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Rise of the Runelords
Watcher wrote: Rukus Power Attacks for 3 points (making him +16 on damage), and then rolls two consecutive natural 20's. Spears have a x3 crit rating to start with. Since Rukus was reading a spear against attack, and this unfortunately was a mounted charge, it became x4 critical damage... 1d8+16 x 4 Ouch, that really sounds nasty. :-) Also it must have looked really cool, impaling the poor PC and Rukus throwing him over his shoulder... I hereby give this PC death a coolness score of 10 out of 10. :-)
Name of PC: Ulric, son of Lars
Ulric and his allies faced off against the lamia matriach Xanesha at the top of the Shadow Clock. While his allies made sure to keep themselves moving around the rooftop battlefield, Ulric settled himself into a cozy spot on the ledge--a man without fear of the 200 ft drop to the street below. When the lamia matriach came charging at him in a bull rush, the paladin could do little to stop her--as he raised the longbow in his hands in futile attempt to defend himself. Ulric, son of Lars, was pushed ten feet off the roof ledge. A last ditch attempt to save himself by grasping some ruined scaffolding proved equally fruitless--as Ulric splattered on the streets of Magnimar having taken 70 points of damage.
Name of PC: Silas the ugly elf (Cha 5)
After accidentally letting Tsuto go earlier in the adventure, Silas chased him into an ambush by Nualia and got horribly scarred by Lamashtu's mark (down to Cha 1 - it was horrible) before being rendered unconscious then Deathknelled. Name of PC: Grakh
After approaching Malfeshnekor by himself and getting charmed into attempting to bring the rest of the party to him, Grakh was rendered unconscious by his allies then charmed by the rogue/sorcerer on waking. Only healed up a little to keep him in line, he was then sent against the crab and horribly crushed.
Name of PC: Ulfgar Holderhek
The party has been doing hit-and-run attacks for the last several game days. This session, they killed the Headless Lord then found the entrance to the library. They defeated two Shining Children resulting in two of five party members being blinded - Ulfgar and the party Wizard. Ulfgar, being blind and generally useless, was told to hold open the door to prevent another Shining Child from being summoned. The party then spent 20 minutes talking with the Librarian. Mokmurian, thinking the party has followed the usual tactics, leaves his lair to assess the damage, and finds the party in the library. During the ensuing fight, Mokmurian uses Wall of Force to trap the Barbarian and Rogue at the far end of the hall. That leaves the party Sorcerer in the middle of the hall, blind Ulfgar still holding the door open and wonder what is going on, and the blind wizard hidden deep inside the library. The sorcerer teleports behind the Wall of Force leaving Mokmurian alone with only the blind cleric as a target - and having no idea the rest of the party has deserted him. Mokmurian hits him with a Disintegrate spell and Ulfgar fails the save reducing him to ashes.
Updated totals: 1st adventure (Burnt Offerings): 78 (5 animal companion/npc) 2nd adventure (Skinsaw Murders): 34 (1 animal companion/npc) Side Quest:4 3rd adventure (Hook Mt): 14 Side Quest: 1 4th adventure(FotSG): 8 5th adventure (Sins): 1 6th adventure (SoX-S): 0
Name of PC: Volvere Trelock
Story: So the party had more or less cleared out Thistletop (didn't find Malfeshnekor though), wounded and tired, they decided to head back to Sandpoint. They had arrived to Thistletop via boat, but the fisherman had left as soon as he dropped them off. So this time, they had to walk. They came to the bridge, only to find it partially collapsed (some goblins had fled the longshanks when they found out they were the heroes of Sandpoint - forgetting to disarm the trap before crossing the bridge themselves...). There was no pressure on them, and they could've come up with dozen simple solutions. However, they decided it would be easy to climb across. The first character made it easily enough. However, the rogue of the party was not so lucky. After a few bad dice rolls he plunged to his death. Rather embarrasing... The rest of the party spent the next hour trying to fish out his body to be buried in Sandpoint (and because he kept a lot of the loot).
