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I’ve Got Reach's page

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This post is written under the assumption there is no "burnout" factor involved in your D&D game.

Your going to change games to include one more player? I think I would really reconsider that option. If your current group of three players like Iron Kingdoms, why not continue it? Only three players isn't a problem - the original Star Wars trilogy centered on three characters as well (Han, Leia, Luke) and featured a host of supporting characters (NPCs).

Less players, in my opinion, is a good thing from a story telling standpoint. You can explore aspects of a character's personality that would have previously been impossible due to limited "screen time".

Just my take, but hitting the reset button to make consessions for one casual player doesn't sound right to me.

Unless she's hot. ;)


Thats a very interesting idea. I like it. A lot. With or without side-trek adventures, since the players don't know that its a side-trek at all.


Bling Bling wrote:
Fizzban wrote:
What class does your group have trouble keeping alive?
I think it's not class so much that's the problem but rather the kinds of players in your group. Recklessness, inexperience and impatience are the real problems, IMHO. Failure to plan ahead or to consider options other than direct confrontations often leads to an untimely demise as does trying to be something you're not, like the rogue who thinks he's a death-machine. Fighting only when necessary, knowing when to retreat, negotiation & compromise and understanding your character's limits can all help with survival.

This might be true, but herin lies the problem - at least in my opinion. D&D purists roleplay. If their character is a rambunction 17 year old impulsive thief, or an uncontrollable Half-orc barbarian, so be it. To roleplay these character types means to play the character, not the game. Said differently, the rogue and barbarian in these cases dont approach combat like a chess match. They don't know they are minis on a grid with ACs and HPs. Thus, they are unlikely to "plan ahead" or perhaps even operate like a greased machine with a group of strangers he/she just met in a bar 30 minutes ago.

I've seen players blur these lines and become upset with other players because they were playing their character, and not the game.


Usually we've never had to resort to kicking a player out. Typically they leave of their own volition.

All new players in my campaign receive the spiel from the get-go: "You could like us, and we could like you, or the vice versa could also be true at the end of the night. Play - if things don't work out, thats okay - no hard feelings."

After a player has been a part of a gaming group, the spiel changes: "The game is about having fun. If your not having fun, your wasting your time and ours. Your better off finding a new group."


Peruhain of Brithondy wrote:
Edit--a villainous exit could also be planned. I.e. he could undergo an unpleasant transformation or clandestine replacement, and unleash himself on his mates in his last session. (Of course, if you played HoHR as written, you might have already used your alotment of perfidious betrayals for the campaign.)

The villainous exit is right up my alley - consider that one vote from me.

This character has been an implant from Lashonna as "insurance" - but gets discovered along the way or something.


Trouble running Darl? I had no more trouble running Darl than any of the encounters after which in case I am saying YES. Stated differently, when you start talking about CR 20+ encounters, things turn ugly for a DM rapidly.

Darl was a blast. One of my players remarked that since Darl, every cleric they encounter is that gods champion - which essentially is what Darl is for Vecna.

Hopefully your PCs will be up for the challenge.


Las Vegas, Nevada

More specifically, North Las Vegas.

What Happens in Vegas, usually ends up on National Headlines.


I Bought the original NWN Diamond edition (it came with some add-ons, I think) and, wow, talk about a bad game. I think I posted elsewhere on these threads that it was a close runner-up to Ubi-sucks horrific attempt at a Pools of Radiance remake with 3.0 rules. I uninstalled it after a week (about 10 hours total) of gameplay.

Return to Temple of Elemental Evil was okay - not great, but not bad. It had no replay value though. My favorite all time is the original Baldurs Gste. I'm thinking about reloading and giving it another go around for the sixth time.


I guess this answer is a "no" based on lack or response.

I like the d20 system for Dungeons & Dragons, but do not like all my games to be d20. Also, I am a bit of a military/war-junkie if you will, so when I saw this post I was immediately interested. Putting the two together - vintage WW II fighter aircraft and d20 modern - strange combination. I was intrigued.

