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Library of Last Resort; unexpected start (spoiler)


Age of Worms Adventure Path


Hello,

Just had to share this with you all...

We sat down Thursday night to start 'Library of Last Resort' with 6 players. The group was quite excited to get playing as the last session had consisted of the party at Zeech's, which went over very well.

The party met Lashona, patiently listened to what she had to say, then watched the scrying of Heskin she conjured up. Upon seeing they had competition in finding the Library, and that Lashona was shaken by the Hand of Vecna being present, Darvarian (H Wiz 16) jumped up and exclaimed, "Let's cause some trouble!". Within 2 minutes time, all players were agreed (some nervously) and the decision was made that an assault on the ship they'd just scryed was the next logical step.

Needless to say, I (the DM) was as surprised as Lashona. With 6 rounds of buffing, the 7 characters used greater teleports to arrive in the hold of the ship.

They (the players) were obviously excited about this daring play, so I drew out a large triple-masted ship and quickly determined locations for 19 orc sailors (using every orc figurine I had with me), the captain, and Darl's party. This was going to be a mess ;)

Determining that Black Fire would likely be in the hold, I had one player DM that encounter giving me some time to prep for the rest of the boat. Black Fire tied up most of the party while 2 mages quickly found their way topside & neutralized most of the sailors with level 7 spells (can't remember the name; large radius, magic damage each round).

What followed was a grand melee mainly below decks. With the tempest assaulting the ship each round brought balance & concentration checks, along with descriptions of tossing cargo & sailors. The sailors were mostly ineffective.

The monks Sabir & Jalabar (?) proved quite effective at neutralizing 2 mages, but fell to the 1/2 orc fighter barbarian & a domination spell. Krekie & the captain provided ranged support (difficult) while the efreet & cornugon kept the party busy at opposite ends of the ship. Darl himself almost killed Darvarian & Delldrin (H Warlock 16) with implosion, forcing them to use all of their Fate Points in one battle.

Of Darl's group the minotaur, Black Fire, efreet, Sabir, Krekie, and the captain perished. Jalabir was captured & later escaped in Alhaster. The cornugon teleported away when the battle was obviously lost. I could've had Darl use his quickened plane shift, but I was impressed by the group's roleplaying that night so modified my sub-plot for the warlock & had Darl's transportation spells fail him. I'd intended the warlock to be tempted by the Hand in Last Resort anyways. The ship floundered in the storm but they teleported out.

In the end it came down to surprise & sound teamwork that brought victory. This unexpected turn took up most of the evening, but was well worth it. As it was all done on the fly I probably made some glaring errors but it was extremely difficult for them, and enjoyable, and that's what matters. As for the rest of the module, they're still in a hurry although more confident now...and quite nervous, as they didn't keep ownership of the Hand secret.

*sigh* Players continue to surprise. Feel free to point out errors/problems you see with this; insight will give me more ideas with the campaign.

J-


Sounds like you've got a fun group of players that are lucky to have a DM who can do great work on the fly. Congratulations on such a cool session.


Pathfinder Adventure Path, Modules Subscriber

Only one problem with allowing group to teleport to the ship. Even with Greater Teleport, you still need to have at least seen the place you're going, or have exact coordinates. With Scry, or Greater Scry, you only see a ten foot area around the subject being scryed. Therefore, all the group saw was a man tied to a ship's mast. Not exactly detailed enough, I would rule. Could be any mast on any ship. My party wanted to try this very thing, and I did not allow it based on this.


Joseph Jolly wrote:
Could be any mast on any ship.

Excellent point; both teleports fell within the safe range of 'viewed once' however. I was satisfied with their destination coordinates, as they put more effort into it than "I teleport there". To each his own.

I was kind of hoping one of the casters would be off on the destination though, just to split the party ;)

J-


The other issue is that the mast is a moving target. You said that your group took ~ 2 minutes to buff. I imagine they would teleport into the middle of the sea in the midst of a raging storm! Teleport seems like it is really meant to travel to fixed locations.


Pathfinder Adventure Path, Modules Subscriber

One problem I seem to be encountering with my group (not a problem from their point of view, I'm sure), is that each trial is a one-shot deal. Basically, the group can unload with everything they've got, and then go rest. They aren't having much trouble with them so far. Case in point, the Night Twist. It's located 1,250 feet away from the group when they enter the clearing. Assuming they don't succumb to its song, its only long range attack is entangle, while in the group I run, the psion can toss an elemental sphere (fire) 1,100 feet. They basically just stood back and bombed the tree out of existence.