Name of PC: Zeldax
I'm going to give some background on the player first. Please forgive lengthy verbal assault. :) We started the game with 3 people and 5 PCs. Our first session my son watched a little bit. On our second session he came down not long after we started with a fighter rolled up, geared up, and generally ready to play. I was completely taken aback that he went through all that trouble by himself with no help. After a few seconds of silence and fighting back one of those "I am so proud of you tears" I let him join in. We took a lunch break and I helped him finish up feats and some other minor things. This game day went pretty good and he learned some things about his character. On our third day the group just arrived at Thistletop. Everyone but my son was now 2nd level. With a 6 party group I had to really beef up the adventures. One of the maze rooms I put in 5 or 6 goblin dogs. My son being naive but very heroic decided to run up and lay the smack down. At level 1 with no backup for a turn or two (due to limited movement in the hallways) he ended up in over his head. As he ran up 3 of the dogs surrounded him. By the 2nd turn he was down and the last fatal blow was struck. He looked at me kind of strangely, and asked if he was ok. I looked at him and felt a pang of sadness that his first major game experience ended so quickly for him. He got up from the table and was heading up the stairs. As he did so I could see his eyes water up slightly. Everyone at the table was kind of silent. Then one of my players said, "Hey, it's ok. You did a great job." I gave the guys a quick look and told them I would be right back. He was upstairs with a look as if he just found out the most horrible news you could imagine. After a quick pep talk and promises of bringing in another PC he started to perk up. He had already made a cleric as his warriors companion. Who would be seeking his revenge. Not long after he changed his mind about the cleric and we rolled up a Elf Ranger for him to play. He gets to start at 3rd and he is really excited about the animal companion. As a surprise for him I am painting up Valeros as Xen the TWF Elf Ranger of Desna. It should be done this week just in time for our next session.
Well the adventurers raided Fort Rannick with some casualties. Name of PC: Kaven Windstrike
Name of PC: Vale Temros
Name of PC: Orik Vancaskerkin
Name of PC: Altina
I had switched Lucretia's and Xanesha's places. Xanesha still proved to be a challenge to the party and got away. They were very upset when realizing she had fled the fort. They had searched every room for her wanting to finish her off. She will return and cause them much more grief.
Name of PC: Ragnar (also known as Ragnar the Timid and Ragnar the Chaste (through no fault of his own) Class/Level:Human (from the Lands of the Linorm Kings) Fighter 3 Adventure: Burnt Offering Catalyst: Yeth Hound to the Throat Story: The party had cleared the top of Thistletop and had wandered down to the next level finding the Temple of Lamashtu. They kicked the door in and before anyone stepped in, both the Yeth hounds began howling. All bar one (Thorgar the Mighty Druid 2/Barbarian 1) ran off upstairs while Thorgar charged in and challenged the Yeth hounds to come get him.
Several days later they held the funeral for Ragnar on the beach at Sandpoint, burning him on a pyre as Thorgar (in his reincarnated form- more later) gave a speech that had us in stitches. A true heroes send off. Name of PC: Thorgar (the Mighty) Class/Level:Shoati Druid 2/Barbarian 1 Adventure: Burnt Offerings Catalyst: Attempting to Overrun Nualia and being Death Knelled Story:On the groups return to Thistletop (with a new dwarven fighter in tow to replace Ragnar) they fought their way through the 2nd level, catching Bruthazmus with his pants down (literally) in the harem and incinerating most of the room with a Burning Hands spell. They subdued Orik and were surprised how co-operative he was (after capturing Lyrie and getting a torrent of abuse from her). They ventured into the third level and found Nualia who's Yeth hound was swiftly slain and she bottlenecked the PC's for a time before Thorgar attempted to open a second front by Overrunning her... Cue a critical from Nualia and Thorgar dropped... She then paused to check if he was alive before casting Death Knell on him. They later managed to kill her and take Thorgar's body back.
