guess that'll happen when you've been living in free Forest Service "housing" for several months.
Anyways, I decided to take some of the new builds out for a spin, via a couple of "solitaire" encounters. The party was 6th level, and consisted of a Half-Elf Spring Sentinel, an Elf Scout, a Dwarf Knight, and an Elf Predator Druid (since I know the class well, and I wanted at least one non-essentials PC).
Knight: I'll start with this guy since he was released first in HotFL. It was kind of nice, especially for a solitaire encounter where I was controlling everything, that the mechanics for defending were so simple without compromising effectiveness. The defender aura is more intuitive than marking, and doesn't require minis or tokens to be labeled. Honestly, it was a pain before when multi-marks (from Come and Get it, for example) would end after a turn and I'd have to remember to remove labels so I didn't over-extend marks accidentally. One less thing to book-keep.
Mark punishment was brutal! Since it's an OA instead of an immediate action, you can punish multiple enemies per turn. Plus you benefit from whatever stance is active, and you can make punishment more deadly by using Power Strike with it. Higher level elite brutes usually have no qualms about triggering punishment and soaking the damage to do whatever they want, but when the punishment is enhanced with a stance effect and a Power Strike even they start to think twice! Even with two stances, I found it tactically engaging to juggle them on any given turn. You may want one stance for your standard action attack, but another one might work better with your OAs. Assuming you're already in melee, you can switch stance, attack, and then switch stance back. Both of my stances (Defend the Line and Hammer Hands) were useful for standard action attacks and OAs, albeit under different circumstances. A savvy player could certainly be satisfied with the tactical options that the Knight presents, despite its apparent lack of variety in powers.
I'd like to note that I started the first encounter with Measured Cut, and for the first 2 or 3 rounds found myself wishing that I had Hammer Hands. I basically just stayed in Defend the Line for those rounds, and finally decided "screw it, it's a playtest so I'll trade out stances mid-encounter!" As frequently as Hammer Hands was useful, I actually didn't have much luck with it, though that was purely the fault of the dice. Fortunately the Predator could cover the forced movement whenever the Knight missed, but at the expense of other options.
Sentinel: I was really excited about this build, but the play experience was a little dry. That may have been because the Knight and Scout were so surprisingly fun whereas the Sentinel was pretty much what I expected it would be. I also made some "beginner" mistakes with the positioning of the wolf. Basically, the wolf and Knight didn't play all that well together because there were several occasions where I wanted to use Hammer Hands, but it would have pushed the enemy outside of the wolf's aura. Plus you almost always want the wolf to get attacked since it's such an effective damage sponge, but the Knight's aura basically shut that function down. The wolf should almost always go off to establish a "second front" to attract the rest of the party to a focus-fire bonanza, with the Sentinel either joining it or helping the defender. It's hard to judge with a solitaire experience, but I found that the Sentinel itself didn't get attacked all that much. Obviously they want the pet to take the brunt of attacks, but early to mid encounter it's beneficial give the companion free HP via second wind before it's knocked out. The Sentinel just never took enough damage to justify using a second wind. Perhaps he was hanging around the Knight too much.
I can see new players possibly being unsatisfied with the Sentinel, because it's difficult to appreciate how the companion prevents damage. I also found myself spamming Tending Strike most of the time, and it got to the point where the encounter didn't seem all that dangerous between monsters having to chew through THP and wasting attacks on the companion and summon. Effective, yes, but in a very passive way. In two higher level encounters (with one party member short, no less) I actually only used one Healing Word. I'm guessing that this subtle defense was a major motivating factor for the developers locking this guy into Combined Attack. I must admit it was nice respite from all of that damage prevention. Too bad I missed with the initial attack 3 out of 4 uses of it (at least the wolf always got to hit!).
Overall, the wolf's aura was pretty amazing. There was not a single round in 2 encounters that the Predator and Scout lacked for CA (it also helped that both had Cunning Stalker). The lockdown synergy with Summon Pack Wolf worked brilliantly, and I was almost sad when the monster was finally killed.
Scout: Ever since the first PHB I've wanted a Dex-based melee ranger, though the real disappointment had always been that Twin Strike spamming was so gosh-darn boring. Finally, my wishes have come true, and it doesn't disappoint! Between the Wolf's aura and Cunning Stalker this guy could pretty much do whatever he wanted and count on having CA for it (same goes for the Predator Druid, who had never gotten so much use out of Claw Gloves!). My Aspects were Lurking Spider and Cunning Fox, which was a very fun combination. Can't beat Lurking Spider for straight damage and nova rounds, but I found myself mostly sticking with Cunning Fox. Never have hit and run tactics been so easy and fluid to employ. Let me tell you, Scouts absolutely thrive in parties with a good controller that liberally applies immobilized/restrained/dazed/prone. Speaking of which, World Serpent's Grasp turned the Predator Druid into an absolute beast, especially with the Knight constantly slowing with Defend the Line. Probably another reason why these encounters seemed like cakewalks :)
Scouts may not pack the nova punch of their Two-Blade Style cousins, but they're not too shabby. I picked up the Rogue M/C feat for an encounter use of sneak attack (I literally always have CA, and use a rapier + short sword, so it's kind of a no-brainer). My nova round typically involved charging a lone enemy or an enemy in the wolf's aura (with a vanguard rapier). I'd be in the Lurking Spider stance for the extra damage, and I'd blow a Sneak Attack and a Power Strike, then follow up with a Dual Weapon Strike. Bazinga! Between charging, CA, and using light blades accuracy was not even remotely an issue.
