yeah the DM complains al lthe time that every NPC has like 2 pages of background and dies in 3 rounds
The spell speak with dead is a players' best friend in this adventure:
- Who were you?
We stocked up the corpses of key NPCs with first gentle repose and eventually carried some around with us through the item spell to repeatedly question them, post-mortem, as required. There's often no need for Knowledge skill checks, either from the PCs or NPCs if you can simply ask those who know the answers to your questions. But, for good measure, I maxed out my characters Knowledge skills as much as possible.
Combined with the diligent collecting of clues and some educated guesses our party had an inkling of who the mastermind behind the campaign was by the end of the first module. By the end of the second module it was a certainty. The only reason we didn't seek out the BBEG at that point was because we didn't have the experience and resources needed to survive a confrontation.
Our entire Curse of the Crimson Throne campaign centered around a gnome rogue in shadow armor and boots of spider climb who would have Silence cast on her, who would then roll a Stealth check in the 40's, and whose entire job was to just hang out around the enemy spellcaster without ever attacking.
Heh. I usually assigned mobile silence duty to my air elemental familiar; it's hard for a BBEG's to outpace a readied air elemental!
When our group finally went up against Special-K, I decided to step things up and so cast antimagic field on my character and had my familiar carry him right up to Karzoug's side. I didn't get to cast any other spells that fight but I figured it was a worthwhile tradeoff to effectively strip Special-K of all his buffs, items and spell-casting. I was hoping to at least slap Karzoug with a tanglefoot bag for fun but my companions slew him too quickly for that. :)
Heh - no one will ever explain to my satisfaction why a Bard can't cast a Silence spell.
Cause... Silence is counterintuitive to a bard's performance schtick? Silence: music's original alternative! :P
Story Archer wrote:
I have to believe that if the only real reason why a Wizard is a must-play over a Sorcerer or similar caster is the loot, it would be a VERY easy fix for the GM to drop some party-appropriate treasure in place of spellbooks or whatnot.
It may be easy enough to swap out loot, but many GMs simply don't like changing up APs in such ways; preferring to keep things as written for the sake of authenticity. And there's nothing wrong with that. Besides, if you're going to start modifying Runelords loot to better suit the party, then there's no one who deserves more love than the party's warrior-types. I'm looking at you giant-sized armour and weapons!!! Once you start tailoring though, it may be hard to stop. ;)
A better reason perhaps than mere loot however is the nature of the arcana underlying the whole A.P. As stated above, many of the Runelords big players are ancient Thasilonians steeped in a wizardly culture or modern students of that ancient arcana. For those players wishing to explore forgotten lore in hopes of mastering the ancient mysteries of Thasilonian sin magic, there's no better way to do that then by playing a wizard. Other arcane spell-casters can certainly make use of some of the loot discovered but without the ancient Thasilonian wizardry mystique to give it real life that's all it'll be; loot. As a player of a spontaneous spell caster, I couldn't help but feel that I was brushing up against but ultimately just dabbling in something with the potential to be awesome. Don't know if I'm making sense or not...
Story Archer wrote:
most of the boss fights involve wizards who found ways to overcome their weaknesses. the most iconic of these boss fights is Mokmuran in fortress of the stone giants. he is a 15th level stone giant transmuter who beats foes due to having almost 30 hit dice, full casting up to 8th level spells, and a better combat ability than any party tank you have at this level. you basically need a wizard to beat him because he is such a melee powerhouse, that your tanks need a wizard's godly contributions to defeat him.
In our campaign, Mokmurian's spell-casting was quickly neutered with a silence spell (a mere 2nd level clerical spell) cast on a token which was moved into his vicinity. His fallback melee abilities were no match for our two ranged archers fronted by two melee warriors. Just saying, one doesn't always need arcana to counter a wizard.
