One Finnish scenario

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plastic finn
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One Finnish scenario

Scenario play:

My four friends played a 12-hour long DDM adventure I had set up for them. Story-wise it was designed to put a closure to a long RPG campaign I DM'd for them 2009-2016. Not by playing figures similar to their characters in the campaign but with a duo + items worth 210 points max. plus any help they could find along the way. While in this case a little can be said about strategy, I thought I'd drop the figure names and a few notes to let everyone (esp. those that worked on them) know these were played and much appreciated!

The players' main characters, allies, prisoners and slaves included (not all at once, mind you):

Tiefling Surestrike
Huge Fiendish Spider (this has a cult following among my group)
Arachnomancer
Cadaver Collector
Regis, Halfling Rogue (making creatures attack themselves sometimes raises questions in different situations)
Graz'zt (141)
Archmage
Solar Angel (what a well-rounded force!)
+
Thayan Knight
Dragon Cult Enforcer (the ambush [drake] attack saw a lot of use!)
Rakshasa Illusionist (great! got to save a main piece from Lich's Power Word with it's champ power)
Eternal Blade
Tera, Gnome Elementalist (I love the wall tech)
Arjhan, Dragonborn Fighter
Thorgrim, Dwarf Cleric
Pala Tulipala, Firelass (needs forest all around)
Dhaelen, Tiefling Bravura
Tarak, Hal-Orc Rogue (despite it's low cost, was a star)
Copper Dragon Trader
Spear of Cormyr (argh, they didn't find the Wand of Frost)
Stone Giant Runecarver
Noble Djinn (it is just so good)
Djinn Stormsword
Young Gold Dragon
Noble Bronze Dragon
... plus too many items to remember. Graz'zt made good use of Eats Prey Alive...

I played for the opposition in different encounters:

Carrion Crawler King
Dark Chimera (one of those attacking itself by the orders of Regis... so I just chose which head to use - should it have been Regis' player?)
Land Shark

Swarm of Bats (the "moving curtain" is fun to play!)
Shadow Hulk
Umber Hulk
Umber Hulk Delver
Umber Hulk Albino
Neogi Slaver
Roper Shadowlord (this really works! unless you roll 1,1,3,1,13,1,7,7... and only once get someone Weakened Laughing out loud )

Death Knight Baron
Skull Lord
Lich (glass cannon got wiped out after rakky illusionist stole its Death Ray victim)
Skeletal Reaper

Shadow Gold Dragon
Ghostly Consort (oh boy, these like the SGD...)
Wraith
Lurking Wraith

Shadow Beholder
Eye of Flame
Spectator (respectable damage when working alone)
Insane Beholder (ha! he's fun)

Mind Flayer Puppeteer
(it's really good, but that Domineering, to me, has felt like a too big of a restriction in constructed)
Mind Flayer Noble (great figure, I wish it had a bit stronger card)
C'Tallun, Astral Hunter (after Shadow Flayer, my favourite illithid [Ancient Lich comes close third])
Duergar Fighter

Water Myrmidon
Air Myrmidon
Water Clan Cultist (these 15-point cultists are all relevant)
Merfolk Seer
Kraken (255) -FC-
Large Tentacle -FC-
Small Tentacle (x3) -FC-
Troll Scrag (best troll to date, by a huge margin)
Evil Water Elemental
Evil Air Elemental "Soft Ice"

(I do wish more Aquatic creatures had the Water Walk power or something similar. Water Walk: Whenever this creature starts its turn occupying river terrain, it has +3 Speed until end of turn. [Water Archon Shoal Reaver] But I may not see something, as it would certainly make them really hard to catch on a river-heavy map.)

Kuo-Toa Archpriest (x2)
Kuo-Toa Whip (x3)

Blood Fiend
Ancient Blue (500)

Of course the end was happy with some of the group reaching an island beyond the waters of the kraken. We've played many of this sort, but not one this long. It was a dice-rolling marathon, good fun. I used Pathfinder and DDM maps as well as some D&D tiles for the setting. Temple of the Unseeing, for example, connects well with itself, making for a great huge battlemap (we used three combined in T-shape). The new Icons of the Realm sets (card design) are so good. Whatever you play, there's always that "something" that makes the figure interesting and interacting with others. This game is in great shape both for constructed and (an awesome platform for) this kind of playful thing.

Thanks again to the Guild leadership and designers/developers! Cool

Ira
Ira's picture

Wow, that's a lot of creatures!! Were you using normal DDM stats and playing multiple sessions of DDM, or some other variations here? Approximately how many games or hours of playtime are we talking about? Also, how tightly scripted was everything, vs. how improvisational? Thanks!

plastic finn
plastic finn's picture

It was a 3-scene thing. I had maps (and tiles) set up so that they could move from area to another within one scene, thus facing different creatures at the end of the scene than in the beginning.

1st scene: Sewers > Watch Station (Pathfinder map with some tiles)
2nd scene: Temple of the Unseeing x3
3rd scene: seaside village and docks, some sea and an island (seven Pathfinder maps combined)

Area Attack DDM rules, the only difference being that turns were 1-1-1-1... instead of 1-2-2... with italics representing me as "the villains". With that I wanted to keep the turns going around instead of one player having to wait a long time for his next turn. It worked fine. Also, they could not see what they did not have a line of sight to, but I hinted about the whereabouts of some enemies, especially in the case of really big creatures (Shadow Hulk, Gargantuan Blue).

Close Attack Each scene took 3-4 hours to play. It could have been much shorter had I held the reigns tight and pushed them forward in certain places, but it was a loose concept that allowed (and sometimes encouraged) going back and forth, while for example releasing prisoners (minor action) to come join the fight or looking for treasure (items and VP).

Ranged Attack After they decided to release every possible prisoner, I had to adjust the value of opposition a bit (I had options available), so there was some adjusting based on what happened in the first scene, but other than that it was scripted to the point where certain non-hostile creatures they encountered (NPC's if you will, often turned allies) had information the group needed to accomplish their main task. RPG flavour because, as I said, the thing was tied to the end of my campaign to them.

Melee Attack In total it was around 12 hours. It could have played out in 9, but they took more time for some things than I anticipated and there was no real hurry, so I did not rush it. Even after having run ten or so of these really big scenarios I find it hard to estimate the time REALLY needed. It's always more than I imagine.
Smile

Ira
Ira's picture

Awesome - thanks for the additional details!