Adventure: Burnt Offerings
ADVENTURE: Burnt Offerings
ADVENTURE: Burnt Offerings
Adventure: Fortress of the Stone Giants PC: Henry
Description: After skipping the exterior of Jorgunfist as well as the majority of the first level, the PCs had a very rough time with the Headless Lord and his entourage followed by the Shining Child guarding the library door. Undeterred, they decided to press on to Mokmurian's chambers and try to take out the lion in his den. Of course, by this time Mokmurian was quite aware of the PCs and was buffed to the gills, plus he'd called the Scanderig to hide in the walls until the PCs were fully commited to the fight against him. As soon as the PCs entered the room, Mokmurian laid his opening gambit with a reverse gravity stranding several of the PCs (I warned them they might want potions of fly...). Roakhar had managed to snag himself on a pillar in the room and was able to drag himself free of the reverse gravity effect, and Kimiko Shadow Jaunted out. The two of them charged forward, only to be caught in the middle of a solid fog and cut off from each other by a wall of force. Roakhar was trapped with Mokmurian, while Kimiko got to play with the newly-joined Scanderig; Roakhar got two scorching rays and a vampiric touch, although he did get some good hits as well. Still, even his tremendous amount of hit points couldn't stand up to the giant wizard's barrage. Jardeene was the next to fall, turned to stone by the Scanderig's magic, then Mokmurian scorching rayed and disintegrated Kimiko to death, leaving him and the Scanderig to face the lone wizard Henry. Henry gave a good account of himself, ultimately bringing Mokmurian to within 0.5 hit points of unconciousness, but he could not prevail; Mokmurian polymorphed into a will-o-wisp and fled the chamber, while the Scanderig walled Henry in with a wall of fire and wall of stone plus the already-erected wall of force. With nowhere to go, Henry attempted to teleport himself away, but the Scanderig was waiting for him and dealt him a vicious blow, dropping him. This was the first battle that actually resulted in a TPK throughout the entire adventure path for my group. In the end, because they came so close and because they really wanted to see Sins of the Saviors and fight Karzoug, I used DM fiat to rewind time and tip the one die roll in their favor, allowing Henry's shadowy evocated scorching ray to do one more point of damage to Mokmurian, dropping him to negative hitpoints. At that point, I released the Scanderig from its bound service and allowed the PCs to recover. This fight was absolutely brutal for the party; Mokmurian is NOT a CR 15. He's closer to CR 17 or 18, IMO. I added the Scanderig because the players took their time in the fight with the Headless Lord and gave Mokmurian plenty of time to study them and their fighting techniques; he thought he could probably use some melee backup.
I just had a TPK at the end of Burnt Offerings. Before I go into details, here are the characters: Vargren, Male Chelaxian Wizard 4
As a bit of background, I had decided that the Forbidding binding Malfeshnekor would have an escape clause: specifically, a non-evil character must spill his own blood on the threshold of the prison room to break it. So, everything was going fine. The party put Nualia down, but decided that leaving an even more powerful follower of Lamashtu (Malfeshnekor) around would just cause problems later. So they buffed up and went in with the barbarian in the lead. An invisible Mal promptly dropped a charm on the barbarian, who needed a 19 to save, which he rolled on the nose. Next the rogue tumbled into the room, ending adjacent to Mal. The Cleric then dropped a silence in the room to shut down Mal's casting. So far, so good. When Mal's action came up again, he mauled the rogue, dropping him to zero hit points. Seeing this, the barbarian stepped out of the room. The rogue then decided to tumble right back out of the room, making his roll, then dropping unconcious to the floor at the end of the tumble, which TOOK HIM RIGHT OVER THE THRESHOLD. I gave him a 50% chance to spill blood on the threshold, the dice went the wrong way, and Mal was free. Needless to say, things got ugly fast. The rogue had one of the party's two magic weapons, and he spent the whole fight on the floor bleeding out. Mal squeezed past the barbarian, freeing himself from the silence while trapping the wizard in it, and completely dividing the party. The cleric then burned an action dispelling the silence just so the wizard could cast spells. Mal chewed through the barbarian (very quickly), then the wizard (which took longer due to a mirror image spell), and finally the cleric. All the while the party was whitting Mal down with magic missles and the like. When he ate the last party member he was down to 28 hit points. Not pretty (but fun). We are tossing around the idea of rolling up a new party and starting at the beginning of Skinsaw, but that means I lose the Aldern connection, which would be a real shame. I might just suggest we run Crimson Throne.