First off, I want to thank everyone for their insightful comments regarding the unexpected actions players sometimes take. I have players who are hard to read sometimes and this will be of immense help in preparation. In reading this module, I would like to say that Nic Logue did a great job in following up the Prince of Redhand with a very fine offering. This module plays to the other end of the spectrum from Prince and will be very well received. The setting is vibrant and dynamic, and the challenges should be memorable.

In terms of PCs resting before each challenge - I don't see that as too much of a problem. These challenges are extremely difficult and it wont be a matter of having enough resources available as it will be ensuring you have the right resources available.


Jimmy, I think it's really cool that you didn't try to throw up walls for your characters when they decided to throw you a curveball like that. I can understand wanting to maintain the adventure as written, of course, and interpreting the rules in the way one wishes to interpret them. But one of the perks of being such a high level character is having access to the kind of firepower that allows the party to jump into these kinds of situations. It sounds like this was a really memorable thing to do, as only a course of action initiated entirely by the PCs can be. And, looking at the adventure, they actually gave themselves a slightly tougher encounter by fighting the Lichlord's Hand on the ship rather than waiting to meet them on the island where they could fight Krekie alone and the Titan would have taken out the minotaur for them.

Andoran

Pathfinder Modules, Roleplaying Game Subscriber

the only problem is that they'll miss getting elemental standards, as the Roc king won't die, and therfore Sayren-lei won't challenge them. this isn't all that important, but they're neat magic items.


Averil wrote:
the only problem is that they'll miss getting elemental standards, as the Roc king won't die, and therfore Sayren-lei won't challenge them. this isn't all that important, but they're neat magic items.

I disagree. Sayren-lei doesn't really want them to access the Library, so will probably come up with some excuse to challenge them.


I’ve finally finished reading this chapter of the AoW and must say that I am impressed with Nicolus’ imagery. This was a fine installment indeed.

****SPOILERS****

It seems that I must give Darl and the angry Titan the same respect I gave Theldrick and Loris Raknian – a good monologue (or alternatively – good insults in the Titan’s case) goes a long way. If I can put one together, I’ll share.

The story took a wonderful turn for the better when the PC’s have their “major vision” at the Rift. Unfortunately I was left hanging – I felt like an opportunity to hit a homerun was instead ruled a ground-rule double. Not bad, but the big enchilada was in reach.

As I read about the PCs being transported back in time to face Dragotha and Kyuss’ horde 1,500 years ago, the Order of the Storm proclaim the PCs the “Heroes of Prophecy” – that ranks VERY COOL on the story line meter.

But the adventure in its conclusion makes it clear that this was only a vision, and no more than that. What a let down. It begs the question “Who were these prophesized heroes?” and then “Who cares?”

No, I think I have to go Harry Potter/Back to the Future and say that it in fact is not a “vision” – they are truly transported through time/space to assist the Order of the Storm in the original defeat of Dragotha. This creates so many interesting folds in the story, and definitely lends an epic feel to the characters and the story. Oh how Dragotha hates them!

Anyone see any problems with this variation?


Joseph Jolly wrote:
One problem I seem to be encountering with my group (not a problem from their point of view, I'm sure), is that each trial is a one-shot deal. Basically, the group can unload with everything they've got, and then go rest. They aren't having much trouble with them so far. Case in point, the Night Twist. It's located 1,250 feet away from the group when they enter the clearing. Assuming they don't succumb to its song, its only long range attack is entangle, while in the group I run, the psion can toss an elemental sphere (fire) 1,100 feet. They basically just stood back and bombed the tree out of existence.

Jolly, I would recommend that a certain group of villains who are also seeking the Library, and who have been tracking the PCs, decide to take the initiative. I'd have them bring the fight to the PCs shortly after they complete the titan's trial, or at another point when the party is weakened. This will help to alleviate the "dump it all, then rest" syndrome.

That being said, I think there are a couple of things working here. First, the encounters are supposedly scaled with the expectation that groups will "go nova." So encounters that look really tough aren't quite as tough as they otherwise would be. Second, the Night Twist, and in general any high CR critter with little mobility and no effective ranged attacks, is a gimme encounter unless the environment favors it. I don't think the designer here took that into account. Finally, in general I don't think the designer took psions into account for this entire adventure, as the psion is probably the most potent character for "going nova," and that's what this adventure is all about.