I guess I would add that in perusing the modern weapons book for d20 modern, weapon statistics were generally the same. For example, a 9mm pistol was essentially the same across manufacturers, and so on. As well it should be. I would think that Stukas, Zeros, Lightnings, Corsair IIs, etc. while they obviously were quite different in real life, would not have statistics that varies much for game purposes (especially d20).


Usually any class I am playing.

But aside from that, I'd say Rogue.

The class you cant kill (or sometimes even touch) in our games? Cleric.


Gurubabaramalamaswami wrote:
Caution about running a game with your wife as a player: make sure she is distracted by stuff like making dinner while your killing her characters (and make sure your couch is comfortable).

Nice!


The odds are stacked against Moreto, the friendly undead underdark traveling chap. Knowing this, I elected to not have him be accompanied by Mohrgs; I tried to pull this encounter off with a little of a twist. The guy is undead and evil - sure. But I tried to put him in the best possible light (no pun intended), that is, not give the players any reason to kill him. He offered information and pleasantries, after all, we're just adventurers crossing paths....good day to you all.

It didn't go as envisioned. One of the characters is decidedly anti-undead, and would have no part in Moreto's parlay. Poor, poor Moreto.


Star Trek vs. Aliens vs. Predators.

Just Kidding.

Star Trek vs. Star Wars.

That time I wasn't kidding.


Also, I believe the Epic Level Handbook provides a datapoint in which a weapon is considered Epic if its total VALUE in gold pieces exceed a certain threshold.


Kirk: Khan, I'm laughing at the "superior" intellect.

Watch out for his patented double-hammer punch and double-flying kick! Plus, he fights better with a ripped shirt.


NWA - Straight Outta Compton


I had this toy. It gave my Warduke and Strongheart (who were allies) fits. Also, Hooked Horrors were a terrible site to see by those of the Star Wars universe and GI Joes.

Hooked Horrors appear in one of the later Monster Manuals, I believe.


"We're gonna need a bigger boat."


Are you SURE there is no maximum you can make? Seems like an obvious oversight, if this is the case. Has it been FAQs or Erata'd?

I wish I had my PHB handy! When are they going to make microchips we can install in our brains to allow us to recall pdf's?!

Ahem, not that I own any illegal copies, of course. Just hypotheticaly saying....


How about varying the crawler loads? Think fantasy versions of modern artillery loads….
White Phosphorous deals flame damage and obscures vision (extremely helpful given the criss-crossing chains that hamstring dragons in flight) – Fire Fog
Chemical Rounds
CS (tear) gas – Stinking Cloud on steroids
Nerve/Blood agent gas – These are obviously frowned on for routine usage; they are virtually undetectable and extremely deadly to unprepared forces – Con damage akin to potent poison

Or other types of crawler loads –
Insect swarm loads
Web-spell loads (for that matter, “Spell” loads e.g. Fireball, Ice Storm, etc.)

I had to replace Alastar Land’s ghost as well. I recall using the Wind Duke Icosiol (I think), but your idea works as well, especially if the dead PC was a brainy Wizard type. Good luck, and good gaming. As for End Bosses, consider adding Gigantus from a later Dungeon magazine if the PCs prove to be tough. And as for Brazzemal, yeah, he is tough, but Xyzanth will punish the PCs!


I had problems with the map as well. Word of advice: unless you dont mind your PCs waltzing in and budting up the negative energy engine and leaving as quickly as they came, alter the dungeon to ensure that no matter which way the enter the dungeon, they will be approaching from the direction where Vulras and his guards are at.


Come on Fate, this is WOTC were talkin about. In DnD, Errata has errata! :)


I'm just player hating on you, Steve. You know how loyalty is in this town. I read your posts on Savage Tide pissed that I'm not a player in it. :)


In our campaign, the resident LVL 20 wizard managed to bypass the first few doors with knock, until he ran out of those spells. They decided that they couldn't stop and rest, so they decided to have the fighter-types push their way through the remaining barriers trailing a "help me" cord that they would yank through the door if they encountered resistance. Basicly they wanted to not roll a "1" per door passed through.