I recently finished playing through the original adventure as a multi-classed sorcerer and our party's only full-caster. Although I managed to keep up with our party's arcane & divine casting needs with a fair bit of planning and bookkeeping, I did feel occasionally cheated by all the wizard-love featured in the A.P. Sometimes I felt as if I was being made to pay some unfair "sorcerer tax" for opting to play a spontaneous caster.
Although not absolutely necessary, my advice to anyone thinking of playing an arcane caster in this A.P. would be to play a wizard and to think twice and then thrice about playing anything other than a wizard. Runelords was made for clever wizard-loving players and playing anything else is a missed oppurtunity.
This is a fairly common tendency for many GMs in my experience, as frustrating as it may be for their players. I think what it boils down to is that GM like this will only divulge information that they *want* to reveal regardless of what skill rolls or divination spells you may bring into play. At best they do it because they believe that giving the players information unduly reduces the challenge for the players. At worst they do it solely because they enjoy keeping the players in the dark.
The big question is, are you alone in your group in feeling ill at ease with his behavior? In my experience, some players aren't themselves sticklers for the rules or are simply indifferent as to how the GM reaches his decisions. If you're the only bothered by it then it's your problem alone. In which case I'd recommend that you seek to play characters whom don't focus on Knowledge skills, divination spells or bardic knowledge; the sorts of stuff that are open to GM fiat. Otherwise you risk causing friction in a group who doesn't agree that there's a problem at all.
If you feel confidant that this is an issue negatively affecting the group then it's best to address it in a civilized and open manner. If you're concerned about offending the GM with your brusk manner then try putting your thoughts down in a carefully worded letter. Read it over a few times to make certain you're expressing yourself clearly and in a polite manner.
Hope that helps you some.
That sounds to me like the right approach. Being who they are, your PCs have earned their ability to overcome petty mortal concerns such as darkness, bad weather, and gravity. They should enjoy being able to handle otherwise daunting challenges with aplomb. That doesn't have to take away from the grandeur, majesty and sheer awesomeness of Mhar Massif. It'll be the scene of the party's greatest victory or their worst defeat; play it up for all it's worth with vivd and colorful descriptions.
Sorry but, as a player who played through this section, I'm afraid I don't see the problem. By this point of the campaign the party is at least 12th level, has confronted giant armies, countless undead abominations, infernal beings from the nether realms and even traveled across planes. I'd feel pretty silly if I were on my way to a legendary lost city to confront the ancient big bad and still had to concern myself overmuch with trivial environmental issues like cold and thin air. Your cleric character has proven her faith and virtue in titanic struggles and has been rewarded with powerful spells from her patron. It makes sense that Sarenrae will grant her servant the ability to protect herself and her valiant companions so that they might achieve their lofty goal. As long as the players have the foresight and good sense to prepare the necessary magics and the willingness to dedicate their resources to using them as needed then that's one less thing with which they and you need concern yourselves. Accept it happily and move on to the action. :)
I was quite taken with the kobolds in my initial reading and even pitched the idea of the PCs playing through the A.P. as an all kobold party. Alas it didn't fly with the players.
I did flesh out the kobolds' backstory a bit more, including the creation of T's earlier genocidal predations; a white kobold tribe from the highlands called the Hoarfrost who were his first victims and a green kobold tribe from the forest called the Bitterleafs. I created a canny Hoarfrost survivor calling himself, go figure, "Hoarfrost" who was on the trail of "the purple wyrm" who'd led his kinsmen to their deaths against a clan of gnomes. He cautiously though repeatedly approached the PCs to trade information in hopes of finding T's current whereabouts; growing alarmed and anxious once he learned about the Sootscales. He bitterly warned the PCs about the treachery and deviousness of the the purple wyrm. He ended up joining them for a time when they journeyed to parlay with the Sootscales; which was a great opportunity for some black vs white kobold racial tension. The encounter played out much as written in the A.P.; the PCs focused on Tartuk while harmlessly dispersing or overcoming the other kobolds. Chief Sootscale regained control of his tribe and thanked the PCs with gifts of Tartuk's loot.