I'm usually not the biggest fan of strikers, and the ones I do like tend to be good secondary controllers (Monks, Rogues, and Warlocks). But skirmishing around with the Scout was a blast! It's certainly not as tactically engaging as a controller or leader, but between bouncing around everywhere and juggling stances there's enough there to keep you entertained. Plus I love the Ranger archetype, so it's nice to finally have my vision of the class realized mechanically.
Looking forward to logging some more time with these guys, particularly some more challenging encounters.
Anyways, I decided to take some of the new builds out for a spin, via a couple of "solitaire" encounters. The party was 6th level, and consisted of a Half-Elf Spring Sentinel, an Elf Scout, a Dwarf Knight, and an Elf Predator Druid (since I know the class well, and I wanted at least one non-essentials PC).
Knight: I'll start with this guy since he was released first in HotFL. It was kind of nice, especially for a solitaire encounter where I was controlling everything, that the mechanics for defending were so simple without compromising effectiveness. The defender aura is more intuitive than marking, and doesn't require minis or tokens to be labeled. Honestly, it was a pain before when multi-marks (from Come and Get it, for example) would end after a turn and I'd have to remember to remove labels so I didn't over-extend marks accidentally. One less thing to book-keep.
Mark punishment was brutal! Since it's an OA instead of an immediate action, you can punish multiple enemies per turn. Plus you benefit from whatever stance is active, and you can make punishment more deadly by using Power Strike with it. Higher level elite brutes usually have no qualms about triggering punishment and soaking the damage to do whatever they want, but when the punishment is enhanced with a stance effect and a Power Strike even they start to think twice! Even with two stances, I found it tactically engaging to juggle them on any given turn. You may want one stance for your standard action attack, but another one might work better with your OAs. Assuming you're already in melee, you can switch stance, attack, and then switch stance back. Both of my stances (Defend the Line and Hammer Hands) were useful for standard action attacks and OAs, albeit under different circumstances. A savvy player could certainly be satisfied with the tactical options that the Knight presents, despite its apparent lack of variety in powers.
I'd like to note that I started the first encounter with Measured Cut, and for the first 2 or 3 rounds found myself wishing that I had Hammer Hands. I basically just stayed in Defend the Line for those rounds, and finally decided "screw it, it's a playtest so I'll trade out stances mid-encounter!" As frequently as Hammer Hands was useful, I actually didn't have much luck with it, though that was purely the fault of the dice. Fortunately the Predator could cover the forced movement whenever the Knight missed, but at the expense of other options.
Sentinel: I was really excited about this build, but the play experience was a little dry. That may have been because the Knight and Scout were so surprisingly fun whereas the Sentinel was pretty much what I expected it would be. I also made some "beginner" mistakes with the positioning of the wolf. Basically, the wolf and Knight didn't play all that well together because there were several occasions where I wanted to use Hammer Hands, but it would have pushed the enemy outside of the wolf's aura. Plus you almost always want the wolf to get attacked since it's such an effective damage sponge, but the Knight's aura basically shut that function down. The wolf should almost always go off to establish a "second front" to attract the rest of the party to a focus-fire bonanza, with the Sentinel either joining it or helping the defender. It's hard to judge with a solitaire experience, but I found that the Sentinel itself didn't get attacked all that much. Obviously they want the pet to take the brunt of attacks, but early to mid encounter it's beneficial give the companion free HP via second wind before it's knocked out. The Sentinel just never took enough damage to justify using a second wind. Perhaps he was hanging around the Knight too much.
I can see new players possibly being unsatisfied with the Sentinel, because it's difficult to appreciate how the companion prevents damage. I also found myself spamming Tending Strike most of the time, and it got to the point where the encounter didn't seem all that dangerous between monsters having to chew through THP and wasting attacks on the companion and summon. Effective, yes, but in a very passive way. In two higher level encounters (with one party member short, no less) I actually only used one Healing Word. I'm guessing that this subtle defense was a major motivating factor for the developers locking this guy into Combined Attack. I must admit it was nice respite from all of that damage prevention. Too bad I missed with the initial attack 3 out of 4 uses of it (at least the wolf always got to hit!).
Overall, the wolf's aura was pretty amazing. There was not a single round in 2 encounters that the Predator and Scout lacked for CA (it also helped that both had Cunning Stalker). The lockdown synergy with Summon Pack Wolf worked brilliantly, and I was almost sad when the monster was finally killed.