Contributor

I’ve Got Reach wrote:

I’ve finally finished reading this chapter of the AoW and must say that I am impressed with Nicolus’ imagery. This was a fine installment indeed.

****SPOILERS****

It seems that I must give Darl and the angry Titan the same respect I gave Theldrick and Loris Raknian – a good monologue (or alternatively – good insults in the Titan’s case) goes a long way. If I can put one together, I’ll share.

The story took a wonderful turn for the better when the PC’s have their “major vision” at the Rift. Unfortunately I was left hanging – I felt like an opportunity to hit a homerun was instead ruled a ground-rule double. Not bad, but the big enchilada was in reach.

As I read about the PCs being transported back in time to face Dragotha and Kyuss’ horde 1,500 years ago, the Order of the Storm proclaim the PCs the “Heroes of Prophecy” – that ranks VERY COOL on the story line meter.

But the adventure in its conclusion makes it clear that this was only a vision, and no more than that. What a let down. It begs the question “Who were these prophesized heroes?” and then “Who cares?”

No, I think I have to go Harry Potter/Back to the Future and say that it in fact is not a “vision” – they are truly transported through time/space to assist the Order of the Storm in the original defeat of Dragotha. This creates so many interesting folds in the story, and definitely lends an epic feel to the characters and the story. Oh how Dragotha hates them!

Anyone see any problems with this variation?

Actually this is a great way to go if you ask me. The "vision" is mostly intended as a "vision" in order to allow the PCs to die horribly during it, but then return to life without level loss when it's over...but that doesn't mean it didn't really happen - in fact when you read Kings of the Rift you will see...

The intention is not that the heroes weren't the heroes of prophecy, we just wanted to leave some lee-way up the DMs on this. A pre-destination paradox may not sit well with some DMs (I personally think this kind of stuff is awesome and think you should go with it) so we left it ambiguous. In Kings of the Rift however there is a little detail added that you can make excellent use of.

I really like that you are going to have Dragotha hate them! At first I didn't think this would work, because he would just hunt them down via divination magic and probably have them killed when they were children - BUT..the power of the Fountain of Dreams (which holds its secrets even against the most powerful divinatory probings) might mean that Dragotha only remembers the PCs involvment after the Fountain is activated...and then it's too late to just sweep these mighty heroes aside. Cool stuff I've Got Reach! Have fun with it.

Contributor

Also!

Jimmy!

Right on!

Power to the Players!

Though the rules brought up by other DMs apply and definately could be used to prevent this, it sounds like your players were really jazzed up about ambushing the ship and you let them run with it. Great idea. Never kilbosh a plan the players are really excited about in my opinion...and from your description it created a really exciting encounter! Awesome!

Yeah, Sayren-lei will totally find another excuse to fight the PCs. I originally envisioned him as the one Wild Watcher who really loves his job as caretaker of this wild magical isle and is not about to lose his post to some up-jumped "adventurers" who want to muddy the waters of his fountain. For space reasons I had to cut some of his backstory. He ain't a bad guy, just stubborn and arrogant - when brought low by the PCs he is totally humbled, even offering the banners to these brave heroes.

Great comments everybody! Glad you are having fun with this...following up Redhand wasn't easy.

Contributor

Schmoe wrote:
Finally, in general I don't think the designer took psions into account for this entire adventure, as the psion is probably the most potent character for "going nova," and that's what this adventure is all about.

Damn psions! Who plays a psion! Really! ;-)

Yeah, the tree is not so boss...it is only a tree afterall. Sometimes its fun to let the PCs totally rock out an encounter now and then, but not if it turns out anti-climactic. What I would suggest is altering the tree's reach. In my mind's eye, the night twists branches extend far far out from its base allowing it to slam in a much greater reach area than implied in the monster's stats (branchs come slamming down through the canopy above!). Or just alter the map so the Night Twist isn't in a big clearing, but rather the PCs more less stumble into the damn thing.

You said it Schmoe, this adventure is designed to let the PCs "go nova" (I'm stealing this expression for my home games), especially in the vision encounter where they get to nuke themselves to death if they want. Sometimes its fun to let the PCs pull out all the stops. They will have a hard enough time with the adventure as is I'll bet (freaking TITAN!).

Cheliax Bella Sara Charter Superscriber

In theory, I'm up for the whole epic heroes of destiny thing going on with LoLR and Alaster Hand, but...

