Today was to be our first ‘real’ game with an intro module taken from the DM’s guide (Kobold Hall). Julian was to be the DM but unfortunately he forgot, or got lost, or something and didn’t show up at all.
So, we ran through a(nother) combat training run which was of value because Helen and Alistair hadn’t been through one.
The DM (Chris) set up a room full of bad guys and shoved the party in to it, to sink or swim. In the end Thane (the fighter) fell to a mighty onslaught from two Guardian Drakes but everyone else survived after a long and difficult battle.
Since this was a character shake down and training session everyone was able to ‘tune’ their characters on the fly and it seems like a few new powers were chosen as we went.
I have a few rules clarifications for everyone’s information from the session.
- The kobold slingers ‘special’ attacks (gluepot) do cause damage on a hit.
- During combat, while engaged you can SHIFT without provoking an attack of opportunity (this is a one square move in any direction) as a move action.
- Initiative is rolled at the start of the encounter and lasts for the entire encounter, you do not roll initiative every round
- Saves are simply a roll of D20, roll under 10 and you don’t save, over 10 and you do, there are no modifiers to this.
- Saves are rolled at the end of the turn, including the turn the effect is inflicted
- You can use an Action Point to take another Standard, Minor or Move action, including attacks.
- I need to check on the immunity rule, but I’m pretty sure if the target is immune to any part of a spell they take no damage from any of it (it could work the other way, in that if the spell does fire AND fear damage and the target is immune to fear only, they still take full damage).
- You can substitute actions, you can take a move or minor action instead of a standard action, and you can take a minor action instead of a move action.
- You can charge in to combat, this give you a +1 to your attack roll but prompts an attack of opportunity
- A character is dead if they drop below the negative amount of their bloodied number (poor Thane).