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So my group is working on this module.
The DM was being nice to us, allowed us all to be 6th level. While that's actually nice, it really didn't help considering how we played.

We have...
a human monk
a CE halfling oracle of bones (with 2 bloody skeletons)
a human inquisitor (of Asmodeus...)
a human summoner with pokemon (I mean eidolon who's kinda modeled after Amiri with a Large Bastard Sword)
an elven witch (who's player wasn't in the first part of the game so we had his character be living in the town with a grudge against the baron and the alchemist)

The party goes into town under the guise of merchant guards. We go to the inn, the halfling gets kicked out after threatening the innkeep (after the innkeep made fun of the halfling's height). The halfling goes around meets the town idiot, plays with some town kids and tries to find info on the baron. The rest of the group goes about town acting like their resupplying, stopping by the herbalist and the smithy, the monk goes into the tavern that the guards frequent to talk to some other folks. We make some contacts and info, and on a very high roll, figured the town idiot is acting, and we deduced that he's the baron's spy.

Once it is dark, we pay the alchemist a visit, DM described him as looking like Ron Weasley, boy did we feel better with that description as we captured him and disposed of his latest alchemist fire batch. We hid the bodies upstairs.

During this time, the halfling after meeting up with us takes all of the poisons from the herbalist (we found out after we asked her about some help, we became frightened that we had a loose cannon with all those poisons!), and manages to sneak over to the kennel area and observe the village idiot's secret tunnel entrance in the kennel. He tries to incapacitate the dogs with some poisoned foods, not all of them goes down, he then commanded the skeletons to attack, the dogs bark, he runs away, tries to break down a door and then ran off on top of his skeletons while the alarm was raised, running to the witch's hut and hiding there.

The witch comes back from hiding out with some townfolks friends who were planning on escaping over the town walls that night. She goes back to the hut, finds the halfling, later on with us who had a trussed up Ron. Long story short, Ron is dead and placed back at his shop. The halfling makes a contract with the tiefling priestess and I think was given an eversmoking bottle, and we rushed over to go through the tunnel at the kennel, neutralizing the dogs with a silence spell, we head into the tunnel that goes under the castle walls.

Fast forward, we take out the stables and the two guards in front of the barracks. With little to no planning other than let's get them, the inquisitor, monk, and the eidolon end up at the storehouse, attempt to kill a guard patrol and set off a call of alarm. The halfling unstoppers his bottle at the sound of the alarm, smoke goes everywhere for 50' filling up the stables and beyond... and the smoke keeps spreading. The part plays marco polo to find one another in the smoke and managed to get to the keep, while the halfling and his now three skeletons managed to get to the barracks (to take on, only 100+ guardsmen). The eidolon managed to get into the storehouse and starts spreading pitch and oil everywhere so that she can burn it down. The rest of the party climb to the top of the keep since they can't get the keep door to open and try and maybe work their way in through the roof. The inquisitor stays in front of the keep door. Meanwhile, half the grounds inside the castle walls is now covered in smoke, the halfling wasn't given the command word to stop the bottle.

After a while, the eidolon in the darkness of the storehouse (its darkvision allowing it to work in the darkness of the storehouse) manages to start up a fire in the storehouse, the light from the fire giving off enough that it notices the dozens of jars it was kneeling between had the same color as the one that stored the alchemist fire at the shoppe... oh no...

A large explosion erupted in the courtyard, the summoner losing contact with his eidolon, just as the doors of the keep opens with the captain of the guards, the baron (spellcaster), the golem, a host of troops and the two hell hounds all geared up while the inquisitor faces them... in the smoke (the DM is giving us that the inquisitor at least sees them to give the chance of him yelling a warning to those on the roof).

What a messed up scenario, sets up for a nice TPK, I'm wondering how many in the team will survive, we'll find out tonight. I wonder what the halfling's pact will do with the situation.

Then again, this is a beer and pretzel group, too many a times we get on a tangent conversation for 20 minutes and lose track of what's going on.


Yup Last Baron definitely gives the party many many opportunities to completely screw up.You have found only one off them.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Battles Case Subscriber)

The group I ran it for didn't stop one of the stable guards from running into the courtyard and yelling bloody murder. Then they tried making a run for the castle door. It didn't end well.


Reckless wrote:
The group I ran it for didn't stop one of the stable guards from running into the courtyard and yelling bloody murder. Then they tried making a run for the castle door. It didn't end well.

Just finished this year's dork weekend and looking back I realized I never finished typing out what happened with last year's game, the memory is a bit hazy but here's a quick rundown as the party actually accomplished the goal, most survived...

Well, from last year's dork weekend, it was finished and we actually survived it. It was a bit of a running fight with half of the group on top of the baron's castle with smoke everywhere, eventually the baron ran back in with his guards and the group remained outside in control of the courtyard with a wind wall(?) to prevent being peppered by the guardsmens' arrows as we contemplated opening the baron's front door. The halfling is all better now, he was at first compelled to turn on us, but we had to beat him down and he snapped out of whatever was compelling him to aid the baron.

We finally went into the baron's castle on the first floor, somehow went up the stairs and had a fight with the group mostly on stairs, it was ugly with the difficult terrain. The baron was gloating with his guardsmen and large flesh golem in front of him. He wasn't happy about being attacked by first by a summoned ape, followed by a summoned bison that tried to trample him, lastly the first glitterdust was the start of his downfall. Meanwhile the witch and oracle were being smacked around by an invisible mephit(?). Since it was being fought at the stairwell which opened to a landing and then a narrow hallway, it was a nice chokehold for the party, the main danger was the barons' spells but that was being taken care of, it was the flesh golem that was moving forward that was the biggest worry. For the blind baron, the DM rolled for the baron who accidently stepped into one of the prison cells and then gets locked in, when he finally made his save, he dimension doored to the top of the stairs, ready to blast the party, and of course gets glitterdusted again by the summoner. During this time, the meat shield (monk), stepped away and the golem comes in to more or less smack the summoner to a paste, the kicker was the golem was at this point somehow enraged, or the baron lost control, I can't remember what exactly happened, and he too was smashed to a pulp by the golem. The golem didn't last long after that. Thus ends the game with the characters somehow taking out the last baron.


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