Name: Melaku Selliulerae
Class: Air Elementalist Wizard 5
Adventure: Entombed with the Pharoahs (b/w LoF 1&2)
Where: Pyramid of the Four Pharoahs of Ascension
Catalyst: swarm assumptions
I am using Entombed with the Pharoahs as a side adventure to tie in Pazvann (or however you spell it I'm not looking it up now).
The PCs had followed Her Majistrix's Expeditionary into the pyramid and had explored the 1st level,except for one room. They were smart and had hide from undead cast, assuming an ancient pyramid would have undead. They sent Mustafa the Fist into the last room to look around, so far so good. But then they told Mustafa to take one of the many urns in the room back to the party, which triggered the monster, three undead organ swarms who are the remains of Hepshtsu the Fiend Pharoah,I rolled the will saves and two succeeded. After a little "hey hide from undead" and me shrugging, they figured it out (my players are a pretty smart crew, too smart actually).
Mustafa was swarmed, and when the party fought back the spell was inactivated and the 3rd swarm attacked. They tried to trap the swarm in the room and leave it be, but when the door knobs started rattling they realized a swarm of human body parts has hands.
They attempted to fight with alchemist fire, holy water, channeled energy; everything but actual weapon attacks which would have actually worked on this swarm with minor difficulty. They slowly picked away at the swarm and eventually they ran out of splash weapons and Mustafa just punched the swarm, killing one section. This led to a little exasperation as they realized that this swarm could be damaged somewhat easily with regular attacks. Unfortunately, in the same round the swarm had done lethal damage to Melaku and Yesper.
Also, since Melaku was the moldspeaker, a huge water elemental erupted from Melaku and sent a tidal wave to engulf Mustafa, making him the new moldspeaker (with an icy fist).
I guess Legacy of Fire is pretty tough and the players have to be kinda savvy.
I have only just started Howl of the Carrion King and have had 4 PC deaths.
(Granted 1 player has lost 3 characters)
Death 1: 1st level human cleric of Desna overrun by pugwampis and baboons in the abandoned monastery. The other players held back and a baboon bit his face off.
Death 2: Same player now a 2nd level human barbarian, CDG'ed by choker in Ruined Shrine to Nethys after the choker called the PCs bluff during a standoff when one of the players advanced to try and heal the downed barbarian.
Death 3: Haider crit'ted with En-nebi and cut a human oracle (2nd level) in half. The oracle has succumbed to the fumes of the place and was confused for 3 straight rounds. This was almost a TPK, but the moldspeaker rogue/barbarian used hero points to somehow mysteriously run away. The other PC, a human gunslinger ran when he saw that the group was going to loose and managed to hide in the hills after the wereleopard gave chase.
Death 4: Human 2nd level human cleric of Sarenrae. Heart ripped out by Peryton at the ruined mill on the outskirts of Kelmarane. The group did get separated as half failed their saves when the harpy decided to sing/call them over. The cleric fell behind and the two ranged combatants (gunslinger and dawnflower bard archetype w/shortbow) failed to take it down in time.
Name : Yassmine
Race : Female Human, Badawi
Class : Barbarian 3 / Ranger 1 (gnoll killer)
Adventure : House of the Beast / Coils of flames
Yassmine was once a slave to Amwyr Yuseifah, she was bought for only 100 gp. She was the cheapest of the slaves because she was not so pretty, but moreover because she was very violent towards the eunuch guards. The good natured PCs wanted to save as much slaves as possible so they buyed the cheapest slaves to free them. Other slaves took mundane jobs in the recovering town of Kelmarane, but Yassmine wanted to kill gnolls. She was enslaved by gnolls, her family was killed or enslaved by gnolls also. So she began to help the heroes of Kelmarane and volonteered to come to the House of the Beast.
She was destined to become a Cohort for one of the characters.
After they allied with Grundmoch and killed Ghartok the Carrion King, they discovered that Zayifid was looking for something under the House of the Beast. By then, the PCs knew Zayifid was Evil, and wanted to find whatever he was searching, before him. They tried to access under the house of the Beast by going to an unexplored tunnel in H11, and so they went to the lair of the salamanders.
