It’s about 1:15 and I’m just getting home from the release event at Gryphon Games and Comics in Fort Collins. It was a great introductory session. The event ended up being 5 tables (each with 5 players and a DM) all running a 1st level introductory module called ‘Into the Shadowhaunt’. Our table was made up of three buddies (Mike, Bill, and Lang), me, a quiet guy named Ray, and Sherman, our DM. The DM laid out the pre-constructed characters for us to choose from: A human fighter, dwarf fighter, human cleric, eladrin wizard, and half-elf rogue.
Mike and Bill seemed excited to play a duo of brawling fighters, Lang decided on the wizard, I was happy to play the cleric, and Ray seemed cool with the rogue. Sherman, a store employee, got his DM materials ready and briefly explained the rules. We all seemed to be pretty comfortable with the setup, although I think Ray may have been a newer player and kind of confused on just how many actions he got on his turn.
After an introductory explaination and about 45 minutes roleplaying the social encounters in a town called Shadowmere we headed to a mausoleum outside town that was the last seen location of two missing farmer’s kids. And then there was a puzzle encounter to even get in the place. I was itching to get into the combat by this point and found myself a little game weary, but thankfully we got through the puzzle and the DM brought out the game mat to get this fourth edition business started proper.
I found myself really liking the versatility of my cleric’s powers. I could heal, dish out some damage, and boost the effectiveness of my allies, often all in the same turn. The at-will/encounter/daily power setup works so much better than 3rd edition’s setup of spells and basic attacks. Everyone seemed to have a fun variety of powers, each useful in its own way.
Our table had a good social dynamic. Ray the rogue stayed quiet and stuck to ranged attacks for the most part. The eladrin (which everyone just called a faerie) wizard darted around with little concern for the rest of the party, occasionally including us in the blast radius of a spell or sneaking off in the middle of a fight to claim a treasure chest. The two fighters were loud and full of bravado, revelling in the highs and lows of their dice. At one point an axe was accidently launched at one of the fighters instead of the living statues we were fighting and there was a resulting in-game scuffle between the two that was alot of fun. As the cleric I played the party’s moral center. I gladly volunteered the party for a missions without rewards, and subsequently was suckered into paying the fighters’ bar tab the morning after their drinking contest.
Sherman was a confident and capable DM. He kept momentum up during the story encounters at the beginning of the game, and had a strong grasp of the combat rules. He wasn’t much for elaborate attack descriptions, aside from his regular explaination of the wizard’s magic missles. I have a feeling the occasional modifier fell through the cracks. However that was really as much the players’ doing as it was the DM’s, and no one seemed to mind.
We played through the preview adventure and then had an extra battle with a young white dragon on a frosty peak. I think everyone had a really good time, and I look forward to more adventures like that. Now if you’ll excuse me, I have a new Player’s Handbook to pour over for the first time…