Updated totals: 1st adventure (Burnt Offerings): 90 (5 animal companion/npc) 2nd adventure (Skinsaw Murders): 35 (1 animal companion/npc) Side Quest:4 3rd adventure (Hook Mt): 18 Side Quest: 1 4th adventure(FotSG): 12 5th adventure (Sins): 1 6th adventure (SoX-S): 0 still no one for spires and only one for sins?
Name of (n)PC: Talia
The Yeth Hound's return, severely wounded, puts the Thistletop Goblins on High Alert, withdrawing to their encampment completely, leaving only their Goblin Dogs to patrol the Thistle Tunnels under the "watchful eye" of Gogmurt. Gogmurt, having barely survived two beatings from the PCs already, decides to grab Tangletooth and head for the hills, waiting to return after all this "Longshank foolishness" has been settled. The PCs recover from their wounds and prepare to assault the encampment. Runik quaffs an Invisibility Potion and explores the Thistle Tunnels, finding it mostly abandoned. The party makes short work of the Goblin Dogs. After a long discussion on tactics regarding the rope bridge, they decide that Talia can cross the bridge, drop Bruthazmus's head outside the doors of the "Fort" and run back over the bridge with little enough danger. Talia does this, taking a minor wound from the Goblins in the Towers. The Party responds by sending volleys of arrows back at the towers, managing to kill two of the 4 Goblins in the towers. Another Goblin comes out to see what he head is and is also killed. The Goblins shut the gates again, and the 2 Remaining Goblins in the tower squat down to hide. Talue and Milva start to cross the bridge, and when Talia attempts to cross, the trap is activated. Talia and Talue make their saves, jumping back on shore. Milva begins to fall, but Iloryn keeps her from splating with a quick Feather Fall spell. Once in the Water, Milva begins making her way to the shore (being a Sailor and having Ranks in Swim), and the party, after a few Mending spells on the Bridge, proceed across cautiously. Now that they are within better range for the shortbows, the tower Goblins try again, getting themselves killed in the process. The party (minus Milva) make their way around the Fort, rescuing Shadowmist, and finally making their way into the Throne Room. By now, Ripnugget has gotten impatient waiting for them and has mounted Stickfoot and the Commandos and Warchanter are also impatiently waiting to bring the pain. His attempt to get Adenian to come forward fails, and he orders the attack. Talia and Talue move forward to engage the enemy while Runik and Shalise summon creatures to help. In short order, the room becomes quite crowded. Unfortunately for Talia, she is the chief target that Ripnugget can attack, so he concentrates on her while two Commandos flank Talue, dropping her quickly. Iloryn and the summoned Bombadier Beetle concentrate on the Warchanter, bringing her down, while the summoned Hippogriph tears into two Commandos. Nuna moves up to deal with the Commandos on Talue. A few rounds later (with Shalise moving to heal Talue and Nuna keeping the Commandos busy), the summoned creatures disappeared and Talia wounded and retreated gives Ripnugget the opportunity to take down one last fearsome foe before he dies. He charges Talia and gets a Crit. Already wounded, the twenty some-odd points are more than enough to kill the wolf outright . The party has blocked Ripnugget's escape, however, and he falls by the end of the round. Runik explores the rest of the upper level, hoping to find some Goblins he can kill, to no avail....
