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A Game Gone Right
Posted By Scott Martin On October 16, 2008 @ 4:30 am In GMing Advice | 8 Comments
Last week my game group had one of our most fun sessions in a while. I’ll try not to bore you with too many details [it’s not just your character that you should avoid talking about at length] and we’ll see if there’s anything more generally useful we can pry out of the experience.
The group consists of five eighth level PCs [in D&D3.5], who are slightly more powerful than the norm due to the intersection of minor house rules. They’re also dangerously smart when it comes to tactics…
The PCs finished the previous session on the side of a volcano, perched on a small ledge, having just spotted a wyvern and rider coming around the mountain face. We began the session where we’d left off, with the wyvern drawing closer… then suddenly veering away. The retreat struck the players as suspicious… and built tension.
The PCs decided to continue up the cliff face, looking for a more substantial ledge in case they had to make a stand. A little over an hour later the PCs were strung out along the mountain face; the wizard was first (using spider climb), driving pitons and hanging rope for the next group. The middle group (the best climbers) was about 100′ above the ledge with their friends and a little less than 100′ below the wizard above, while the cleric and ranger kept a lookout from the ledge.
The initial setup of the PCs made the battle dynamic; the rogue/warblade and swordsage in the middle needed to scramble to off the rope line to a ledge where they could fight. Meanwhile, the wizard wanted to reach somewhere his companions could cover, while the cleric and ranger readied their attacks.
Flight and elevation had an influence on the battle; none of the PCs had flight capability inherently. The wizard cast flight on the swordsage very early in the battle, which made getting the middle group to the other ledge much easier. [The lower ledge with the cleric and ranger was too small for the rest of the party to crowd onto and still maintain fighting space.]
The poor flight capabilities of the wyverns restricted their rider’s options quite a bit. They couldn’t just rush to the mountain face and land pointy side first; the 45 degree per round limitation (due to poor maneuverability) forced the wyverns to come in sweeping arcs… leaving them exposed to the PC’s magical artillery and deadly bow fire longer.
The enemy opened with an ice storm on the middle PCs, who were still dangling from the rope at the time. It’s not as damaging as the lower level fireball, but the ice made climbing even more hazardous. (This was circumvented by the wizard casting fly– nice to see a non-combat spell get the glory.)
The PCs were devastating as usual, but they felt vulnerable, split into isolated groups. The cleric couldn’t heal anyone but the ranger, since everyone else was away on another ledge. (It was the cleric’s poor climb skill that had dictated their cautious ascent up the mountainside.) The mage was alone on the mountainside, which had interesting consequences later…
Near the end of the battle two of the wyverns and their riders were dead; it looked like the PCs would manage to successfully pull off another grand victory. Then one wyvern maanged to line up and fly parallel to the mountain… and snatched the wizard right off the cliff face. Everything was tense as the information sunk in and they hurriedly reevaluated their plans.
Just after that, it was the initiative pass of Talisin [the rogue/warblade on the other ledge]. He carefully gauged the distance and uttered the most surprising action of the game: he leaped off the ledge and attacked the wyvern’s rider, catching himself on the wyvern’s back over the long drop below. The dice were with him [the action was prompted by one of his Book of Nine Swords maneuvers he’s been using for weeks, Soaring Raptor Strike]. The table exploded with cries of “awesome”, and we all agreed that it was an incredibly cinematic moment.
The battle wound up shortly after that; I suspect mopping up and looting are familiar to many of you.
I wish I knew what made it all work out so well this week. I think that there were several things that combined to set the table for a great night, but it took players seizing opportunities and fighting well to really make it come about.
Location was a big factor this week. Many of the battles have been on relatively flat land, plains, and trails recently– narrow ledges and dangling from a rope really helped distinguish this battle from the others.
Having cool opponents helped; the wyvern riders were evil dwarves that have plagued the campaign from the beginning. Bringing back the people they love to hate got them fully invested. Some of their abilities shine even more brightly when dwarves are the target– that little extra oomph makes their normal competence even more impressive. The idea of flying mounts was hugely attractive too; when they saw their opponents on wyvern back, there was a lot of chatter about trying to capture some flying mounts…
Death was a serious concern longer than in most of our fights. Even when their first opponents started falling (which usually signals the PCs are about to really start out damaging their opponents), they weren’t in the clear. Snatching the wizard in a claw kept everyone anxious, since the wizard does so much of their damage… and he didn’t have feather fall memorized. The wizard’s sudden still feat got a chance to shine, since he was able to toss out a spell even while he was in the claw.
That was my coolest session in a long time. What made your coolest sessions so great? Did it involve similar factors (a good location, well hated foes, etc.), or did something entirely different spark your play? Let us know in comments about some of your most successful moments.
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