Scout: Ever since the first PHB I've wanted a Dex-based melee ranger, though the real disappointment had always been that Twin Strike spamming was so gosh-darn boring. Finally, my wishes have come true, and it doesn't disappoint! Between the Wolf's aura and Cunning Stalker this guy could pretty much do whatever he wanted and count on having CA for it (same goes for the Predator Druid, who had never gotten so much use out of Claw Gloves!). My Aspects were Lurking Spider and Cunning Fox, which was a very fun combination. Can't beat Lurking Spider for straight damage and nova rounds, but I found myself mostly sticking with Cunning Fox. Never have hit and run tactics been so easy and fluid to employ. Let me tell you, Scouts absolutely thrive in parties with a good controller that liberally applies immobilized/restrained/dazed/prone. Speaking of which, World Serpent's Grasp turned the Predator Druid into an absolute beast, especially with the Knight constantly slowing with Defend the Line. Probably another reason why these encounters seemed like cakewalks :)
Scouts may not pack the nova punch of their Two-Blade Style cousins, but they're not too shabby. I picked up the Rogue M/C feat for an encounter use of sneak attack (I literally always have CA, and use a rapier + short sword, so it's kind of a no-brainer). My nova round typically involved charging a lone enemy or an enemy in the wolf's aura (with a vanguard rapier). I'd be in the Lurking Spider stance for the extra damage, and I'd blow a Sneak Attack and a Power Strike, then follow up with a Dual Weapon Strike. Bazinga! Between charging, CA, and using light blades accuracy was not even remotely an issue.
I'm usually not the biggest fan of strikers, and the ones I do like tend to be good secondary controllers (Monks, Rogues, and Warlocks). But skirmishing around with the Scout was a blast! It's certainly not as tactically engaging as a controller or leader, but between bouncing around everywhere and juggling stances there's enough there to keep you entertained. Plus I love the Ranger archetype, so it's nice to finally have my vision of the class realized mechanically.
Looking forward to logging some more time with these guys, particularly some more challenging encounters.
Friday, July 9, 2010
Unifying Controller feature?
In a recent article on the upcoming D&D Essentials line, Mike Mearls notes that a new rules update that will be released with the rules compendium will give Wizards miss effects with their encounter powers. The example that they used was that Burning Hands will now do half damage on a miss (and this seems to be whether or not you're playing the original class or the Essentials version of a Wizard). Personally, I'm really hoping that this change will affect not just Wizards, but all controllers (Druids, Invokers, Psions, and Seekers, as well).
As was brought up in the blog Square Fireballs, this would make for a perfect "controller feature" to unify all of the controller classes, much like all leaders get a minor action 2/enc heal, all defenders mark, and all strikers get bonus damage. Thus far, controllers have fulfilled their role almost solely through their powers. Technically they'd still be doing that with this feature, with the major difference being that their encounter powers simply work fundamentally differently from the encounter powers of other roles. The precedent of powers working differently has already been set with the Psionic classes that use power points (Psion, Ardent, and Battlemind).
Ideally, the miss effects would embody more than just half damage - after all, controllers are typically more about status effects. Half damage would be the easiest blanket errata to implement, but miss effects could also be implement without re-writing every single encounter power. Perhaps effects could be ranked, such that a power that dazes on a hit might slow on a miss. The penalties of debuffs could be halved on a miss. For effects that don't have an obvious "weaker version," a -2 attack penalty could be inflicted (fluff-wise, the enemy was able to shake off the effect but the effort distracted and/or drained them enough to compromise their offense). Or perhaps missed powers with effects could still inflict the original effects, but would instead deal no damage.
Overall though, even just half damage would be pretty nifty, as a controller would be making a positive contribution every time it used an encounter power, guaranteed. Given that controllers tend to have a lot of AoE's, multi-target attacks, and/or "splash damage" attacks, even missing the majority of targets would result in decent total damage spread out over multiple creatures. Plus their ability to destroy minions would be unparalleled, such that a Monk with Five Storms or a Swordmage with Sword Burst could no longer become just as effective a minion sweeper as a controller.
The only concern would be that this type of feature might place controller classes slightly above the power curve, relative to the other roles. Or perhaps I've just gotten used to the balance of power as it currently stands. I still hear plenty of complaints about controllers, even if I personally find them perfectly competitive and sometimes brutally effective.
As was brought up in the blog Square Fireballs, this would make for a perfect "controller feature" to unify all of the controller classes, much like all leaders get a minor action 2/enc heal, all defenders mark, and all strikers get bonus damage. Thus far, controllers have fulfilled their role almost solely through their powers. Technically they'd still be doing that with this feature, with the major difference being that their encounter powers simply work fundamentally differently from the encounter powers of other roles. The precedent of powers working differently has already been set with the Psionic classes that use power points (Psion, Ardent, and Battlemind).
Ideally, the miss effects would embody more than just half damage - after all, controllers are typically more about status effects. Half damage would be the easiest blanket errata to implement, but miss effects could also be implement without re-writing every single encounter power. Perhaps effects could be ranked, such that a power that dazes on a hit might slow on a miss. The penalties of debuffs could be halved on a miss. For effects that don't have an obvious "weaker version," a -2 attack penalty could be inflicted (fluff-wise, the enemy was able to shake off the effect but the effort distracted and/or drained them enough to compromise their offense). Or perhaps missed powers with effects could still inflict the original effects, but would instead deal no damage.
Overall though, even just half damage would be pretty nifty, as a controller would be making a positive contribution every time it used an encounter power, guaranteed. Given that controllers tend to have a lot of AoE's, multi-target attacks, and/or "splash damage" attacks, even missing the majority of targets would result in decent total damage spread out over multiple creatures. Plus their ability to destroy minions would be unparalleled, such that a Monk with Five Storms or a Swordmage with Sword Burst could no longer become just as effective a minion sweeper as a controller.