Cpt_kirstov wrote: still no one for spires and only one for sins? Will 3 PCs and a cohort help with sins? :) Name of PC: Ulfgar Holderhek, Merovech, Phane (cohort)
Unfortunately, Merovech made the big mistake. He had two Feeblemind spells memorized and figured his odds of saving against both counterparts was low, so he Dimension Doored into the large chamber. This activated the Simulacrums who all cast Greater Invisibility. Merovech area dispelled 3 of 4. The Simulacrums retaliated with enough Scorching Rays to kill Merovech, activating his Contingent Dimension Door to appear next to Phane (for a Revivify) right at the entrance to the main room. The Simulacrums spotted Merovech, saw him get revived, saw two duplicates get cut down during the round, and counted 4 people (PCs or duplicates) they could see and more around the mirrored corner. Four empowered Fireballs later, 2 PCs and a cohort were dead, another PC barely alive, and 2 duplicates were fried. The Barbarian/Rogue made all saves, taking no damage. He and the sorceress (who finally arrived to the fight) were able to finish the Simulacrums with help from the rest of the party. With both clerics dead, the party rogue had to use a Raise Dead scroll to bring one back. Name of PC: Veruca Moss
Name of PC: Zakstag
The party was also rather annoyed at the fact that Xanesha managed to get away from them (the fact that she ran off with a lot of really expensive magic items made it only worse). I was sure that sooner or later, probably after Hook Mountain (when they'd have plenty of time), they'd make the trek back to Thistletop to fight Mal, and since they were upset about the lamia matriarch getting away, I decided to let the two join forces: Xanesha, with her ability to disguise as a regular human, would stalk the hated enemies who foiled her plans, and from there it would be fairly easy to pick up on their (or at least Zak's) obsession about a certain outsider. She'd seek him out, offer an alliance (we'll fight them together, I prepare them with a ritual, you eat their bodies while my master gets their greedy souls, and I'll free you so we can go our separate ways), and wait for the party (which I thought would be a nice battle for a party of 4, with the power level they'd have at the time). Instead, the Shoanti decided to go alone, leaving his earstwhile companions behind (CN and not very attached to them, so small wonder his obsessions are more important to him). Of course, he was no match for Xanesha (which would not have needed Malfeshnekor at all, and in fact he was dropped during the fight), who defeated him, tied him to an altar, revived Mal (with a potion, he wasn't quite dead), who proceeded to eat the duskblade's hands (you never know with spellcasters). Xanesha properly prepared him with the Sihedron rune, and Mal devoured him. After that, the two went their separate ways, but it's very likely that the rest of the party will meet one or the other (or both) again.
Name of PC: Gonzadol
ADVENTURE: Burnt Offerings
Tharivol Amastvia
I'm the DM and I like to play around a little with the specific ways in which encounters run. The party actually fought Ironbriar twice, letting him get away the first time after he killed Tharivol.
Name of PC: Radar
Story: Radar knows Thassilonian and was surprised to discover that Malfie was speaking in that ancient tongue. So she tried a diplomacy check, which was more or less successful other than the fact that it takes a full minute to get a good result. So he took a big bite out of her while she was trying to talk. Poor Radar. I'm working on a new house rule for diplomacy checks that take just a round. It makes sense that someone can say "Hey, we mean you no harm" in less than a minute. They can probably say that much in a round, fair enough. If an NPC is truly hostile, they're not going to stand there for a minute while you talk at them. They're going to eat you, like Radar.
Name of PC: DM (me)
Score 1 for the players.
Name of PC: Kalkas
Story: Having absolutely annilhilated Rukus and Crowfood, the party made their way down to the cellar of the Graul farmhouse, only to be confronted with a raging Hucker. Kalkas' first action was to cast a scorching ray on Hucker, which hit him for a considerable amount of damage. Hucker's response was to charge the unfortunate unarmoured caster. Two hits later and Kalkas was down. Fortunately, the party druid had a last breath spell prepared, so Kalkas was pulled back from the tunnel of light at the very last moment. :)
Adventure: Burnt Offerings
Catalyst: Gogmurt and the goblin refugees The party decided to immediately track and attack the goblins in their hideout at Thistletop after the raid. After trying to burn the goblins out unsuccessfully, they then proceeded with a frontal assault. Mind you, the smoke from their fire alerted the whole compound. In the entry room at the thistletop lair- where the hole is- the PCs faced off with Gogmurt whose hit and run tactics left Daruk filleted and on fire. Gogmurt's animal companion, with help from a goblin dog, took out Talus the ranger, and Gogmurt critted the rogue with his flaming sword. (using the Crit Hit deck- was tres ugly). Gogmurt then turned his attentions to the cleric, Nim, and dropped him to 0, but Shalelu was with them and managed to drag him out of the way, heal him, and the rwo escaped. Almost a complete TPK, and a vicious fight.The goblin refugees were apparently only meant as extra XP as the players had no trouble dropping them...