As they were now level 6, I decided this module was a bit too easy for them. So I Added 2 regular salamanders with Thratnias, and discarded Lesaar's dreams of ruling the tribe.
So in the end, the party face Thratnias, Lesaar's and 2 Salamanders.
One Salamander was able to knock Yassmine unconcious and drag her into the lava pool.
After a little over a year, Legacy of Fire was recently wrapped up by our group, having only suffered a single TPK throughout the entire adventure path! Not too bad, all things considered…
Howl of the Carrion King Deaths:
- Ravi, Human Male Ranger (spirit Ranger)
- Lou, Human Male Alchemist
- Darrius, Human Male Inquisitor (Moldspeaker v.1)
- Ashwa, Catfolk Female Oracle
Cause of Death: TPK during BBEG. Boss managed to drop the party’s ranger, alchemist and inquisitor with a combination of lucky dice rolls and serendipity. With most of the party down, Ashwa managed to resuscitate an unconscious Lou, who promptly dropped his last alchemist bomb on himself while standing next to the boss, purposely failing his own saving throw and having his necklace of fireballs detonate all remaining globes (which is to say the full allotment of them) in one shot. BBEG’s resistance to fire was insufficient to resist the damage, resulting in a simultaneous win and TPK.
House of the Beast Deaths
-Rashid, Ifrit Male Ninja
Cause of Death: Died on a trap in the house of the beast. Way to go, rogue-type
-Matthew, Human Male Paladin (Moldspeaker v.2)
Cause of Death: The Carrion King rolled up a crit with his greataxe. RIP Matthew
Surviving party through to the end of book 6:
-Abbas, Human Male Druid (wild child) & loyal companion Runt the Hyena
-Osmondo, Human Male Bard/Cavalier/Battle Herald (Moldspeaker v.3)
-Suuna, Gnome Female Sorcerer (reincarnated as a kobold, before being re-reincarnated as a gnome during book 5: The Impossible Eye)
-Kolar the Indomitable, Human Male Samurai (reincarnated as a dwarf during book 3: The Jackel’s Price)
|Rubber Ducky guy|
With most of the party down, Ashwa managed to resuscitate an unconscious Lou, who promptly dropped his last alchemist bomb on himself while standing next to the boss, purposely failing his own saving throw and having his necklace of fireballs detonate all remaining globes (which is to say the full allotment of them) in one shot. BBEG’s resistance to fire was insufficient to resist the damage, resulting in a simultaneous win and TPK.
That sounded awesome.A very heroic TPK
Name: Melaku Selliulerae
Class: Air Elementalist Wizard 7
Adventure: Beast of Burden Dungeon #100 (b/w LoF 2&3)
Where: The kadtanach just outside Kelmarene.
Catalyst: Melaku was wearing the helm that pilots the kadtanach so he was helpless when The Witch cast lightning bolt for enough damage to put him to -10 hit points. Next round she cast black tentacles to get the PCs out of the howdah. Those finished the job.
Male Garundi Half-Elf Wizard 7
CG Medium Humanoid (elf, human)
Init + 1; Senses low-light vision; Perception + 6
AC 13, touch 13, flat-footed 12 (+ 1 Dex)
hp 37 (7d6 + 7)
Fort + 5, Ref + 5, Will + 9; + 2 vs. enchantments
Immune magic sleep; Resist elven immunities
Speed 30 ft.