The only concern would be that this type of feature might place controller classes slightly above the power curve, relative to the other roles. Or perhaps I've just gotten used to the balance of power as it currently stands. I still hear plenty of complaints about controllers, even if I personally find them perfectly competitive and sometimes brutally effective.
D&D Essentials classes
I know it's been a long time since I've posted, but with all the buzz surrounding the recent Cleric preview from the upcoming Essentials line I figured I might as well throw in my opinion. The similarity to previous editions, where new class features are gained through leveling, is readily apparent. This is actually one thing I didn't like about 3.x edition (the edition that I started playing; I can't comment on anything earlier), so I'm a little nervous about that. I always felt like certain class features were a big part of the appeal of a given class, and I kind of felt gypped when I didn't start out with them. The Druid's Wild Shape is the perfect example, as a Druid didn't gain that ability until 5th level. Our campaigns generally started at 1st or 3rd level, and were almost always one-shots. A failure of the group, I know, but I was still stuck with playing a Druid that didn't quite feel right (I liked shapeshifting). I know my group couldn't have been the only one that didn't get past low levels very often. After all, everyone likes to get experience with different classes.
The fact that the Druid gets Wild Shape right out of the box, and the Wizard can always cast spells (thanks to the at-will system), etc., were some of the biggest reasons why I was drawn to 4e. So a step backwards to level-dependent class features seems like exactly that-a step backwards. But then again, 4e classes obviously gained different abilities when they leveled; it's just that they were called powers. The main difference being that no one power comprised a huge chunk of a given class's essence, and there were often multiple "versions" of an ability at different levels. Scorching Burst may not be called Fireball, but for all intents and purposes it serves the same thematic purpose. Your Wizard could blast multiple enemies with arcane flame. Perhaps the Essentials class features will feel more like powers (or rituals), in which case I wouldn't mind such a progression.
Another major difference is that different classes will have varying levels of complexity. This is a welcome change, as new players would benefit from simpler classes, but also veteran players who control multiple PCs, for example, but don't want something quite as streamlined as a DMG2 companion character. Besides, the point that's been made about Daily powers on Martial characters not making sense is valid. I can live with it because it makes Fighters, etc much more interesting, but there's an appeal to having the more "realistic" version as well.
This brings me to my final point, on why I think that the Essentials line is overall a very good thing for the system. It adds variety, and has the potential to appeal to more people. This is especially nice in the case of those classes that have original versions and Essentials versions (Fighter, Rogue, Wizard, Cleric, Druid, Paladin, Ranger, and Warlock, for now). Say, for example, you really like the Wizard archetype. Now you have 2 different ways to play a Wizard within the same system. This goes beyond having a choice of builds. What the Essentials classes do is give you a different mechanical interpretation of a class. Personally, I'm very interested in how they re-imagine these classes. These new takes on classic classes may appeal more to some people than the original 4th edition version. And the beauty of it is that they don't render the original versions obsolete, because there are invariably going to be people who prefer those versions to the new ones. Personally, I expect that I'd rather play the original Fighter, even if I do recognize that a simplified non-Daily version enhances the game. And given the cross compatibility, and the fact that Essentials versions are free to pick up any class power, including the original ones, it seems like players can even create a class that's a happy medium between the original version and the Essentials version.
As always, more options are good.
The fact that the Druid gets Wild Shape right out of the box, and the Wizard can always cast spells (thanks to the at-will system), etc., were some of the biggest reasons why I was drawn to 4e. So a step backwards to level-dependent class features seems like exactly that-a step backwards. But then again, 4e classes obviously gained different abilities when they leveled; it's just that they were called powers. The main difference being that no one power comprised a huge chunk of a given class's essence, and there were often multiple "versions" of an ability at different levels. Scorching Burst may not be called Fireball, but for all intents and purposes it serves the same thematic purpose. Your Wizard could blast multiple enemies with arcane flame. Perhaps the Essentials class features will feel more like powers (or rituals), in which case I wouldn't mind such a progression.
Another major difference is that different classes will have varying levels of complexity. This is a welcome change, as new players would benefit from simpler classes, but also veteran players who control multiple PCs, for example, but don't want something quite as streamlined as a DMG2 companion character. Besides, the point that's been made about Daily powers on Martial characters not making sense is valid. I can live with it because it makes Fighters, etc much more interesting, but there's an appeal to having the more "realistic" version as well.
This brings me to my final point, on why I think that the Essentials line is overall a very good thing for the system. It adds variety, and has the potential to appeal to more people. This is especially nice in the case of those classes that have original versions and Essentials versions (Fighter, Rogue, Wizard, Cleric, Druid, Paladin, Ranger, and Warlock, for now). Say, for example, you really like the Wizard archetype. Now you have 2 different ways to play a Wizard within the same system. This goes beyond having a choice of builds. What the Essentials classes do is give you a different mechanical interpretation of a class. Personally, I'm very interested in how they re-imagine these classes. These new takes on classic classes may appeal more to some people than the original 4th edition version. And the beauty of it is that they don't render the original versions obsolete, because there are invariably going to be people who prefer those versions to the new ones. Personally, I expect that I'd rather play the original Fighter, even if I do recognize that a simplified non-Daily version enhances the game. And given the cross compatibility, and the fact that Essentials versions are free to pick up any class power, including the original ones, it seems like players can even create a class that's a happy medium between the original version and the Essentials version.