eris wrote: I'm working on a new house rule for diplomacy checks that take just a round. It makes sense that someone can say "Hey, we mean you no harm" in less than a minute. They can probably say that much in a round, fair enough. If an NPC is truly hostile, they're not going to stand there for a minute while you talk at them. They're going to eat you, like Radar. Trying to do a Diplomacy check in one round can be done, it just requires a -20 to the check. I believe this is in the PHB.
Name of PC: Sir Mortimer
Sir Mortimer ran to the Observatory to help Lamahno, the fighter/ranger/transmuter when the haunt activated (it was an Universal Haunt because they were only four PCs). Both PCs failed their Will saves and both jumped through the windows. Lamahno could grapple the roof, but Sir Mortimer failed the next Reflex & Climb rolls. Even, the attack failed with a natural one in the dice... and died from the falling.
Character: Jericho Paladin of Torag (3rd lvl)
Character: Mickey O'Reilly Human Fighter (3rd lvl)
DMcCoy1693 wrote:
My unsolicited advice would be to go core (perhaps converting to PFRPG would be a good excuse). Tell the party that rules knowledge is stopping both you and them from having fun - so you're going to strip back to core and concentrate on the game. That should help cut the munchkinism and lessen the impact of your inexperience.
Name of PC: Ulfgar Holderhek, Val Mar'Tigan
So after beating a hasty retreat from the entry room of the Halls of Wrath with the remains of the Sorcerer (see previous post about a dozen up), the party returns the next day ready for some revenge. Val spots the eyes from a Prying Eyes spell. The eyes retreat back towards the teleport circle, alerting the two guards who step into the circle to warn the rest of the complex. The party spotted the guards as they stepped through and correctly surmised the alarm was being raised. Instead of giving chase, the party spent the next 5 rounds casting Buff spells. Eventually Ulfgar, Val and the 2 rogues stepped through simultaneously - only to be met with 8 fireballs from the waiting wizards. Ulfgar and Val died in the horrific explosion while the rogues took no damage.
ok ok not looking at the others, but i don't think my dm knows about this place yet... Advenure 2, The Skinsaw Murders.
The undead hating druid (ME) shoots her, and eventually she grabs the cleric/ardent (Taris) and does her favorite claw claw bite constrict trick. I managed to get him up from the 1st round of attacks, but the next one killed him outright. Finally, the paladin was able to land his smite and dropped it, but not before Taris was mulched at like -18 or so. It took all the treasure from the house and a little bit more party loot to reincarnate him as a dwarf. Taris, Cleric 2/Ardent 3, dead by revenant. -the hamster
CHARACTER: Hooley Praasalot (Cleric) Read the name carefully Died in Thisteltop when one of his party nembers unleashed a spell
The character has now come back in book 4 as a ressurrected servent
Jamie
Name of PC: Ronnin
Ronnin was sent forward alone to scout out the roof of the clock tower... it ended with a fall to the cracked grimy cobblestones below.
Name of PC: Adrastos
Jeremy Puckett
as you may have relized, I haven't been updating the totals. Thats because my home game of RotRL ended about 6 months ago, and I'm now playing in a PBP version on the boards. If anyone wants to take over calculating the totals - Feel Free to do so!
