I am two (officially 3) session into the Shattered Obelisk. I am currently running a table with 9 people. One brand new player who has never done D&D. Others are from the little three books to 4E experience. Their AL experience is all under a year.
I am using the LMOP guidance until the real guidance drops and the players know they may have to make changes. One player who has access to my account has been downloading the encounter maps and using some software to print out maps which are 1 inch squares. We just have to slide the map under the table's glass. He does not use this knowledge in combat.
They love the duplication of magic items.
Problem. The writers again have made the first set of encounters deadly. They have added higher level CR to the caves. If you are running a group of 4 you will need to drop some of the power.
Some changes since I am occasionally go into teaching mode for some the players. The group knows these things are not AL legal. But they will have no lasting effect. The table members can suggest and give INSPIRATION during game play. This has encouraged some role playing and some players speaking up against bad plans. An honest mistake stands even if we catch it during combat. Wrong die, too many spells casted etc.
This is their K/D so far. PC Killed 1 Monsters Killed 25 Villains Captured 1 Villains Escaped 8
You can swap out monsters for Villains. But they captured one goblin during the first session and fled out the caves for a long rest. The next morning they swapped the goblin for the prisoner. And evicted the goblins.
The guidance for the book dropped on friday October 13. No changes to the first four chapters.
During the third session they took on the redbrand hideout. Have the time they played smart. But they took two short rests in the cellar. So Glassstaff escaped. The group as learned if i put a hard close at 930 PM. Combat ends at 930. With the to hit die in the air. I ruled both sides broke contact.
Session 4. They stole the Sleeping Giant and are using it as a base. Having a Cleric of Light cast Radiance of Dawn hurts. They did find out not to let the sneaky types scout ahead. Jumping up on down on the roof to the Kings Quarter is not a smart idea.
Next week even though they finished the castle, they want to do more of the side quests in Chapter 2 and 3.
Session 5 went well but had some players missing for various reasons. This did change the player dynamics and some players stepped up. So sometimes let the more introverts players speak and listen to them.
The bard talked Venomfang into taking over Cragmaw castle. Hey it comes with tasty goblins on the inside. The group did decide not to go through with a session unless four people are at the table. So, some dms may want to think about this too.
Session 6. Read Chapter 5 and know what will happen. Chapter 5 gives more detail on the town and some maps. I had the owner of the Sleeping Giant show up after being ransomed by Glasstaff. She was not happy with the "mayor" selling off her bar. But what I did is ask one of the players to role play the mayor and I did Grista while the other players reacted to both of us. This went well. They then did their own side quest about getting new staff for the Sleeping Giant.
You may want to start the body horror early so it does not appear out the blue in Chapter 5.
Session 7 I started them outside Wave Echo Cave and did wandering monsters checks each hour. The last fight was in the zombie guard room and it went crazy. I had zombies come back from 0 to 1, Nine times. All the sessions have be strong or very strong but I having to balance the math against their inexperience of the game.
Session 8 I had an average group for the first time. Week before all but one said they be there but family crashed their plans no problems. It was also silly season for some reason, they decided to befriend the flameskull in Wave Echo Cave and while they were trying to so, they were insulting it. I had to walk away for the table for a bit. But since the story logic has undead vs the villain I allowed it. So they finished Chapter 4.
Session 9 and I had a very strong group of seven play. One minor hiccup was the Barbarian used the spider staff to web a goblin. I did not catch this until this morning write up. And he already had three items he was using. The second strange thing is one of the spell casters fireballed their own party and the players went along with it. This makes it at least the second time I had death from massive damage in Tier 2.
Session 10 was a draw. They got into Zorzula's rest through the pantry. Then spend about 3 game hours looting the bosses bedroom. Since the book does hit the boss will occasionally return to bedroom, I asked the DMs who were playing for a % chance. And it happen. The first combat was draw because I had the shield guardian collaspe hallway. (This changes the width of the hallways.
Z1 the Entrance is badly written if combat starts. A knock spell was not present. But a whole 60 rounds combat under fire will wipe a party. AC 21 is hard to do for 5th level pcs. I told the party it would require 12 "Push Actions" with actions at the door to open it. Since the Psi goblins have INT 16 or better, they know focus fire. I had to call the fire and give them an automatic withdraw due to the store closing.
Session 11 when a little sideways with them entering the dungeon by the hot spring vent. Z6. They then wandered downstairs. And encountered Gum-Gum the boss monster on Z19 Yes I renamed the boss monster due to their actions. The shield guardian being large does trap it in the Sanctum unless you have squeeze through the rest of the dungeon. I also gave all the goblins a range attack using the melee attack and visually describing as ghost wolves or ghost fists.
Session 12 had an average group. They are in Chapter 6 and the Harpy encounter can be used as social encounter. Otherwise it does not make sense. Unless I missed something.