As always, more options are good.
Sunday, April 4, 2010
PHB3 Skill Powers
First of all, the reason for my recent lack of posts is because I have a seasonal job for the Forest Service, and where I'm living I don't have consistent internet access. Still, I may post something every now and then.
Now on to the subject of the post. I skimmed through the skill powers in the PHB3 and thought "meh." Some looked sort of useful, worth the Skill Power feat but probably not a replacement for a class utility power slot (unless, of course, it's one of the newer classes with fewer power choices, which inevitably leads to levels with no interesting choices). Then I was reading the WotC message board, and someone commented about all the new ways to heal, citing skill powers as one of them. My interest was piqued. I hadn't really read through the powers for Heal, but there are some real gems in there!
Starting as early as level 2, you can get an encounter "let an ally spend a surge" (albeit, a dying ally). At level 6 there's 2 melee range powers, one that lets you or an ally spend a surge, and one that lets an ally second wind without taking an action to do so (the former is a standard action, the latter a minor). At level 10 you can allow an ally to regain second wind. And at level 16 you essentially get the Cleric's CLW (underpowered for its level, but still).
Endurance is even better, at level 10. And immediate reaction to spend a healing surge when you become bloodied! As an encounter power!
So why are these skill powers that facilitate healing so significant? Simply put, it mitigates a role imbalance that has been present in 4e from the outset, namely that the most important role to have in your party is the Leader. Sure, every character has a second wind, but for difficult encounters most parties will need more than that to survive. Now, any character with the Heal (or Endurance) skill can boost the party's (or their own) survivability by trading out their own class Utility powers, or even better, for the price of a feat.
Leaders are still extremely valuable (for buffing, and for easier healing resources), but now most groups will feel less pressured to include a leader in the party just because they feel that they have to (especially since controllers share the responsibility of buffing/debuffing with leaders).
Plus, skill powers obviously make skill choice more meaningful. Heal and Endurance were fairly low priority skills before (at least in my experience), and this makes them more competitive. So in general, while skill powers tend to be slightly underpowered compared to class powers, they can be invaluable in filling gaps in the party, and having the option to either trade out a class Utility or spend a feat (or do both) provides even more options for customization.
Now on to the subject of the post. I skimmed through the skill powers in the PHB3 and thought "meh." Some looked sort of useful, worth the Skill Power feat but probably not a replacement for a class utility power slot (unless, of course, it's one of the newer classes with fewer power choices, which inevitably leads to levels with no interesting choices). Then I was reading the WotC message board, and someone commented about all the new ways to heal, citing skill powers as one of them. My interest was piqued. I hadn't really read through the powers for Heal, but there are some real gems in there!
Starting as early as level 2, you can get an encounter "let an ally spend a surge" (albeit, a dying ally). At level 6 there's 2 melee range powers, one that lets you or an ally spend a surge, and one that lets an ally second wind without taking an action to do so (the former is a standard action, the latter a minor). At level 10 you can allow an ally to regain second wind. And at level 16 you essentially get the Cleric's CLW (underpowered for its level, but still).
Endurance is even better, at level 10. And immediate reaction to spend a healing surge when you become bloodied! As an encounter power!
So why are these skill powers that facilitate healing so significant? Simply put, it mitigates a role imbalance that has been present in 4e from the outset, namely that the most important role to have in your party is the Leader. Sure, every character has a second wind, but for difficult encounters most parties will need more than that to survive. Now, any character with the Heal (or Endurance) skill can boost the party's (or their own) survivability by trading out their own class Utility powers, or even better, for the price of a feat.
Leaders are still extremely valuable (for buffing, and for easier healing resources), but now most groups will feel less pressured to include a leader in the party just because they feel that they have to (especially since controllers share the responsibility of buffing/debuffing with leaders).
Plus, skill powers obviously make skill choice more meaningful. Heal and Endurance were fairly low priority skills before (at least in my experience), and this makes them more competitive. So in general, while skill powers tend to be slightly underpowered compared to class powers, they can be invaluable in filling gaps in the party, and having the option to either trade out a class Utility or spend a feat (or do both) provides even more options for customization.
Tuesday, February 23, 2010
Talamhlar - Session 6
Cast of Characters
Garret Kahneus - Half Elf Valorous Bard
Alaric Rose - Elf Archer Ranger
Zelmar Tarien - Eladrin Orb Wizard
Gaknar - Half Elf (formerly Goblin) companion character (striker)
Annie Ramsey - Human companion character (defender)
Into the Underdark
After they defeated Finch's debt collectors, the party entered a tunnel that took them gradually down, about 300 feet below the surface. Garret soon learned that the maps that they'd obtained were of fairly poor quality, as there were many side tunnels that weren't drawn in and many blank spaces. Still, the party traveled through the nearly total darkness (phosphorescent fungi and small lodes of glowstone occasionally offered dim light) until they rounded a bend in the tunnel and noticed a brighter (though still dim by surface standards) light up ahead. Alaric scouted it out, and discovered the King's Highway. On the map it showed up as simply a large tunnel, but this unique Underdark feature was carved by the god Torog himself. After being wounded and then cursed by his Primordial rival right before he delivered a death blow, Torog's injuries are unable to heal themselves, and he is trapped in the Underdark. He made the King's Highway in the late stages of the Dawn War as he rampaged, nearly insane with frustration, through his new domain. This section happened to carve through large lodes of glowstone (hence the light), and contained (as is common along the King's Highway) puddles of the god's immortal blood.