After T's defeat, seeing that his tribe were severely outnumbered by the human colonists moving into the region, Chief Sootscale accepted vassalage to the PCs in exchange for some land concessions; their own hex, the Old sycamore hex and the moon radish hex (I made moon radishes a kobold aphrodisiac which boosts their birthrate dramatically. The PC's later employed kobold miners to exploit the gold mine hex; which Sootscale sort of annexed for the kobolds. The canny Hoarfrost has become something of a go between for the PCs and the Sootscales and is the PC's Spymaster. For his part, Hoarfrost tries to improve the kobolds' lot by pushing the PCs for concessions for his kinsman. He's also worked to round up other of T's surviving Bitterleaf victims; who've since moved into the old Sycamore caverns.
And so these three kobold tribes have amalgamated into a fledgling client kingdom for the PCs'; a kingdom within a kingdom so to speak.
Here are my impressions after having played through the adventure. Runewells are just the tip of the iceberg. What I mean is that there are more mysterious Thassilonian magic pools, not just Runewells, in this A.P. than the players will likely know what to do with. Here's a list off the top of my head:
• Runewell of Wrath in the Sandpoint catacombs
Likely, there are others that have slipped my mind. The impression this left with me as a player was that magic pools are the cornerstone of Thassilon magic. Playing a character who was very interested in Thassilonian magic, I kept trying to study or research them to determine how they might be used for the PCs' benefit; my reasoning being that if the Runelords built so many of the damned things, they must be exceptionally powerful/useful. Unfortunately, as our GM admitted, most were very vaguely detailed, if at all, throughout the A.P. Many seemed to be mere set pieces with no particular purpose or use; with a few interesting exceptions. Some, although described with alluring flavour text, did nothing at all.
If I were to run the A.P. myself, I'd likely seek to flesh these pools out liberally. Build on what's in the A.P.; give them each abilities which the players can use if they persevere. Justify their ubiquitous presence throughout the A.P. That's just my ¢2.
Throughout our campaign we the players made liberal use of speak with dead to question our deceased opponents about their backgrounds, goals, allies and so on. So, starting with a postmortem interrogation of Xanesha at the end of the second module, we learned of Special-K's existence, his location and a rough outline of his activities if not their ultimate purpose. The big picture grew clearer as questioning of the dead continued on with Lucretia, Barl Breakbones, Mokmurian and so on.
I'd be surprised to know that most groups didn't try this straightforward approach to learn what they needed to know.
No. Two entirely different actions.
Seems you're correct. Thanks for the helpful quote.
I wonder if the lack of vital strike would have allowed Karzoug to have survived just long enough for our paladin to likewise execute a partial charge against him. That would have been nice for her.
Yeah, I have to say, the idea of an "angel of death" that systematically possesses and murders via suicide an entire castle's worth of people is an absolutely fantastic idea for a campaign concept.
Thanks. Though its important to keep in mind that strategy can easily be employed by a single PC as easily as an NPC antagonist.
My PC used this very strategy to clear out an enemy fortress in our Rise of the Runelords campaign; a total of 58 unyielding stone giants, trolls and ogres were felled over a period of a few hours with two castings of Magic Jar.
I have no idea how you would figure that out.
I assume you're talking about the Sihedron Medallion. It's been almost two years but, IIRC, it came up when we were attempting to identify the various properties of this custom item and the GM concluded her description by cryptically saying that it had some other mysterious quality which we couldn't identify. Although it probably wasn't her intention, that was enough of a red flag for me to warn everyone against using it until we could delve into it deeper. Some further arcane research (and a few good skill checks) revealed it to be crafted in such a way as to serve as the focus for some sort of divination spell. To me that could only mean scrying. A few more investigative spells revealed that it had been crafted by the Runelord of Greed himself some 10 millennia earlier. That was enough for us to avoid ever donning it for more than the few seconds necessary to activate it; and then only with eyes closed and ears covered.
