here As mentioned earlier, I have bought some time ago, the adventure expedition to the Demonweb Pits and the imaginary round is not only happily ever come about, but two meetings already penetrated far into the adventure. The Round is currently me as DM and three players (a fourth will meet possibly at that) in the following stage-9 Party:
- CN Tiefling Rogue / Chaotician (PrC from the Planar Handbook)
- NG Human Cleric (Elysium domain from the Planar Handbook)
- CG Duskblade Goliath (yes, really)
Since the Adventure embedded in the Planescape cosmology, this was for me the opportunity I finally bit closer to familiarize yourself with the setting. Although I have no original AD & D 2E materials, but free sites like Planeswalker were conceivable for this purpose, a good substitute. Two of the players already know each other with Planescape and therefore have also done their character with the Planar Handbooks "planar".
The adventure itself was basically just been scratched, as the first encounter but were very time consuming and the players hardly had they entered Sigil, things like rest, celebrate and sell prey in preference to the next grade Plothook. But first things first.
First Encounter, which will bring the players according to the imaginary adventures fast track were noticeably not for inexperienced Players thought like us. In particular, the Spell Caster (Drow Cleric, Vrock Demon) have the party badly done to create, since spells like Invisibility , Teleport and Summon X make the simulation much different than ever to reach permanent enemy, the Fireball cast . The one tactical maneuver and buffs should use, is not a strange idea, without some experience and, above all, without the awareness of the build options and spells, however, difficult to implement in practice.
addition, the party was one player and they had to master the third, which is designed according to the system for four people - they have still managed is my observation attributed to equal parts of creativity, the group composition and general luck of the dice. While I have thrown themselves almost always atrocious Initiative for the monsters and my damage rolls were often good, the players could often act as first and have messed up on two occasions no important saves. What I noticed during the two sessions and Codzilla confirmed, was the dominance of the cleric. He drove the Ogre Zombies, banished the Vrocks had very good AC values, and could always respond even Smite spells and attacks. Without him, the adventure would have probably ended up very early (unless a player, really knows what he is doing, would have a Druid / Wizard played).
Photo: the party, a hut, a few Drow, some Ogre Zombies
A very beautiful scene was the beginning of the second Encounters than the party, become cautious now, in the shelter of a Silence Spells in the cave with the presumed portal slipped. The villain acted as scouts and made the two Drow Lizard Rider, without noticing this little. The layout of the cave then played really for the party when they left and laid on a rock column ambushed. While I initially hoped to ensure by the Spiked Chains of the Drow for confusion in the melee, leaving the player no opportunity for me as it is wise positioned and I managed an attack throw.
After the obstacles overcome and Sigil was entered, a clear break happened in the game and instead of planning and dice role playing game came to the fore. Had first been resting and still finishing the plan for the big city, was only implemented the rest in the fact - that's more thorough the more. An upscale lodgings, good food, alcohol, luxury bathrooms and the inevitable fall to the vibrant Sigil nightlife, all that we played out in detail.
While I was only concerned to make crazy details on the players going on (due to a part of my inexperience as a DM and the other of the scant knowledge of the Planescape settings), I freed myself of them quickly and had the impression that the Players have also been well received: baatorianische devil fruit as a special menu, Elementary heat the bath water to cool, and and a few meters above the main road floating boat with festive lighting as a taxi to the "Civic Festival Hall" caused enough exotic details.
was really interesting for me, as the search / hunt for female company began as something I had not done before. Our laughter after worked but also sufficiently well and after some (W) errors no one ended up alone - the Goliath dragged from two half-giants, the cleric took a Dryad (without tree!) With hilarious to luxury bath and the Tiefling with the prostitutes that he had initially bought "loosen up" to the embarrassing situation of the cleric-shy among a group of women.
from the encounter with the Dryad developed then another - especially in retrospect - very interesting question about the action on behalf of their own convictions. The shy Dryad turned out to be mentally troubled Stranded, the evicted from their level and had been dead for unknown reasons not yet completely insane (ie a kind of Banshee) had become. Whether this fate is due to the shock of being uprooted from the wilderness after Sigil was not entirely clear, especially as the Dryad itself did not know how she would react, they should get back into the wild. The cleric wanted to help but her unconditional and made sure that the party it through the portal to Toril brought out the adventure of a session had previously begun. Whether it has ultimately helped her or not - and what effect this would have to - I will, depending on the course of the adventure, perhaps, to incorporate it again. But that just the Tiefling (CN) Concerns mounted, how that action really "good" for me was the crowning achievement of this section.
Finally, I can still say that the adventure so far as such be guided well, if I some inconsistencies are noticed. The Encounter all have their own highlighted pages that are found not only the creatures but also maps and tactics - very good! The text itself can be read by working fluid and also a Nachblättern of details is due to the format very quickly.
ugliness were against some values that require ridiculously low throws from the player, or have left me uncertain as to what difficulty DM be here at all must be thrown (for example, the list of checks Vrocks whether he noticed the party in the front of the cave). Now this is no worse stumbling block can only cause confusion if a short notice in the middle of the first game.
Also, I fear the traditional bottlenecks in the further course of the adventure, where a key scene, which is crucial for the further course or even a progression of the adventure, is reduced to a single throw. This would be one to two optional ways have been nice, since one with a good chance of spontaneous ideas vulnerabilities to break into the story, or future events make it impossible. The adventure offers such alternatives, while based on many places on platitudes such as "has a dream ..." "... found a letter" or "they appeal to the greed of the players," but it is also not designed to accordingly speak of little help if one looks for solutions in the context of the current situation.
0 comments:
Post a Comment