After walking several miles, the party heard footsteps coming from one of the side tunnels. They readied themselves at the entrance, and out stumbled Zelmar. He recently escaped a cave-in as his mentor stayed back to battle a rival, and unable to return the way he came he has been wandering through the tunnels for about a day. Alone in a dangerous place, he decided to travel with the rest of the party. He did use Mage Hand to grab a sample of Torog's blood in a vial, though when he turend it upside down it slowly started to dissolve the cork, so he keeps it out while they travel (the Mage Hand holds it, floating beside him). As they traveled further, they were forced to make camp in a small side tunnel just off of the King's Highway. They also heard footsteps and felt a strong mental presence while traveling the Highway, and were terrified as an Illithid passed through a junction in the tunnels opposite them. The intrusive presence that accompanied it seemed to be pre-occupied and in a hurry, which was lucky for the party. It simply looked at them and moved along. A few minutes down the Highway, they found the body of a humanoid that had had its brain eaten by it. Testing the effect of Torog's blood on flesh, Garret and Annie dipped the corpse head-first into one of the puddles. The blood seemed "excited" as it rippled slightly when the head was submerged, but otherwise it had no effect.
When the party finally reached Forgehome they were turned away at the gate. Security was heightened recently, and no outsiders were allowed in the city without being vouched for by a local. They tried to convince the guard to send for Brocc (the Gnome that they were seeking out), but he didn't allow them to pass. As they made camp nearby, they were approached by a Dwarf. His name was Heldrek, and he told the party that if they helped him out, he would get them into the city. He was a mining prospector that was currently working on a small mine nearby. About a week ago, his workers never returned. After a few days he assembled a team to investigate, but they never returned. Now it was the party's turn. They followed him and descended into the shaft. There were dozens of bodies (the miners), and all had been stripped of all metal (the wooden handles were all that remained of their tools). Their hands were all missing, and several large fungal orbs floated lazily about, with some fungal humanoids (Myconids) standing guard. The fight was extremely tough for the party, as the spore orbs floated in and boxed them at the bottom of the shaft. When killed, the orbs exploded. Zelmar's first round in the party was an awful one, as his AoE missed the 2 Myconids but hit 2 spores (catching everyone in the explosion). This was after the Myconids had used AoE's of their own. The party was already low on HP at this point, and it only got worse from their. The Myconids had the ability to spread damage, making focused fire virtually useless. The party never maneuvered out of their corner, making them easy targets for the Myconid's AoE's and the spore's explosions. Zelmar's dice were determined to cursed, as he consistently rolled extremely low (and with all of his AoE's, he had many chances to roll). Even Alaric's normally crit-enchanted dice were of little help. The combat dragged on with the party boxed in and constantly on the defensive, with many characters getting knocked unconscious often. Alaric spent standard actions to perform Heal checks on more than one occasion, and at one point Garret was able to spend a surge after rolling a 20 on his death save. Second Winds were used, and Garret's Majestic Words were all spent. Many potions were also drunk. In the end, Gaknar and Annie were both killed.
Garret was ambivalent toward Gaknar's death and for a while it was assumed that the party just left his body in the mine (after this fight they fled the mine). Heldrek wanted them to investigate further, and Garret finally agreed that if he payed for Annie's resurrection they would clear the mines of all hostile creatures. Heldrek wanted something valuable to keep as collateral. Garret offered the crystal that they were going to show Brocc, but Heldrek didn't think it looked like anything special. So while Alaric and Zelmar stayed with Annie's body at a temple of Moradin, Garret and Heldrek sought out Brocc. Heldrek went to an Alehouse (no outsiders allowed!) to learn the Gnome's whereabouts, and then they headed off to meet him. When Brocc opened the door a bucket of water fell on Garret's head. He then had Garret come inside (Heldrek, distrustful as he is, insisted that the Brocc meet them outside) to prove that nothing else would happen, but when Garret stepped back out a pressure plate caused a black, oily substance to spray in his face. Brocc found the practical joke amusing. Garret said that his friend just died and he wasn't in the mood, but Brocc didn't see what that had to do with anything. He offered to look at the crystal, but then ran into his house and shut the door. Garret simply sat down and cried for about 10 minutes, at which point Brocc came back out grinning, and stated "third time's the charm!"