But theres something wrong when your scouting out the big bad a modual ahead of things finding xin shalast at all was a big part of the adventure.
Honestly, I actually delayed scouting out Xin Shalast for much longer than made sense for my character because of metagame reasoning. I only delayed until we'd accumulated enough levels that going up against an archmage didn't seem ridiculous. Realistically, there's no reason to not head out to investigate Xin-Shalast right after defeating Xananesha in the 2nd module. She's a native of the lost city and it'd be a simple matter to repeatedly use speak with dead to have the deceased lamia matriarch lead an intrepid group back along the route she'd used to reach Magnimar. That'd lead them up into the Kodar mountains, into the Plateau of Leng and right up to Karzhoug's doorstep. Easy peasy.
Certainly no offense meant to your group Ambrus
it's just looking in on it having a major climatic battle end in the surprise round just seems well anti-climatic
LOL. I can't say I entirely disagree with you. I was so nervous by the prospect of fighting the great Karzoug that I was actually surprised by how quickly he fell. I'd been really hoping to nail him with my tanglefoot bag for the sheer comedic audacity of it. ;)
How it played out has lead me to ponder whether its better to try and play smart or play as intended. But that's another topic entirely.
But, to her credit, our GM doesn't fudge things to benefit the NPCs. So when Special-K ran out of hit points, he fell as he was supposed to. I can respect that. In a sense, it may have been the best possible finale for us; our efforts and preparations bore fruit, we caught our opponent unprepared and each of the party members got to take their best shot at him before he fell... save for our poor paladin who didn't get a chance to act before he went down.
I suppose my issue with this is more of an issue with Anti-magic field being a bit too strong, but that's another topic entirely.
I'll be the first to agree with you about antimagic field. I casually looked it over white selecting my first sixth level spell beforehand and my eyes nearly popped from my head! It cancels out all spells, both arcane and divine, spell-like and supernatural abilities as well as magic items while only excluding the magic of gods and artifacts; all without Spell Resistance or a saving throw? At sixth level?!? Holy moly!!! Sure, it requires that the caster turn himself into a glorified Commoner and to remain in close proximity to his target, but still... it's a silver bullet vs archmages.
Although my GM may have had occasional reservations about allowing 3.X or 3rd party material into the campaign, she needn't have worried about it; the core material is entirely capable of being devastating and broken all on its own. You should see what my PC did with Magic Jar at Jorgenfist.
My own campaign has a lot of custom content in it as well as I've had them interacting with the Rune lords of Envy and Wrath as well as a heavier influence from the Hell knights going on.
For her part, I believe our GM stuck pretty close to the A.P. as written. It's just us players who turned it upside down or inside out on occasion.
I'm looking forward to quite the climatic finish as this is the first AP I've run since switching over to pathfinder.
Best of luck. I'm curious to hear how it goes.
Hmmm... actually Ambrus isn't a bad fantasy name.
Thanks. It's Hungarian and means "Immortal". Seemed appropriate for a dragon.
Dragons are cool.
They are at that.
I'm thinking misguided copper dragon wiping out villages to convince the local king to bring in adventurers to hunt down a cult who's killing people for a ritual to bring the spirit of a demon lord which will give him lots of power. Dragon doesn't believe the king will react quickly enough to a warning, so he starts slaughtering villages, "for the greater good".
Interesting, if somewhat deranged for a good dragon. If it were me, I'd likely have the dragon target the hidden cult members along with their secret allies instead. The king could ask the adventurers to investigate the mysterious deaths of seemingly random individuals throughout the realm, including some of his most trusted advisers! As the PCs plunge ever deeper into the mystery and start uncovering secret ties between the victims and the details of the conspiracy to summon the demon lord, the dragon might erroneously begin suspecting the PCs of being cultists as well and erroneously target them for death. Only by possessing a party member and secretly spending time observing the group does the dragon learn that they may in fact be unwitting allies of his. He could then feed them information and so steer them against the lead cultists while maintaining a position as their mysterious but beneficent patron/mentor; perhaps only revealing himself near the end to team up with them for the epic end battle.