Name of PC: Bard cohort (so it only kind of counts)
Wartooth: Dire Wolf Companion to Toki, Druid 5/Beastmaster 1
The Scarecrow nailed poor Wartooth (from prone, mind you) with a Nat-20 followed by a rolled 15 on the confirmation. I had to roll the 8d6 damage since the DM did not have enough dice out, yielding enough damage to total 100 hp worth. The cleric caught him with a close wounds spell, bringing him up to -17 hp (we rule that you die at -Con, not -10), when DM called for massive damage save. DC 15, Fort save +11, needs a 4 or better to not die. Rolled a 3. Dead Wartooth, very angry Toki spends a couple minutes chopping up the dead golem, wearing his head, with the hat still attached, as his own hat for a while. -the hamster
Updated totals: [spacing]
1st adventure (Burnt Offerings): 100 (6 animal companion/npc)
RIP Thomas, gnome bard, cohort to the party paladin.
Freezemaw swooped down on the party blasting them with his icy morning breath. He rolled around and came in for another dive snatching the halfling paladin up right off her dog. He took the paladin up to an altitude of 200 feet and chewed on her a little. Meanwhile the sorcerer cast fly on the Shoanti barbarian below. The barbarian flew up to engange the dragon in aerial melee. Freezemaw wheeled around and blew ice on the trapped paladin and the barbarian. The barbarian retaliated by charging and missing. Freezemaw dropped the halfling snack, thereby creating a large impact crater and leaving the poor dear in the low negatives on hit points. Freezemaw opened up a can of whoop ass on the barbarian. The barbarians next move was to bravely run away. Fleeing into the cave. Freezemaw randomly chooses a new target, and swoops down snatching up poor Thomas. Freezemaw's turn ends within reach of the party on the ground. The sorcerer runs up puts his hand on thomas and on another companion and dimension doors up to the cave! The elementals make their presence known by moving up the stairs. The cleric has by now reached the paladins impact crater and has brought her back from the brink. Thomas bravely steps away from the sorcerer and dim doors down to her masters side, planning to take the rest of the party up to the cave. Freezemaw circles and dives at the remaining ground based PC's. Again snatching up a random opponent, again it is Thomas the bard. This time though Freezemaw rises high into the air, and poor Thomas is out cold (bleeding in the negative hit points) The sorcerer dim doors to the ground in order to get the paladin and the cleric safely by the elementals. Freezemaw, high in the air begins flying towards his lair. On the way he stops to perform a coup-de-chew on the bard, ending his tiny life. Eventually the party did confront the dragon in his lair, and after a nearly four hour battle and nearly three more deaths they did prevail. But not before poor Thomas had been eaten. What a fight!
GeraintElberion wrote:
Thanks, but I quit the group. It really was the last straw for me.
Name of PC: Fireblossom
Fortunately, he wasn't so far gone that the cleric couldn't restore him with breath of life, but a death's a death.
Name of PC: Roakkad of the Shriikirri-Quah Class/Level: Ranger/Rogue: 11/1 Adventure: FotSG Catalyst: Mokmurian and his Mighty Disintegrate spell Story: The party, after having a terribly confusing fight with the Hounds of Tindalos, charged through the double doors. Mokmurian was waiting. Roakkad ran across the room to start to get the the Villian. Alas Mokmurian had a Hound with him and was able to get the Solid Fog off to slow everyone else behind. As Roakkad fought the Hound and the rest of the party fumbled through the fog. Mokmurian sent the Shonti flying back into the murky mess. Many spells and hit and run tactic for Mokmurian ravaged the party causing Roakkad to pull his wand to heal the rogue. Just at that time, Mokmurian came around the corner, saw the party relied on sub par healing and blasted Roakkad with a Disintegrate. One failed saving throw later and 90 points of Damage poor Roakkad was a pile of dust. Just after that the rogue pulled her wand of Enervation and started to blast the life out of Mokmurian. All said and done, the wand was no longer magical and Mokmurian was no longer a wizard.
DMcCoy1693 wrote:
Good for you DMcCoy. Find some kindred souls to play with, so that -everyone- can enjoy themselves. Players often forget how challenging it can be to DM.