What happens if the party that met Alaster Hand is not the party that goes to the LoLR, is not the party that defeats Kyuss.

Of the original group of PC's that started out on the Age of Worms, 3 have died, 1 retired, and only 2 original characters are left. Clearly the 4 PC's that died/left were not destined to defeat Kyuss, and it seems lame to shoehorn the new arrivals into the destiny scenario when they've missed elements at the beginning.

The LoLR destiny scene is better because the PC's that experience it are likely to face Kyuss (death is less of an issue past 10th level).

I'm probably being too rigid in my thinking, but it's something that bugs me...

Contributor

Sebastian wrote:


In theory, I'm up for the whole epic heroes of destiny thing going on with LoLR and Alaster Hand, but...

What happens if the party that met Alaster Hand is not the party that goes to the LoLR is not the party that defeats Kyuss.

Of the original group of PC's that started out on the Age of Worms, 3 have died, 1 retired, and only 2 original characters are left. Clearly the 4 PC's that died/left were not destined to defeat Kyuss, and it seems lame to shoehorn the new arrivals into the destiny scenario when they've missed elements at the beginning.

The LoLR destiny scene is better because the PC's that experience it are likely to face Kyuss (death is less of an issue past 10th level).

I'm probably being too rigid in my thinking, but it's something that bugs me...

Destiny is destiny. Let the newbies in on it says I. Who nows how the weird threads of time and fate conspire.

Might be fun to throw them all in. Either have other players come to play the retiree and dead PCs, or make them very confused NPCs who somehow just got "rifted" back from the dead (or out of retirement), and then back in time. Would give the current PCs a little back-up in that tough fight, and it would be really interesting roleplaying wise to see the party reunited with some old friends for a few minutes only (and in the heat of a battle against Kyuss' legions).

Cheliax Bella Sara Charter Superscriber

Nicolas Logue wrote:


Might be fun to throw them all in. Either have other players come to play the retiree and dead PCs, or make them very confused NPCs who somehow just got "rifted" back from the dead (or out of retirement), and then back in time. Would give the current PCs a little back-up in that tough fight, and it would be really interesting roleplaying wise to see the party reunited with some old friends for a few minutes only (and in the heat of a battle against Kyuss' legions).

Voice of Fate: "Thogtar, awake from your eternal sleep. Destiny calls you back to life."

Thogtar: "Sweet! I knew those guys would round up the funds to bring me back somehow. I'll teach that grick not to mess with me."

Voice of Fate: "Uh...yeah...that grick has been taken care of already."

Thogtar: "Oh. Bummer. Ok, well that Alastar kid still needs help finding those grave robbers, right?"

Voice of Fate: "Hmmm...I'm starting to think you didn't get the memo I sent."

Thogtar: "Memo?"

Voice of Fate: "Yeah. Funny story. The grick's dead, Alastar's been laid to rest (mostly), your friends aren't even in Diamond Lake anymore."

Thogtar: "They're not? Well, ok, what am I coming back for."

Voice of Fate: "There's this hoarde of undead I'm sending you off to fight. Don't worry, there's just a half dozen CR 10 creatures with death attacks and nasty undead worm things. The whole encounter should be EL 19. EL 20 at the most."

Thogtar: "But I'm second level. And that's not even taking into account the level loss for being raised."

Voice of Fate: "Yeah, sometimes life throws lemons. Good luck kid."


Sebastian wrote:
Voice of Fate: "Yeah, sometimes life throws lemons. Good luck kid."

Nice one! :)

As for the hard-to-swallow fate thing. I feel you. We're on our second party since I cleaned house in the form of Pitchblade during Champions Belt. Likewise, some story elements have lost impact. But there are times when I've got to stretch reality a bit to make the campaign work.

I'm not running Savage Tide, but if I were to, I think I would give starting adventurers as many tools to survive as possible knowing that this is the team I want at the finish line.

Contributor

Sebastian wrote:


Voice of Fate: "Yeah, sometimes life throws lemons. Good luck kid."

LOL! Awesome. Comic relief amidst a horde of ravening undead might not go unappreciated either. ;-)


Sebastian wrote:
Of the original group of PC's that started out on the Age of Worms, 3 have died, 1 retired, and only 2 original characters are left. Clearly the 4 PC's that died/left were not destined to defeat Kyuss, and it seems lame to shoehorn the new arrivals into the destiny scenario when they've missed elements at the beginning.