Karzoug Would not fall because of Anti-magic field, as his fly ability is not a spell but an ability granted by his runewell amulet, which as an artifact, is immune to Anti-magic field.
Ah. That'd explain why he didn't fall in our scenario. Interesting.
The Karzoug they fought was obviously toned down if they killed him in two shots, a single sneak attack arrow and a regular arrow from a ranger. I can't picture that coming up to nearly enough to kill him as he is written.
It was three shots; our rogue's devastating sneak attack, the ranger's arrow and the monk's vital strike charge. Honestly, I was initially surprised that that was sufficient but, as our GM told us afterwards, eliminating his buff spells and items effectively removed half of his hit points and sent his AC into the toilet.
I find it hard to imagine that our GM toned Karzoug down considering that she bolstered him with a second wizard and a blue dragon as backup. If anything, she being familiar with our group's tactics, I would expect the opposite to be true.
Barring some crazy homebrew vorpal arrow of doom.
Such a crazy homebrewed arrow wouldn't have functioned in an anti-magic field anyway. At the time, several of the players were initially frustrated that they lost some of the benefits of their magic weapons and class abilities when striking Special-K because of my spell. I figured that it was a more than fair tradeoff considering how vulnerable it left him though. Seems I was right.
It shoukd be near impossible to catch something with a 36 intelligence by surprise.
I suspect his intelligence was somewhat diminished in the anti-magic field. *rimshot* ;)
Seriously though, one can't assume that a super-high stat equates with automatic success. Take my PC for example; I've striven to increase his Charisma at every opportunity throughout the campaign. Consequently, he now has a 34 and a maxed out diplomacy skill as well as some potent enchantment spells. It should be near impossible for anyone to resist being enthralled by him. And yet, he doesn't have an army of fanatical followers at his bidding.
Even super geniuses can miss vital clues, make unfortunate errors of judgement or suffer a stroke of bad luck. Honestly, Karzoug has rarely struck me as being particularly clever in his planning. As the campaign unfolded and the means which he employed to survive Earthfall were slowly revealed, I found myself wondering... Why did he go through all that trouble? What I mean is, the campaign is chock-full of ancient Thasilonians who survived Earthfall by a variety of means; all of which were much simpler and far more effective than Karzoug's convoluted and, ultimately, unsuccessful scheme. I mean, the dude spent 10,000 years impotently trapped until freed by accident. Was that a part of his stellar plan? Shouldn't someone with a 36 Intelligence been able to come up with a better scheme?
Fact is, for the sake of playability, amazing stats have to be balanced with the concerns of the campaign, fairness and the ability of the game-designers, GM and players to embody those stellar abilities. So if it isn't fair for my character to have a fanatic throng of followers at his beck and call by virtue of his sheer awesomeness, it isn't fair for a GM to assume that a super genius NPC can't make mistakes or be caught off guard.
As detailed above, our characters methodically researched the obstacles before us and endeavoured mightily to overcome or circumvent each one in turn before confronting Karzoug. It was anything but easy to pull off. Would it have been fair of our GM to disregard our clever efforts simply because an NPC is too awesome to be undone by them? We beat a very intelligent opponent with our own very intelligent counter-plans. Is fighting through an NPC's throngs of defenders, suffering through his traps and then loosing a few companions to his über spells before barely killing him somehow more clever or laudable?
If your bypassng whole sections of he moduals then honestly i think theres something wrong.
Honestly, I think there's something wrong with the notion that there's only one correct way or order in which to meet the challenges of a module. We tackled the module in the order which made the most sense to us as players. I could just as easily say that the module was erroneously written in the wrong order.
When things were over for us the dm informed us he had been observing eveything we did since about lvl 3 when the first sehedron amulet showed up.