What a tough call.

Logue has had some very memorable adventures and characters.
Greg "V for Violence" has really dished out death in his work as well.
Gotta go with Pett.

It was a close one, but after Pett, they broke the mold.

By the way, I tried stuffing the ballot for you Richard, but to no avail. ;)

Tough choice; I feel like there truly are no bad writers that make it into Dungeon, and these writers really are very good.


I play anything anywhere. I'm an equal opportunity monster slayer.


I like Fatespinner's idea (and have considered it), but ran into three problems
1) Requires more money (not really that big of a deal)
2) Now I gotta lug it around (thats an issue)
3) Usually the monsters suck.

Me: You see a crab-like monster with horse legs and clawed tentacles with stingers attached.
Players: Huh?!

Which goes to my next issue (which admittingly is off-topic) and probably deserves to be in the rants section: WOTC must not only embrace digital publishing, but make it cheeper than an actual book. Pass the savings on to us end-users and will will buy more books. Further, if I buy the damn hardback, why not include a CD-Rom in the back with the book in pdf? If I wanted the book for free, I could get it. Just give me what I want and I'll pay for it.


I don't disagree with you on principle. I also don't offer an answer (isn't the cardinal rule something to the effect of "if you complain, offer a better solution"?).

As a DM, I don't struggle with the suspension of disbelief of a 1st level character's knowledge vs. the player. I just don't. My players, however, will roleplay these conundrums, and if they put me on the spot, I’ll make some arbitrary (and usually inconsistent) ruling on what they know or don’t know. Higher levels, say 7+, I just lay most of it out on the table. Occasionally I’ll hit them with a monster they haven’t seen (very rare given 7 players), or I’ll even create a creature to create the element of the unknown.

I guess what I’m saying is I don’t fight the fact that this is a game some have played since the 70’s, and know better than I do.


I'm going to take the unpopular stance in saying that it is a ridiculous mechanic thats waiting to get metagamed at every opportunity.


I totally disagree - I think the DnD cartoon was one of the best written cartoon series available at the time.

I watched G.I. Joe (and knowing is half the battle), Transformers, He-Man, Thundar the Barbarian, and Voltron. DnD is far and away better than all of these. Sure, the animation was not on-par all the time, but the stories and the voice actor's investment in the characters where readily apparent.

I bought He-Man's "Best of" Season 1 and 2. Almost couldn't make it through the DVD, it was so lame (borrowing your word). If thats the "Best of", forget about buying a complete season. Transformers wsn't so bad, but in comparison to the animated movie, it obviously pales.

I think the reason why I liked it was because I didn't know anything about the DnD world. Who's Lloth? The spider queen, I guess. Tiamat? A powerful 5 headed dragon that even Venger was afraid of. I had no expectations of what a Beholder was supposed to be capable of. Obviously the cartoon does not translate into DnD 3.0 or 3.5.

But I loved it (and still do) all the same.


Vegepygmy wrote:
I’ve Got Reach wrote:
We (our gaming group) got into a big argument about the Charge rule and AoO. There is a chart that says Charges do not provoke AoOs. There is no text that elaborates on this chart...
Yes, there is. Footnote 1: "Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity."

I'll have to look at this again. 7 of us poured over the PHB for an hour (and then some) and none of us saw this footnote. Major bummer....


We (our gaming group) got into a big argument about the Charge rule and AoO. There is a chart that says Charges do not provoke AoOs. There is no text that elaborates on this chart, so when a PC charged the monster with reach, I naturally suggested (see my avatar name) that our DM was srewing it up by not allowing the monster to take its AoO. Anyways, the FAQs do not so much as clarify the ruling specificly, but it does play this scenario out and the monster with reach does in fact get its AoO.