Brocc was actually very impressed with the crystal. He told Garret that not only was this a Fenorian crystal, but it was a stable Fenorian crystal. The last time he'd seen one was when his grandfather helped Aston Grimslade (now a vampire, as the party discovered at the Grimslade Ruins) figure out how to stabilize them. Normally Fenorian crystals release a steady stream of uncontrolled energy, but once stabilized that energy can be more reliably harnessed (usually as part of a specific magical effect requiring a command word). Stabilized crystals are extremely rare largely because Aston Grimslade and Brocc himself are the only two people who can reliably stabilize them. A few other individuals (namely Vistun Selfeer) are known to be less capable at the process, often being unsuccessful or only temporarily stablizing the crystals. When Garret tells Brocc that this crystal was originally used to augment an Arkhosian sword, Brocc says that given time he can probably discern the crystal's function. He offers to trade it for the only other stable Fenorian crystal that he has - one of Aston's original creations. It's part of a ring that, when worn, protects the wielder from the effects of unstable Fenorian crystals. Garret tells Brocc about the Volksair monster, and Brocc agrees that it's almost certain that much of its power comes from unstable Fenorian crystals. The ring might allow the party to escape should they have another encounter with the monster, but they should excercise extreme caution when confronted by it, as the ring is unlikely to give them enough of an advantage to defeat it.
Satisfied of its value, Heldrek accepts the ring as collateral. The party then waits while Annie's ritual is being completed. Alaric decided that he would miss Gaknar, and Zelmar agreed to provide half the cost to have him brought back to life. Jokes about the two having joint custody ensued. Just for fun, they wanted to have Gaknar Reincarnated instead of simply Raised. So I drew up a Reincarnation chart, set the ritual's level at 6 (2 levels lower than Raise Dead), gave it a lower component cost, and finally rolled the d%. Turns out Gaknar was reincarnated as a Half Elf, and upon the party's request a d4 was rolled to determine his gender. So now Gaknar is a female Half Elf, though he still has the same voice and is still attracted to females (indeed, his new set of Half-Elf hormones have resulted in him finding Annie "cuter than she was before"). If Gaknar had been a source of comic relief before, the Reincarnation just stepped it up a notch. To top it off, now that Gaknar is the same race as the party member who dislikes him/her the most, I even gave him/her a Bard power as his/her Dilettante.
After a night at a very barebones inn (their rooms were a small cave with a boarskin on the floor for a bed), the party re-entered the mine. The next encounter was against several more Myconids. Dwarven bodies littered this area as well, though these seemed to be warriors. A rust monster was also present, and it went straight for metal-clad Annie and devoured her armor. The fight was still won fairly easily, and this is where we called it a night.
Garret Kahneus - Half Elf Valorous Bard
Alaric Rose - Elf Archer Ranger
Zelmar Tarien - Eladrin Orb Wizard
Gaknar - Half Elf (formerly Goblin) companion character (striker)
Annie Ramsey - Human companion character (defender)
Into the Underdark
After they defeated Finch's debt collectors, the party entered a tunnel that took them gradually down, about 300 feet below the surface. Garret soon learned that the maps that they'd obtained were of fairly poor quality, as there were many side tunnels that weren't drawn in and many blank spaces. Still, the party traveled through the nearly total darkness (phosphorescent fungi and small lodes of glowstone occasionally offered dim light) until they rounded a bend in the tunnel and noticed a brighter (though still dim by surface standards) light up ahead. Alaric scouted it out, and discovered the King's Highway. On the map it showed up as simply a large tunnel, but this unique Underdark feature was carved by the god Torog himself. After being wounded and then cursed by his Primordial rival right before he delivered a death blow, Torog's injuries are unable to heal themselves, and he is trapped in the Underdark. He made the King's Highway in the late stages of the Dawn War as he rampaged, nearly insane with frustration, through his new domain. This section happened to carve through large lodes of glowstone (hence the light), and contained (as is common along the King's Highway) puddles of the god's immortal blood.
After walking several miles, the party heard footsteps coming from one of the side tunnels. They readied themselves at the entrance, and out stumbled Zelmar. He recently escaped a cave-in as his mentor stayed back to battle a rival, and unable to return the way he came he has been wandering through the tunnels for about a day. Alone in a dangerous place, he decided to travel with the rest of the party. He did use Mage Hand to grab a sample of Torog's blood in a vial, though when he turend it upside down it slowly started to dissolve the cork, so he keeps it out while they travel (the Mage Hand holds it, floating beside him). As they traveled further, they were forced to make camp in a small side tunnel just off of the King's Highway. They also heard footsteps and felt a strong mental presence while traveling the Highway, and were terrified as an Illithid passed through a junction in the tunnels opposite them. The intrusive presence that accompanied it seemed to be pre-occupied and in a hurry, which was lucky for the party. It simply looked at them and moved along. A few minutes down the Highway, they found the body of a humanoid that had had its brain eaten by it. Testing the effect of Torog's blood on flesh, Garret and Annie dipped the corpse head-first into one of the puddles. The blood seemed "excited" as it rippled slightly when the head was submerged, but otherwise it had no effect.