Session 14 was with an average group. Talhund Crypt is difficult. I did change the win condition of ending the hauntings due to the whole level is just a meat grinder if the PCs don't roll well enough to discover the end the haunting of each room. And smart play as one the PCs bolding presenting a holy symbol of Dumathoin and asking for his blessing. The new win condition was to get to room P14 and bless the glowing thing with a holy symbol of Dumathoin.
Doh just notice I sent the group to Talhudereth first. It is THEIR choice. Either the Crossing or Talhundereth.
Session 15 to 18 have been meat grinders. I did play some the mind flayers smart. So they got back to town before the party. The normal AL problem of people not showing up or changing their pc has been a slight bother.
On Chapter 7 only do a few wandering monster checks. The players enjoyed for one session, then we both decide it was a bother.
Session 19 and 20 have turned deadly with six kills. Mainly due to deadly funnels and great rolls on the monsters. I am still doing body horror with the twist, that if you fail and roll to become an aberration you are tapping into the various hive minds etc. But they are tapping into your mind also. This has gotten the group some scouting advantages.
I am being to lose people due to moves left and right. The table is currently at 6 people and next session should be 5. And a whole bunch of magic items are possible in this adventure. I was updating one pcs equipment and he has access to about 4 magical weapons. Yes I know about the limits.
They have 12 pages and up to 8 encounters to go. But I may let them finish early. I will give them the choice of the last 8 encounters be done randomly or say 4 encounters with number 1, and 8 being set and then rolling a d6 for the encounters 2-7. I have been using GIMP to create some maps. But some maps are 16 pages.
The last session ended with TPK with four people. Final count is PC Killed 15 Monsters Killed 322 Villains Captured 15 Villains Escaped 42. Once the Mind Flayers come out anyone with bad INT saves are going to hurt.
Overall the book needs a continuity editor. Parts of Chapter 5 should been moved to Chapter 2 and some foreshadowing of the black obelisks needed to be done. My second gripe is having large or bigger monsters in places they have to go through five squares to get too.
Questions, concerns, feedback?
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No Gaming is Better than Bad Gaming.
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I am two (officially 3) session into the Shattered Obelisk. I am currently running a table with 9 people. One brand new player who has never done D&D. Others are from the little three books to 4E experience. Their AL experience is all under a year.
I am using the LMOP guidance until the real guidance drops and the players know they may have to make changes. One player who has access to my account has been downloading the encounter maps and using some software to print out maps which are 1 inch squares. We just have to slide the map under the table's glass. He does not use this knowledge in combat.
They love the duplication of magic items.
Problem. The writers again have made the first set of encounters deadly. They have added higher level CR to the caves. If you are running a group of 4 you will need to drop some of the power.
Some changes since I am occasionally go into teaching mode for some the players. The group knows these things are not AL legal. But they will have no lasting effect. The table members can suggest and give INSPIRATION during game play. This has encouraged some role playing and some players speaking up against bad plans. An honest mistake stands even if we catch it during combat. Wrong die, too many spells casted etc.
This is their K/D so far. PC Killed 1 Monsters Killed 25 Villains Captured 1 Villains Escaped 8
You can swap out monsters for Villains. But they captured one goblin during the first session and fled out the caves for a long rest. The next morning they swapped the goblin for the prisoner. And evicted the goblins.
No Gaming is Better than Bad Gaming.
The guidance for the book dropped on friday October 13. No changes to the first four chapters.
During the third session they took on the redbrand hideout. Have the time they played smart. But they took two short rests in the cellar. So Glassstaff escaped. The group as learned if i put a hard close at 930 PM. Combat ends at 930. With the to hit die in the air. I ruled both sides broke contact.
No Gaming is Better than Bad Gaming.
Session 4. They stole the Sleeping Giant and are using it as a base. Having a Cleric of Light cast Radiance of Dawn hurts. They did find out not to let the sneaky types scout ahead. Jumping up on down on the roof to the Kings Quarter is not a smart idea.
Next week even though they finished the castle, they want to do more of the side quests in Chapter 2 and 3.
No Gaming is Better than Bad Gaming.
Session 5 went well but had some players missing for various reasons. This did change the player dynamics and some players stepped up. So sometimes let the more introverts players speak and listen to them.
The bard talked Venomfang into taking over Cragmaw castle. Hey it comes with tasty goblins on the inside. The group did decide not to go through with a session unless four people are at the table. So, some dms may want to think about this too.
No Gaming is Better than Bad Gaming.
Session 6. Read Chapter 5 and know what will happen. Chapter 5 gives more detail on the town and some maps. I had the owner of the Sleeping Giant show up after being ransomed by Glasstaff. She was not happy with the "mayor" selling off her bar. But what I did is ask one of the players to role play the mayor and I did Grista while the other players reacted to both of us. This went well. They then did their own side quest about getting new staff for the Sleeping Giant.
You may want to start the body horror early so it does not appear out the blue in Chapter 5.
No Gaming is Better than Bad Gaming.