As for clerics, I played a cleric that once he was able to cast Restoration, never slept again. Just one casting day keeps Mr. Sandman away! :)

A recent moment of DM enlightnment came with new players (as was the orginal poster's situation). A new player had a rogue that "auto-tumbled" around the enemy. No one said anything at the table, but in private, the original players had wondered how the new player had been doing this. Finally I called the player out on it (I'm running the game). He referred us to the PHB where it clearly states that if your minimum skill total meats the necessary DC, then you automaticly succeed (thus "auto-tumble"). This enlightenment blew us away! We thought you always had to roll the die and a natural 1 always failed. I personally was on the short end of this stick when it came to concentration checks. Note also that you will automaticly fail skill DCs that exceed your maximum.


Its certainly a fine line that has to be walked. I think Dungeon does a fair job deciding when they can get away with a "refer to page 123 of the DMG" and when a more important NPC needs to be statted out.


Would minotaurs make for a great cab driver?

Considering they never get lost and they charge through the nose.....

Does it get any worse than bad D&D humor?


Russ Taylor wrote:

Note that one of the changes between 3.0 and 3.5 is that vorpal weapons only decapitate on a natural 20, not on a crit threat. Strange but true.

Russ

Oops. :)


Rakshaka wrote:
The replacement character was killed by a Broodfiend, IMO the nastiest monster in the whole AP, possibly rivaled by the WormDrake.

The broodfiend is nasty (getting an honorable mention in a seperate thread) - HOWEVER -

*********************************
SPOILERS
*********************************

Re-review the encounter with the Blessed Angels. There are three of them; in my campaign I had six (I had six PCs) Angels. They have improved crit with vorpal weapons. Killed two PCs on te spot; they teleported adjacent to an enemy and next round took 5 attacks each. Sooner or later a head is rolling.

Also, Maralee (again, in our capaign Loris Raknian) deals some of the most raw damage in the entire campaign. Drop a crit on someone (like I did, twice in fact) and your scoring between 150 - 180 points of damage depending upon your Power Attack choice. Did I mention a nasty gaze attack to boot? Ouch! He didnt kill a PC, but he did remove a Gated Solar Angel (CR23) in two rounds.


Its a slam-dunk. Go for it!

Our campaign illustrated what I already thought of my favorite iconic character Warduke, that he isn't quite as powerful as he could be with the introduction of new expansion material. I would give him a couple perks - say a few action points or maybe a cool ability that would otherwise be outside of the ordinary realm of 3.5 rules.


Easy. Refer to "Mob" combat rules in the complete adventurer I belive.


Start Date: June 2005
End Date: 2 Feb 2007

DM: I’ve Got Reach (All DM’s have reach)

Group Name: Shining Heroes of Tomorrow (SHOT)

Mihir, Champion Cleric of Ehlonna
Alexander St. Monday, aka Serif, Chief Investigator for the church of Heironeous, Senior Administrator of Alhaster
Zurrell, Gold Half-Dragon War Lord, retired
Kiron, Silver Half-Dragon Archmage
Keegan, Bear Warrior of the North, married to Jannedaria
Jannedaria, Warlock Master, married to Keegan
Durall, Frenzied Berserker, wandering the lands whereabouts unknown

Campaign Notes: This good-aligned party was born during the module Champion’s Belt. The original party was largely evil and a hellava lot of fun. They died a timely death at the hands of Pitchblade in the Ceonoby. Various notes regarding the campaign (found searching with my Avatar name) can be found in this message board; they feature alternative plot twists and a few monologues from important NPCs.


I planned for a month (four 6-8 hour sessions) per magazine. Thats pretty much how it worked out for us. I can see how it could easily take longer, however.


Thanks Rak....I noticed that our campaigns have been running virtually neck-and-neck. That makes it very interesting since our encounters are still fresh in our minds or just about to take place.


I explaned how the spire was eaten away by the worms and the hole it left in the ground. The Archwizard Kiron plugged it with a slab of stone and atop it stands a 100 ft. statue of the martyr Mihir via a Wish spell. Future adventurers can get to this great dungeon in Alhaster via te underground waterways that pirates frequently use.

We have begun playing Savage Tide (Im on my third PC already!), so I thought it would be cool to teaser trailer it....