When the party finally reached Forgehome they were turned away at the gate. Security was heightened recently, and no outsiders were allowed in the city without being vouched for by a local. They tried to convince the guard to send for Brocc (the Gnome that they were seeking out), but he didn't allow them to pass. As they made camp nearby, they were approached by a Dwarf. His name was Heldrek, and he told the party that if they helped him out, he would get them into the city. He was a mining prospector that was currently working on a small mine nearby. About a week ago, his workers never returned. After a few days he assembled a team to investigate, but they never returned. Now it was the party's turn. They followed him and descended into the shaft. There were dozens of bodies (the miners), and all had been stripped of all metal (the wooden handles were all that remained of their tools). Their hands were all missing, and several large fungal orbs floated lazily about, with some fungal humanoids (Myconids) standing guard. The fight was extremely tough for the party, as the spore orbs floated in and boxed them at the bottom of the shaft. When killed, the orbs exploded. Zelmar's first round in the party was an awful one, as his AoE missed the 2 Myconids but hit 2 spores (catching everyone in the explosion). This was after the Myconids had used AoE's of their own. The party was already low on HP at this point, and it only got worse from their. The Myconids had the ability to spread damage, making focused fire virtually useless. The party never maneuvered out of their corner, making them easy targets for the Myconid's AoE's and the spore's explosions. Zelmar's dice were determined to cursed, as he consistently rolled extremely low (and with all of his AoE's, he had many chances to roll). Even Alaric's normally crit-enchanted dice were of little help. The combat dragged on with the party boxed in and constantly on the defensive, with many characters getting knocked unconscious often. Alaric spent standard actions to perform Heal checks on more than one occasion, and at one point Garret was able to spend a surge after rolling a 20 on his death save. Second Winds were used, and Garret's Majestic Words were all spent. Many potions were also drunk. In the end, Gaknar and Annie were both killed.
Garret was ambivalent toward Gaknar's death and for a while it was assumed that the party just left his body in the mine (after this fight they fled the mine). Heldrek wanted them to investigate further, and Garret finally agreed that if he payed for Annie's resurrection they would clear the mines of all hostile creatures. Heldrek wanted something valuable to keep as collateral. Garret offered the crystal that they were going to show Brocc, but Heldrek didn't think it looked like anything special. So while Alaric and Zelmar stayed with Annie's body at a temple of Moradin, Garret and Heldrek sought out Brocc. Heldrek went to an Alehouse (no outsiders allowed!) to learn the Gnome's whereabouts, and then they headed off to meet him. When Brocc opened the door a bucket of water fell on Garret's head. He then had Garret come inside (Heldrek, distrustful as he is, insisted that the Brocc meet them outside) to prove that nothing else would happen, but when Garret stepped back out a pressure plate caused a black, oily substance to spray in his face. Brocc found the practical joke amusing. Garret said that his friend just died and he wasn't in the mood, but Brocc didn't see what that had to do with anything. He offered to look at the crystal, but then ran into his house and shut the door. Garret simply sat down and cried for about 10 minutes, at which point Brocc came back out grinning, and stated "third time's the charm!"
Brocc was actually very impressed with the crystal. He told Garret that not only was this a Fenorian crystal, but it was a stable Fenorian crystal. The last time he'd seen one was when his grandfather helped Aston Grimslade (now a vampire, as the party discovered at the Grimslade Ruins) figure out how to stabilize them. Normally Fenorian crystals release a steady stream of uncontrolled energy, but once stabilized that energy can be more reliably harnessed (usually as part of a specific magical effect requiring a command word). Stabilized crystals are extremely rare largely because Aston Grimslade and Brocc himself are the only two people who can reliably stabilize them. A few other individuals (namely Vistun Selfeer) are known to be less capable at the process, often being unsuccessful or only temporarily stablizing the crystals. When Garret tells Brocc that this crystal was originally used to augment an Arkhosian sword, Brocc says that given time he can probably discern the crystal's function. He offers to trade it for the only other stable Fenorian crystal that he has - one of Aston's original creations. It's part of a ring that, when worn, protects the wielder from the effects of unstable Fenorian crystals. Garret tells Brocc about the Volksair monster, and Brocc agrees that it's almost certain that much of its power comes from unstable Fenorian crystals. The ring might allow the party to escape should they have another encounter with the monster, but they should excercise extreme caution when confronted by it, as the ring is unlikely to give them enough of an advantage to defeat it.
Satisfied of its value, Heldrek accepts the ring as collateral. The party then waits while Annie's ritual is being completed. Alaric decided that he would miss Gaknar, and Zelmar agreed to provide half the cost to have him brought back to life. Jokes about the two having joint custody ensued. Just for fun, they wanted to have Gaknar Reincarnated instead of simply Raised. So I drew up a Reincarnation chart, set the ritual's level at 6 (2 levels lower than Raise Dead), gave it a lower component cost, and finally rolled the d%. Turns out Gaknar was reincarnated as a Half Elf, and upon the party's request a d4 was rolled to determine his gender. So now Gaknar is a female Half Elf, though he still has the same voice and is still attracted to females (indeed, his new set of Half-Elf hormones have resulted in him finding Annie "cuter than she was before"). If Gaknar had been a source of comic relief before, the Reincarnation just stepped it up a notch. To top it off, now that Gaknar is the same race as the party member who dislikes him/her the most, I even gave him/her a Bard power as his/her Dilettante.
After a night at a very barebones inn (their rooms were a small cave with a boarskin on the floor for a bed), the party re-entered the mine. The next encounter was against several more Myconids. Dwarven bodies littered this area as well, though these seemed to be warriors. A rust monster was also present, and it went straight for metal-clad Annie and devoured her armor. The fight was still won fairly easily, and this is where we called it a night.
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