When I read the vision portion I began thinking of the current party as reincarnations of the past 'heroes of destiny'. If this approach was used, you could include appropriate level (16)versions of the characters who died previously in the vision. This may be too distracting for the players, but in my mind it'd add a sense of mortality to the scene. Sure you all fought Kyuss & Dragotha in another life, but just because you're about to fight them again doesn't mean you're all destined to make it this far...or succeed overall.

Maybe add some shadowy figures aiding the party that you can't quite make out the details of. Possibly later they could realize distinct similarities to past party members. Or alternatively, if new characters are added the party can recognize them from the vision.

I don't know, tossing around ideas. I don't think my players are going to have a problem accepting the vision. I might leave any explanations out completely, or vague so they'll draw their own conclusions.

Thanks for the ideas though 'I've Got Reach'; I think I'll attempt the same!

Thanks Nicolas for this chapter by the way. They'll definitely enjoy the titan battle, I'm certain of it (now watch...someone will actually talk the titan out of his belt...).

J-


Jimmy--you got stats for Darl's minotaur pal? If so, pls. share--if time post to Lilith's NPC bank!


Pathfinder Adventure Path, Modules Subscriber
Schmoe wrote:


Jolly, I would recommend that a certain group of villains who are also seeking the Library, and who have been tracking the PCs, decide to take the initiative. I'd have them bring the fight to the PCs shortly after they complete the titan's trial, or at another point when the party is weakened. This will help to alleviate the "dump it all, then rest" syndrome.

That being said, I think there are a couple of things working here. First, the encounters are supposedly scaled with the expectation that groups will "go nova." So encounters that look really tough aren't quite as tough as they otherwise would be. Second, the Night Twist, and in general any high CR critter with little mobility and no effective ranged attacks, is a gimme encounter unless the environment favors it. I don't think the designer here took that into account. Finally, in general I don't think the designer took psions into account for this entire adventure, as the psion is probably the most potent character for "going nova," and that's what this adventure is all about.

Exactly what I had planned! I'll let them deal with Krathanos, then fun will begin. Unbeknownst to the party, Krekie has been tailing them all along, and making daily reports to Darl Quethos, who in my campaign is a priest of Velsharoon. His domains are now Evil and Magic...his 9th level domain spell is Mordenkainen's Disjunction. Oh, and I gave him Gate. Heh.


Pathfinder Adventure Path, Modules Subscriber

Damn psions! Who plays a psion! Really! ;-)

Yeah...the same psion Ego Whipped the Roc King into a helpless blubbering idiot, then proceeded to pluck its feathers. That's what a Cha of 11 will get'cha. Damn dump stats!

Contributor

Joseph Jolly wrote:
Damn psions! Who plays a psion! Really! ;-) Yeah...the same psion Ego Whipped the Roc King into a helpless blubbering idiot, then proceeded to pluck its feathers. That's what a Cha of 11 will get'cha. Damn dump stats!

Ouch! Roc King got taken down town!


I have a couple of comments:

I think rules wise using greater teleport is fine, they definitely meet the description for its use in the spell description and I don't think that they should be held back on this account.

I think one thing you forgot which is not a big deal is that originally Darl's party had an additional fighter in it, i.e. the Minotaur that gets killed by the titan, I'm probably going to add the minotaur from the other AP, don't remember his name, although it might just push the encounter over the top.

I have toyed with the idea of FRizing Darl since my campaign is set there. If you make him a priest of Cyric, he gets the spell Time Stop as his 9th level spell, and if you use some of the uber spells from MoF, there are a couple of great cleric ones, One is a 7th level spell that is a contingent Heal, Fate of something or other, and another provides spell resistange of 11+ caster level for sr-29 for a short (7 rounds each) duration to multiple creatures.

Also how did you guys deal with the Hand of Vecna, The Blasphemy power is cast at 20th level which should freeze the party with no save.


Oh yeah, my players, i.e. not their characters are likely to drag me into the street, and tar and feather me if I use Mords Disjunction on them. We have a kind of a detente, Russia vs. USA kind of agreement on this, If I don't use it on them, they don't use it in every encounter from here until eternity.


Pathfinder Adventure Path, Modules Subscriber
YuKyDave wrote:
Oh yeah, my players, i.e. not their characters are likely to drag me into the street, and tar and feather me if I use Mords Disjunction on them. We have a kind of a detente, Russia vs. USA kind of agreement on this, If I don't use it on them, they don't use it in every encounter from here until eternity.