Event
Teaser Ending
Who: Crazed Human
Where: Isle of Dread

The smoking city of Alhaster is seen from above, the last tiny green worm dying in the sunlight as the last clouds break. The camera swings toward the piers and ocean beyond. Skimming the ocean, the camera brings into view a strange tropical island. The camera slows down as it makes shore. In the distance, the calls of exotic birds, wild cats, monkeys and fearsome dinosaurs can be heard through the lush canopy. Brush moved aside unveils a disturbing image - that of a humanoid, one could only guess, hunched over picking at the tastier morsels of what appears to be another man. He looks toward the camera as if he were snuck up on, and laughs madly. The camera pans out of the canopy to view the island from top own, and the mans crazed laugh scatters the birds.
Screen goes black – pause.
Key rock music.


Sub-Event
Transition of Power
Who: Prince Zeech and Alexander St. Monday
Where: Alhaster

All characters are now Epic level (21). They cannot advance their PCs until after the game ends.

As the smoke rises, and civilians emerge from the homes, churches, and other shelters, the PCs gather with the significant NPCs to pay respect to Mihir, whom sacrificed himself to provide the world a chance to live (they all know what happened although Kiron,Tenser, or anyone else may speculate that Mihir could still live on).

Suddenly the crowd begins to part as the sound of heavy warhorse hooves beat the cobblestone road. Standing before the PCs is a mounted Prince Zeech. While he appears injured, he also appears purposeful. He dismounts and approaches the PCs with a slight limp from battle injury.

Zeech: "I extend my gratitude to you all for your valor and bravery." <He looks around slowly, wiping his own blood from his brow. He also notices that the local townsfolk may look to the PCs for leadership – not him.> "It appears that my strength in leadership has been challenged. I challenge Alexander St. Monday to an honorable and fair match for the unconditional title to Alhaster, its land, and its laws." <He again draws his sword and readies for battle. Something in his posture tells most everyone in audience that he does not intend to win, but rather to die by the sword to a worthy opponent. Somewhere along the line, he is struck down, and in his dying breath asks Serif to rule with virtue and selflessness. He passes with little fan fare.>

I felt it very important to provide closure on Zeech as outlined in the adventure. Did he die an evil man? Was he irredeemable?

Funny moment here - Alexander St. Monday (aka Serif) did not want to fight Zeech.
Serif: "Haven't we seen enough blooshed for today?"

The crowd was silent for a moment, then a voice cries out from the back of the crowd "Smoke his b!tch a55!" Everyone broke out laughing at that one!


It was late, and I knew that it would require the use/sacrifice of artifacts to destroy Kyuss. I have been running this campaign for - what two years? Its time for it to end - here and now.

While they could now "hurt" Kyuss, I made it clear out of gme, that he can still kill them instantly on his turn. They needed to quit "low-balling" him (our archmage is guilty of this) and pull out their big guns if they wanted to win (and live).

Alexander St. Monday sacrificed the greatest Holy Avenger - Zildjian by impaling it in Kyuss.
Zurell did the same with the Rod of Seven Parts.
Keegon implanted his mighty Axe in Kyuss as well.
Kiron the Wizard used a powerful Wish to combine the artifacts power into a powerful explosion to defeat Kyuss.

That was the end of that. Heavy Handed - maybe. Climactic and memorable? Definately.


The Great Battle Begins

As was feared by Tenser and the PCs, Kyuss is invulnerable to the PCs attacks. It becomes apparent pretty quickly that it will require a Miracle to defeat Kyuss. There are however rules beyond that of mortal realms that govern situations of divinity.

Seated circular in a great airy hall, the great gods occupy their rightful seats as they would during crisis, decision making or diplomacy. Good and Evil, Law and Chaos, and all forms of Neutrality are represented and nearly all are in attendance as the drama in Alhaster unfolds when a rogue god descends onto the material plane.

