October 1st, 2009

The most recent session report is up. The encounters in this session got me thinking about ways that you can use encounters.

The first encounter of the session was just a fairly straightforward fight against some gnolls. It was fun, but nothing too out of the ordinary. The second encounter was where things got interesting. I’ll set it up for you.

The players were tasked by some druids to go and investigate a clearing that was imbued with an otherworldly presence. They got to the clearing, which contained a circle of standing stones, and saw that there was a large glyph on the ground in the center of the stone circle. Shortly afterward, some floating balls of light descended and attacked.

Ok, so the glyph was a prophecy mark, an idea that I lifted from Eberron. The balls of light were custom creatures called ‘prophecy motes’, and they didn’t so much attack as try to make you understand the prophecy, forcibly. The motes, themselves, were minions, and they had a ranged attack that did some psychic damage and dazed the target. The trick was that, if you killed a prophecy mote, two more appeared on their next turn. I had set this combat up so that a straightforward fight would not win the day; there was simply no way to beat it through strength of arms alone. In a way, the encounter was kind of a puzzle, and the players figured this out very quickly.

As soon as they saw additional prophecy motes appear, they decided to investigate the prophecy mark. I hadn’t anticipated how closely they would investigate it (they tried to read it), but I had enough prepared that I was able to easily improvise. And this really highlights one of the most useful rules of DMing that I’ve learned: whenever possible, say ‘yes’.

‘Can I read the prophecy mark?’ Sure. Here’s what you manage to decipher. And that allowed me to drop clues as to the nature of the mark. The players soon figured out that they were supposed to enter the mark, which they did, thus succeeding the encounter. It was a lot of fun.

The third and final encounter was actually two planned encounters that wound up happening concurrently because of the way the players planned out their ambush. They were trying to catch an assassin in the act of killing the Lord Warden of Fallcrest, and they all hid around the manor and laid in wait. It was a tough encounter–three elites and a solo, all of them higher level than the PCs–but I never really intended for it to continue until one side was dead. In this encounter, both sides had very specific goals. The PCs wanted to catch the assassin and save the Lord Warden, while the bad guys wanted to assassinate their target and escape. It became a very tense affair, with the fighter holding off the three elites downstairs (fade assassins, custom creatures modeled after the myrdraal of Robert Jordan’s Wheel of Time series) and everyone else focusing on the assassin and his target.

In the end, the assassin succeeded and escaped, and this highlights something else: recurring villains. I love recurring villains, mainly because I feel that players will get attached to their dislike of those villains. You don’t want every villain to be a recurring villain; that makes the players feel like they can’t seem to stop anyone for good. But if you do want a recurring villain, you can do a lot worse than use a solo and have him escape when he’s bloodied. If you’re going to do that, make sure he’s got an escape contingency. My assassin (Judgement, a warforged former avenger of the Raven Queen) had a long-range teleport ability that would take him 20 squares, provided he ended in an area of darkness or dim light. Because it was dark outside, he was able to teleport out the window and escape precisely when I needed him to. The reaction I got from my players was priceless; I can tell they really have a vested interest in stopping Judgement now, or at least confronting him again.