Our group figured out early on that the Sihedron medallions allowed Karzoug to eavesdrop on their wearers; which is why we didn't routinely wear them and why we avoided donning the Sihedron rings until after Special-K was dead. Doing so was one part of our long term plan to curtail the information our opponent could learn about us.
I'm surprised no one has mentioned Magic Jar. This is an extremely effective and frightening spell on so many levels. Barriers don't hinder its use and, if the saving throw is failed, your soul is ripped from your body and imprisoned in a gem from which nothing can be perceived while somebody else parades around in your body to do with as they please for the better part of a day. If you do fail the initial saving throw, there's nothing stopping an unseen assailant from casting the spell again and trying to usurp your body a second, third, fourth time... and there's little to nothing you can do to prevent it besides running around desperately in an attempt to get out of range of someone you likely can't even see.
What's worse, is that a single casting of this spell is an army killer since one can leap from body to body for hours. With proper preparation and positioning, a caster could cast magic jar within a castle or village during the night when most of its inhabitants are asleep, leap into a body to quietly commit suicide and move on to the next victim, over and over and over again... Come morning, there'd be little left of the populace but decaying bodies; each dead by its own hands and a handful of desperate and terrified survivors (those who made their saves). Even if someone discovers what's happening and sounds the alarm, there's little anyone can do to prevent the disembodied suicidal plague slowly killing everyone besides fleeing. Entire settlements, armies or even kingdoms could de devastated by a sufficiently dedicated and relentless "angel of death". It's truly biblical in scope.
Or, perhaps even worse, imagine the turmoil which could be caused by supplanting various officials, nobles or monarchs with the spell. For good or ill nations could redirected, empires could be created or destroyed and history irrevocably altered.
So yeah, Magic Jar may be the single most powerful/frightening 5th level spell in Pathfinder.
Irritated Shadow Projector wrote:
a thread that hasn't been resolved in over 1,5 years, and clearly has escaped official attention?
I'm fairly certain that someone or other at Paizo is aware of this thread and the unresolved questions regarding this spell. It, like many other rules issues, is something they have chosen to ignore. For whatever reason they seem to don't believe the issue requires their attention or are merely content to let players and GMs resolve the spell's shortcomings on their own.
Unfortunate, but there it is.
j b 200 wrote:
By hunting I meant "killing a wild animal," as opposed to "killing a domesticated animal that I breed and keep on a farm," but point taken.
In my mind hunting means "killing a wild animal who has some sense of self preservation". Domestication is an arbitrary concept when applied to a tame animal like the dodo.
Kevin Mickelson wrote:
Don't disparage the proud hunting traditions of my people, Ambrus!
I hold my fellow grocery store aficionados in the highest regard.
j b 200 wrote:
Dodos had no natural fear of man, so they wouldn't run away like other animals. So they were really easy for people to hunt.
I don't know if killing dodos can really be considered "hunting". If it qualified, I'd propose that buying shrink-wrapped chicken breasts at the supermarket is likewise "hunting".
If I were in a game with someone playing a arcane caster with a toucan familiar, I'd feel obliged to play a druid with a tiger animal companion so that we could embark on some breakfast cereal themed adventures together; preferably vs a leprechaun BBEG. It'd be GRRRRREAT!!!
There's a palpable sense of urgency in the campaign. We swept through the campaign at a fairly brisk pace; completing the entire AP in less than six months of game time. At times we took some much needed downtime to commission magic items, though only after going to extraordinary measures to ensure it'd be safe to do so; measures which sadly failed at times.
Considering the looming threat of impending events, it made us nervous to ever sit on our laurels. Talk to your GM to gauge his intentions regarding pacing.
This seems like needless micromanaging to me. Is a caster supposed to carry a half dozen scroll cases strapped to his belt merely to keep his full collection at hand? IMC, one scroll case can effectively carry as many scrolls as you'd care to put in it.