Ehlonna: My champion, Mihir, requests a Miracle be granted to thwart Kyuss' plot.
Moradin: Another Miracle? He should give that spell a rest already. (PCs get a big laugh out of that line)
Ehlonna: This is our only chance to stop Kyuss' insidious plans!
St. Cuthbert: No, it's not.
Ehlonna: It's our best chance we have to stop Kyuss.
Lorathian: Only the prophesied ones may interact with Kyuss in this ordeal.
Heironeous: Authorize the Miracle; we must strike quickly and decisively.
Hextor: Not so fast, valor. Ehlonna owes me. It was my champion that was prophesied to end the Age of Worms. And what did they get? Cold, hard death. Hardly fair, I say. (The champion he refers to is War Duke, whom the PCs killed in the previous module - you can find more about this plot twist on the message boards under "War Duke")
Obadhai: And they did release Krathonos from my prison without consent.
Primus: And have made a mockery of the natural order of things by habitually defying death. Your champion, Ehlonna, even requested your power – and you granted it – in destroying my Inevitables designed only to restore the celestial order we all swore to uphold. (This might require some explanation - our resident cleric bent the rules, interpreting them outside of the spirit of the game/intent to kep people from dying. I let him to kep the PCs around for continuity. He knew Inevitables might get involved in hunting him down, and they did. Well, we play a lot of Transformers, so I thought it would be cool if these Inevitables (from Mechanus) were actually an unevolved transformer. Primus, the creator of Transformers, is also the creator of the first versions, Inevitables.)
Nerull: It seems an exchange is in order. Trade one for another. Mihir's place in the grave is long over due.
<A short burst of conversation ensues, heated and pointed. The boney finger makes more than one appearance...The arguments subside quickly and all eyes fixate upon a hooded quasi-being.>
Living Tribunal: So be it, the Miracle will be granted, at the cost of one mortal life. In return, Hextor's champion Warduke and his accompanying soul will be returned to the material plane for re-insertion. (Another explanation - Living Tribunal is a Marvel Universe god. We also have played Marvel Superheroes and I thought he would be a colorful addition to this panel. Marvel heroes are not unknown in our D&D world by the way....)
Ehlonna: My champion will be more than willing to comply. I humbly thank all of you.
Living Tribunal: This in no way guarantees victory – none can grant that now – this only affords the mortals a chance to prevent termination.
Olidommara: Good Luck!

Miracle is cast – a great sacrifice is required. John (the player of te cleric Mihir) can put his character sheet away (and he did).

Mihir lifts into the air glowing nearly as bright as the sun itself. Its radiance pierces the dark clouds and Kyuss recoils. Mihir's body disappears in the brilliance that remains – a beacon of hope and the PCs are restored to full health.


AND THEN THERE WAS KYUSS

Upon reaching the top tier of the Ziggarat, Kyuss' body slowly begins to form. Tenser appears, disheveled and injured. Breathing hard, he informs the PCs the following:

Tenser: "Our plan has failed, the dimensional lock ruptured. Kyuss somehow knew of the plan and hid ethereal assassins. It was a slaughter; we tried to repel them, but they overwhelmed us. This is going to get real ugly, real fast. I will hold off the inevitable horde the best I can at the base of the tower. Good luck my friends, and if you fail, then I will see you in the celestial heavens."

As Kyuss materializes, he summons his great hordes of Kyuss undead; Spawn of Kyuss accompanied my Overworms, Swords of Kyuss, and Wormdrakes. A most horrible horde indeed.

From the window of his palace, Zeech watches -in reflection- the annihilation of his city, knowing full well his pride is responsible for at least a portion of it. Somewhere in his corrupt heart, Zeech remembers what it meant to have honor.
Zeech: "Gaurds – My horse! I ride into battle for the last time for Alhaster! For Victory!"

The front gates of Zeech's Palace, straining at the weight of undead, come crashing down. Leaping overtop the horde rides Zeech, wicked flail in hand, bringing what might he can against the relentless undead. In another corner of the city is a brilliant flash of light as a knight equipped only with a longsword atop his flaming stead heroically into the horde – Sir Pinnacle has joined the battle. Tenser is joined by Blurk, Eligos,Celeste, and Agath in battle. Their arcane and divine powers keep the undead at bay for the moment. Here and there, pockets of resistance form against the undead.