Yes, but there's a certain pesky psion who needs to be taken down a notch...

As for the Blasphemy, the effect is only for one round. Doubtful Darl's group can take out an entire party in that time period. Plus, after my group witnessed him use the Blasphemy effect if the scrying, they went out and purchased many scrolls of great spell immunity


Jolly, I would be careful re: Mage's Disjunction. Some of the party's prized magic items may go down the toilet as well. One thing you may consider is to house rule the spell like I did. It is now basically an auto-dispel (no checks required) but it doesn't affect magic items/artifacts.


Jimmy wrote:

Black Fire tied up most of the party while 2 mages quickly found their way topside & neutralized most of the sailors with level 7 spells (can't remember the name; large radius, magic damage each round).

It was Whirlwind of Teeth, from the BoVD :) Fun fun fun. Battle reminded me of the Scourge of the Slavelords' final battle. Except with all of our items and spells. And much higher level. Jimmy rocks as a DM!!


Pathfinder Adventure Path, Modules Subscriber
JDillard wrote:
Jolly, I would be careful re: Mage's Disjunction. Some of the party's prized magic items may go down the toilet as well. One thing you may consider is to house rule the spell like I did. It is now basically an auto-dispel (no checks required) but it doesn't affect magic items/artifacts.

Well, this past weekend the tactical nuke that was Disjunction was detonated. It basically did end up as an auto dispel, because most of the PC's Will saves were in the upper teens. Only a few minor items got toasted, although the annointed knight almost lost his ancestral weapon because one of the Sinfire monks had disarmed him, and dropped the weapon on the ground. In the end, I had mercy since he'd devoted about 14 levles to improving this weapon, and I said the monk had kept it in hand. The monk subsequently made the Will save for the sword.


First...Jonnee Cow, if you're reading this, refrain from reading the posts that mention 'spoiler' ;-)

------------------------------------------------------
We used the minotaur, but he fell quickly to 'Hiss of Sleep'.

Mord's disjunction; in our campaigns it's been greatly ignored but I think it's time to dust it off ;) In fact I've been lax in increasing the difficulty of the adventures. Averaging 6 players wasn't a problem when most were under powered, but as they approach epic level it's become a necessity to increase difficulty.

I'm leaving on honeymoon this week, but when I return I'll browse up on here for more ideas to do this. Thanks for the ideas folks! Mord's disjunction will definitely make an appearance.

J-


Joseph Jolly wrote:


Well, this past weekend the tactical nuke that was Disjunction was detonated. It basically did end up as an auto dispel, because most of the PC's Will saves were in the upper teens. Only a few minor items got toasted, although the annointed knight almost lost his ancestral weapon because one of the Sinfire monks had disarmed him, and dropped the weapon on the ground. In the end, I had mercy since he'd devoted about 14 levles to improving this weapon, and I said the monk had kept it in hand. The monk subsequently made the Will save for the sword.

Glad to hear that it worked out well for your group. Though I have to ask how the party fared after having all their magic stripped off of them. Did the Psion get his comeuppance?


Pathfinder Adventure Path, Modules Subscriber
JDillard wrote:
Joseph Jolly wrote:


Well, this past weekend the tactical nuke that was Disjunction was detonated. It basically did end up as an auto dispel, because most of the PC's Will saves were in the upper teens. Only a few minor items got toasted, although the annointed knight almost lost his ancestral weapon because one of the Sinfire monks had disarmed him, and dropped the weapon on the ground. In the end, I had mercy since he'd devoted about 14 levles to improving this weapon, and I said the monk had kept it in hand. The monk subsequently made the Will save for the sword.
Glad to hear that it worked out well for your group. Though I have to ask how the party fared after having all their magic stripped off of them. Did the Psion get his comeuppance?

Well, Darl and Co. made their appearance immediately after Krathanos fell. However, before the titan went down, he managed to sunder both of the dwarven tempest's prize axes, leaving him basically neutered. Oh, and the party wizard went down in a hail of meteor showers. Unfortunately for Darl, his own minions were caught in Disjunction as well as the PC's. Didn't affect the cornugon much. In the end, all Darl's minions were defeated, but only three PC's (of six) were still standing, and two of those were in single digit hp. Darl plane shifted out when he was brought down to single digits himself.

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