Besides, who can be expected to know to look for the answer in a secondary non-core book?
Richard Leonhart wrote:
Does it remind anyone else of revenge of the killer tomatoes? (that cute little female tomatoe tree or whatever)
Actually, I was picturing it with it's five buddies joyriding around the City in a stolen pickup truck. "Weeeee!"
Love the little tree-dude as well. He seems like a plant companion to the elf druid, in the picture, and that's cool.
Funny. To me it seems like the elf is the diminutive tree's cohort/gardener sidekick. And that's cool.
Or, Like me, he's old enough to have owned the original insecticon toys from the 80's :)
I have my three orginal G1s on display inside my transformers display case.
Screw the insect thing, I want to learn about that druid archetype.
Screw the druid archetype; I want to play the little tree guy!
Erich Stahler wrote:
Sorry to be this insisting
Erich Stahler wrote:
1. How did you convey that to the familar as both actions available aren't free actions (empathic link is Su for the familar, speak with master is Ex) ?
Special means of communication weren't necessary seeing as how the familiar is quite intelligent and shares several languages with my character. Besides, she knew the plan and could easily recognized Special-K on sight and so knew to quickly move towards him once my spell was up and running.
Erich Stahler wrote:
2. Isn't picking up a player
No need to pick up my character; the familiar was already carrying him when the group triggered the portal to enter the Eye of Avarice. Not knowing if/where Karzoug might be on the other side of the portal, it was my plan to ensure that I could benefit from my familiar's superior flight speed should he be otherwise out of reach.
Erich Stahler wrote:
and carrying him (heavy load/ assuming 70' then) 80' to the center and 45' up (~90ft. in total) a little too much for a standard action ?
The distance (both horizontal and vertical) between us and Karzoug was well within the distance my familiar could cover in a move action. Trust me, I counted squares before declaring my action. ;)
Erich Stahler wrote:
3. Even if you make it to K he would immediatly fall (the exception of Fly and Antimagic field), did your GM account for that ?
The GM described the Runelord as floating only a few feet above the Runewell next to a big crystal thing when we first approached him. Although I expected/hoped he'd splash down violently, for some reason the GM said that he merely alighted harmlessly atop the Runewell's lip. Just as well really; our group's archers would have suffered a to hit penalty if he'd fallen prone. God forbid the rogue had missed him with her sneak attack.
My plan, had Special-K survived the surprise round, was to have my familiar ready an action to follow him should he attempt to flee (to keep him within the antimagic field) while my character would lob tanglefoot bags against the Runelord. I would have laughed uproariously if Karzoug had been caught by a lowly tanglefoot bag. =D
That... is absolutely fantastic. I'm glad you guys enjoyed it, sounds like very well-made plan. Personally I like the idea of going the long route
I'm not really sure what the long route is honestly. This was the approach that seemed to make the most sense to me from a tactical standpoint. Slogging through countless battles in the Xin-Shalast and up the slopes of Mhar Massif to then grind away through all of the Pinnacle's many defenders while simultaneously broadcasting our party's approach to Karzoug and using up all our resources only to confront him when we're at less than our best while he's buffed up and waiting for us seemed sort of... unwise.
if nothing else, I'd rather be the right level when fighting the Claimer
Again, I'm not certain what level is "right" to confront Karzoug. 14th level provided us with all we needed to eliminate him with no trouble.
but this is a good plan.
I'm of two minds about it. Although I greatly enjoyed the opportunity to try this tactic successfully throughout the AP, it does seem to run contrary to the intentions of the modules' designers; sometimes with odd results. It also tends to eliminate much of the challenge involved, with victory being largely certain in every situation. I don't believe I'd attempt to repeat it in future APs; opting instead for a more traditionally linear approach to game play even if it is less clever. Still, I'm grateful that I got to play with a group and a GM willing to go along with this somewhat unorthodox approach to adventuring at least once in my gaming career if only for the experience. It was enlightening.