Name of PC: Gen
Name of PC: Walsh
Name of PC: Jigmar
Story: The party had figured out where the BBEG was, and knowing it's a clock tower, figured on flying to the top and working their way down. It'd worked for them at the mill, so the party mage made up enough scrolls and the whole bunch flies up to the top. With them walking around on the roof trying to figure out exactly how to get down, I gave Xanesha some spot/listen checks to start buffing...so she wasn't even fully buffed (had invis/fly/silence and the false life from the medallion up) Gen and Jigmar decide to go inside to investigate her lair and she pops the flying demon major image...everyone falls for the illusion and goes outside to fight it...and miserably fail to detect it's an illusion. Xanesha proceeds to move up to just outside her silence spell and scorching ray's the rogue, revealing her. The party mage casts web and gets her stuck inside the room, so the party then lines up to whack at her as she tries to get out. The eventual result? 3 swings with the last being a crit on the barb/fighter...dead. Next round, 3 swings, 3rd a crit on the rogue...dead. The cleric had moved in to heal the 1 round xanesha had gotten off on the fighter before the crit round, and decided to try to cork so the mage could continue blasting...3 swings, 3rd a crit, dead cleric. The mage is blasting away with everything he's got and manages to live through Xanesha's flying charge at him (thank you mirror image!) long enough to deal the last 20 pts of damage...dead Lamia. The best part is the fighter's player had managed to be the one who always lived through the near TPKs from previous campaigns.
Name of PC: Amanda ("A man, duh!")
Only three characters at the last session - Wizard, Sorcerer, and Amanda, all level 12. Amanda has been the primary offense for the party since the beginning, so the party is comfortable with having only 3 characters. The party avoids the mist, handles the mephits perfectly and easily defeats a Coin Golem I added to the area. When they face the Ordikon, he is in the last room on the far side of the pool. The sorcerer gives Amanda a Fly spell then Amanda tries to Fly across the pool - only to have Ordikon's readied action dispel the Fly dumping Amanda into the pool where he fails the Will save. Next round has Amanda fail another Will save dropping INT to zero. The wizard and sorcerer thinksit's an after effect of touching the water and continue to attack Ordikon. Next round, another Will save failure and Amanda is dead - his soul sucked into the pool. I ended up reversing this death due to the party not having a cleric and being willing to play with only 3 characters. That and I want the party intact when they start Xin Shalast.
Name of PC: Khorin One-Ear
During the assault on Karzoug's Spire, the party of 6 defeated 12 cloud giants, 6 storm giants, 2 rune giants and the Champion of Greed (she only got to attack once). But, rather than retreat and rest, they decided to open one more door into the room with the anima lens. There they encounter Ceoptra, her harridan lackeys, Khalib, and 2 rune giants he had recruited for muscle. It was an epic battle, particularly since the PCs were just about out of their most powerful resources. The Khorin, for some reason, got a little bit further into the room than was a good idea, and one of the harridans cast harm on him. He was blinking, but that didn't help him, and he rolled a natural 1 on his Will save. 120 missing hit points later, he was toast. The party considered running away but felt that they didn't have anywhere to go, so stuck it out and emerged battered but victorious. Next week: Into the Eye of Avarice! PS They're probably going to Raise Khorin, so maybe I can post him again later.
Belfur wrote: Mistake or house rule? (and maybe would not have changed much anyway) Harm reduces you only to 1hp no matter how many hp you had before or how big the damage was. Ack! Player's Handbook wrote: Harm charges a subject with negative energy that deals 10 points of damage per caster level... If the creature successfully saves, harm deals half this amount, but it cannot reduce the target's hit points to less than 1. I always read the bit about not reducing to less than 1 HP as part of the "if you save" sentence. Thus, if you make the save you take half damage, with a maximum of your current HP-1. If you fail the save, though, all bets are off and you take level*10 HP damage. Is there an errata or something somewhere? I would love to know so I can save the PCs the cost of the Raise Dead. O PS Woo hoo! Post #200!
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