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Adventure #1 WOTC DCC53 Sellswords of Fallcrest (Level 1)
Session #0.03

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Just a note to say that for each session of play there’ll be a ‘Behind the Scenes’ section, a chance for me to share a few notes about the play, or else other things of interest as and when they occur to me.

And so, Goodman Games scenarios- I’ve been an advocate of their oeuvre ever since they went into production, these guys tend to operate outside of the rules, certainly not in the spirit of WOTCs 4e. The encounters within Goodman Games products, certainly within their first 4th edition offerings, can quickly prove deadly- with ad hoc groups of bad guys often parked in close proximity. A short fracas can easily snowball into a titanic and deadly clash around here, be warned- especially if you’re a player.

I’ve DMed Sellswords of Punjar at least twice before, it has never failed to be anything other than lethal- that’s not to say I’ve had a TPK here. In both previous play-throughs the scenario proved to be extremely bloody- particularly in the early encounters.

This play-through maintains that fine tradition.

This scenario is played pretty much as written in the module handbook, however we’ve added in a few house rules to make 4e more palatable to us, they are-

1) One Action Point for every encounter, no saving them up, if you don’t use it you lose it- until the next encounter begins.

2) All monsters inflict MM3 style damage, I figured out a formula and converted every monster prior to play- I also reworked Elite monster defences and added a few powers here and there to beef up the opposition when needed. I likewise messed with monster hit points in line with MM3 rules- particularly for the Solos, dialling them down a notch.

As to the players all five have played D&D and in particular 4e previously, although a couple of them have only just climbed on board with the advent of this edition. We all work for a living, and have families, and lots of real life to be going on with. The sessions have therefore had to be elbowed into the rich tapestry of our lives. That said when we get to game we’re generally around the table for at least 4-5 hours, we all have very understanding significant others. At least four of the players were present for each game session, actually we were very lucky and for most sessions all five players were present. The house rules helped to speed up proceedings, however up to an hour of each session was spent chatting and catching up with in-game or else ‘real life’ events- alcohol at times was consumed.

None of the players, or the DM for that matter, were concerned with playing an intense tactical game; likewise none of the PCs have been optimised- our intention was only to have fun. The over-arching story, while delivered pretty much as written, was changed at times to suit the needs of the DM, and to make it a little more coherent. The hope is this write-up will serve to entertain and to offer an insight into this series of adventures.

Last point, we started playing this campaign in the middle of 2010 (Jan, I think)- the players are Paragon level as I write this (in Feb 2015). Admittedly that’s a long time with only a little progress- there’s a reason for that, we’ve been busy playing other campaigns. We started this game (campaign) with the sole purpose of playing through the Punjar series-
DCC53 Sellswords of Punjar
DCC56 Scions of Punjar, &
DCC60 Thrones of Punjar
It’s taken us a good long while but we’re finally there.

This then is our campaign, enjoy.

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The Goodman Gang Campaign (D&D 4e) goonalan