Zulshyn: "I'm not about to let these vermin take away might most prized possession, right Zurell?" Zulshyn appears in a spectacular flash of red energy and she and her two prismatic golems take a tactical position opposite Tenser. The two groups form a make-shift perimeter to keep the undead from the spire. As quickly as the undead are destroyed however, two more take its place. Time is running out.

To claim one of Balakarde's fragements from Zulshyn, a PC (Zurell) offered his life in service to her for one calander year after the destruction of Kyuss. Zulshyn is doing her part to hel prid the world of Kyuss and to ensure her investment is safe.


Event
End Game
Who: Everyone
Where: Alhaster and the Celestial Board Room

I cut out a lot of encounters from the Spire. There were only four encounters:
1- Three shadowdancing Kyuss Vampires, Vulras, and Maralee (actually Loris Raknian (THIS GUY IS ONE TOUGH SOB!)
2- Six Blessed Angels (They killed 3 PCs - they are extremely dangerous with improved critical and vorpal blades!)
3- Lashonna
4- Kyuss

A Traitor Revealed!

Lashonna: "I knew you wouldn't miss the re-birth of the blessed one. Although I must admit I am disappointed that you appear none to excited over the turn of events. That will change."

(Any PCs response) PCs: "If you refer to your ability to dominate, we are protected from your powers."

Lashonna: "Really? I wouldn't be so sure about that. My empire was not built over-night, and I don't plan on relinquishing my accomplishments or achievements. One constant in this universe is true and irrefutable: creatures will do whatever it takes to survive. I intend to survive, and to that end, I have secured insurance. Behold: a fragment of the fabled Shade Stone Citadel from the Plane of Shadows."

<The rock is uncovered and most PCs will immediately identify its properties. >

Lashonna: "Whats more, one of you has already promised your allegiance to Kyuss, and for that we are eternally grateful for you will live into infinitum."

Allow PCs to finger point, and perhaps even have a PC or two step forward thinking it is they whom might have joined Kyuss in his moments of triumph. When the fun ends, announce the traitor. Have the traitor say something really evil and cool (perhaps out of character for himself). Declare initiative, allowing PCs to know the danger.

Game Notes:
The Traitor, Zurrell, no longer has the Feat “Pure Soul”. Further, he has been afflicted with taint (although this has no game effects), which can be cleansed with an Atonement spell after the campaign is over. Notes to readers: Lashonna forced all in attendance to make a Will Save at the dinner reception during the Prince of Red Hand module, and Zurell failed. Lashonna emplanted a Trojan Horse inside of him, which right now overrides any protective ability such as Mind Blank, etc. Only a Wish or Miracle can counter the ability.

Shade Stone Citadel
This extraplaner rock, the size of a small brick, is mounted to a rod affixed to the marble floor. It has a cloth concealing its nature, but once in view, its effects are listed below:
The rock generates a dimensional that prevents summoning and calling within 100ft radius unless they are of the undead type.
The rock generates a Darkness effect to 100ft that negates the use of any spell with the Light descriptor.

Our resident cleric is extremely powerful, and specializes in Ligt descriptor spells. She being the mastermind that she is, prepared for these abilities.


My notes skip over Lashonna's negative energy engine and the various encounters to battle despair and fear. My own observation regarding Lashonna's underground lair is that it was not set-up properly to get the most out of it. My PCs entered via the graveyard and immediately encountered the engine. They did what they do best - destruction. After destroying the engine, they got the hell out of their before it went critical mass (I desribed the negative energy portal as a negative energy point of singularity that became unstable and began to expand - think Spiderman II). Because they accomplished their mission immediately, they did not have to negotiate the rest of the dungeon. Worse, they couldnt investigate the rest of the dungeon because it collapsed in te explosion. For you other DMs who havent made it to Lashonnas dungeon, just spin your map around to ensure that no matter what direction they enter from, they must pass through Vulras' guardpost section on the way in.

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