Session 7 I started them outside Wave Echo Cave and did wandering monsters checks each hour. The last fight was in the zombie guard room and it went crazy. I had zombies come back from 0 to 1, Nine times. All the sessions have be strong or very strong but I having to balance the math against their inexperience of the game.
No Gaming is Better than Bad Gaming.
Session 8 I had an average group for the first time. Week before all but one said they be there but family crashed their plans no problems. It was also silly season for some reason, they decided to befriend the flameskull in Wave Echo Cave and while they were trying to so, they were insulting it. I had to walk away for the table for a bit. But since the story logic has undead vs the villain I allowed it. So they finished Chapter 4.
No Gaming is Better than Bad Gaming.
Session 9 and I had a very strong group of seven play. One minor hiccup was the Barbarian used the spider staff to web a goblin. I did not catch this until this morning write up. And he already had three items he was using. The second strange thing is one of the spell casters fireballed their own party and the players went along with it. This makes it at least the second time I had death from massive damage in Tier 2.
No Gaming is Better than Bad Gaming.
Session 10 was a draw. They got into Zorzula's rest through the pantry. Then spend about 3 game hours looting the bosses bedroom. Since the book does hit the boss will occasionally return to bedroom, I asked the DMs who were playing for a % chance. And it happen. The first combat was draw because I had the shield guardian collaspe hallway. (This changes the width of the hallways.
Z1 the Entrance is badly written if combat starts. A knock spell was not present. But a whole 60 rounds combat under fire will wipe a party. AC 21 is hard to do for 5th level pcs. I told the party it would require 12 "Push Actions" with actions at the door to open it. Since the Psi goblins have INT 16 or better, they know focus fire. I had to call the fire and give them an automatic withdraw due to the store closing.
No Gaming is Better than Bad Gaming.
Session 11 when a little sideways with them entering the dungeon by the hot spring vent. Z6. They then wandered downstairs. And encountered Gum-Gum the boss monster on Z19 Yes I renamed the boss monster due to their actions. The shield guardian being large does trap it in the Sanctum unless you have squeeze through the rest of the dungeon. I also gave all the goblins a range attack using the melee attack and visually describing as ghost wolves or ghost fists.
No Gaming is Better than Bad Gaming.
Session 12 had an average group. They are in Chapter 6 and the Harpy encounter can be used as social encounter. Otherwise it does not make sense. Unless I missed something.
No Gaming is Better than Bad Gaming.
Session 13 strong group with me only add about 10 HP each to the monsters encounters. some tough fights.
Again, the placing of some these monsters make no sense. I would place the drow in the dorm rooms and Farfark in the library reading room.
No Gaming is Better than Bad Gaming.
Session 14 was with an average group. Talhund Crypt is difficult. I did change the win condition of ending the hauntings due to the whole level is just a meat grinder if the PCs don't roll well enough to discover the end the haunting of each room. And smart play as one the PCs bolding presenting a holy symbol of Dumathoin and asking for his blessing. The new win condition was to get to room P14 and bless the glowing thing with a holy symbol of Dumathoin.
Doh just notice I sent the group to Talhudereth first. It is THEIR choice. Either the Crossing or Talhundereth.
No Gaming is Better than Bad Gaming.
Session 15 to 18 have been meat grinders. I did play some the mind flayers smart. So they got back to town before the party. The normal AL problem of people not showing up or changing their pc has been a slight bother.
On Chapter 7 only do a few wandering monster checks. The players enjoyed for one session, then we both decide it was a bother.
No Gaming is Better than Bad Gaming.
Session 19 and 20 have turned deadly with six kills. Mainly due to deadly funnels and great rolls on the monsters. I am still doing body horror with the twist, that if you fail and roll to become an aberration you are tapping into the various hive minds etc. But they are tapping into your mind also. This has gotten the group some scouting advantages.
I am being to lose people due to moves left and right. The table is currently at 6 people and next session should be 5. And a whole bunch of magic items are possible in this adventure. I was updating one pcs equipment and he has access to about 4 magical weapons. Yes I know about the limits.
They have 12 pages and up to 8 encounters to go. But I may let them finish early. I will give them the choice of the last 8 encounters be done randomly or say 4 encounters with number 1, and 8 being set and then rolling a d6 for the encounters 2-7. I have been using GIMP to create some maps. But some maps are 16 pages.
No Gaming is Better than Bad Gaming.
The last session ended with TPK with four people. Final count is PC Killed 15 Monsters Killed 322 Villains Captured 15 Villains Escaped 42. Once the Mind Flayers come out anyone with bad INT saves are going to hurt.
Overall the book needs a continuity editor. Parts of Chapter 5 should been moved to Chapter 2 and some foreshadowing of the black obelisks needed to be done. My second gripe is having large or bigger monsters in places they have to go through five squares to get too.
Questions, concerns, feedback?
No Gaming is Better than Bad Gaming.