Melee Dagger + 3 (1d4/19/x2) and
Darkwood Quarterstaff + 4 (1d6/x2)
Special Attacks lightning flash (1d6 + 3) (7/day) (dc 17)
Spell-Like Abilities Feather Fall (At will), Levitate (At will)
Wizard Spells Prepared (CL 7):
4 (2/day) Shout (DC 18), Summon Monster IV, Fly, Height
3 (3/day) Lightning Bolt (DC 17), Lightning Bolt (DC 17), Haste, Ray of Exhaustion (DC 17)
2 (4/day) Spectral Hand, Scorching Ray, Invisibility, Gust of Wind (DC 16)
1 (5/day) Magic Missile, Shocking Grasp, Shocking Grasp, Mage Armor, Charm Person (DC 15), Ear-Piercing Scream (DC 15)
0 (at will) Ray of Frost, Detect Magic, Ghost Sound (DC 14), Message, Read Magic, Dancing Lights
Str 10, Dex 12, Con 12, Int 19, Wis 14, Cha 17
Base Atk + 3; CMB + 3; CMD 16
Feats First Language Syntax, Heighten Power Word, Heighten Spell, Lore of the First Language, Master of the First Language, Scribe Scroll, Skill Focus (Linguistics)
Traits Ease of Faith, Reclaiming Your Roots
Skills Appraise + 10, Bluff + 11, Craft (calligraphy) + 7, Diplomacy + 15, Fly + 9, Intimidate + 8, Knowledge (arcana) + 15, Knowledge (history) + 10, Knowledge (nature) + 10, Knowledge (religion) + 10, Linguistics + 19, Perception + 6, Perform (oratory) + 5, Sense Motive + 6, Spellcraft + 15; Racial Modifiers + 2 Perception
Languages Abyssal, Auran, Celestial, Common, Draconic, Elven, Gnoll, Ignan, Infernal, Kelish, Osiriani, Osiriani, Ancient
SQ arcane bonds (object [darkwood quarterstaff] [1/day]), arcane training, elf blood, opposition schools (earth), specialized schools (air)
Combat Gear Pearl of power (1st level) (1/day), Wand of Mage Armor, Wand of Protection from Evil, Wand of Summon Monster I, Wand of Hold Person, Oil (2); Other Gear Dagger, Darkwood Quarterstaff, Stone of alarm, Adventurer’s sash (22 @ 4 lbs), Backpack, masterwork (25 @ 57.5 lbs), Bedroll, Candle (15), Candle (5), Chalk (5), Charcoal stick (3), Chronicler’s Kit, Courtier’s outfit (2), Flint and steel, Hat, Lamp, MW Potion Belt, Pathfinder’s Kit, Rice paper (40), Scroll case (1 @ 0 lbs), Scroll case (40 @ 0 lbs), Scroll case (empty), Scroll case (empty), Scroll case (empty), Scroll case (empty), Silk rope, Spell component pouch, Spellbook, Travelling spellbook, Waterskin, Skycharts of Arcturn (800gp); 11 GP, 85 SP
Arcane Bond (Darkwood Quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Training + 1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Earth Classical opposition school for: Air
You must spend 2 slots to cast spells from the Earth school.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities + 2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Heighten Spell Increases spell level to effective level desired.
Lightning Flash (1d6 + 3) (7/day) (DC 17) (Su) 5’ burst deals 1d6 + 3 Electricity damage and dazzles for 1d4r. Ref halves/negates.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Wand of Mage Armor (CL 1) ch 13
Wand of Protection from Evil (CL 1) ch 40
Wand of Summon Monster I (CL 5) ch 32
Wand of Hold Person (CL 5)DC 14 ch 8
STR: not the physical type
DEX: graceful in dance and spell casting, he moves with a willowy flexibility
CON: endurance built from honest labor and distant travels
INT: a knack for language and story
WIS: has an almost spiritual insight into the world and his empathy is sincere
CHR: friendly, entertaining, his smile is infectious and he radiates a subtle power
FORT: hardships may defeat his body but not his mind
REFL: his elven heritage of limberness and coordination is evident
WILL: a mind that thinks as flexibly or as focused as needed
Melaku is the son of a elven traveler and a Garundi woman who tended to the man when he had escaped the dangers of Nex and needed extended care. The half-elven Garundi saw his father off and on as he grew and moved with mother. The deserts and savannahs of eastern Garund were his home and it is here that Melaku found his calling in the emptiness of the environment. The winds of Garund whispered and screamed their secrets to the insightful half-elven boy and he began to sense an affinity the element. A lover of his mother’s taught him about wizardry and in time Melaku taught himself about the power of air elementalism. This man, Razim, also taught Melaku about the First Language and made sure that he knew its closest dialects; Celestial, Infernal and Abyssal. Melaku discovered a natural gift for language and soon picked up enough of the First Tongue to begin to speak basic ideas in it when still technically a child. It was when the mother and child had found themselves in a community called Kelmarane that Melaku first felt the security of community and the power of language in society through story. The boy would tell stories to any who would listen and many in the village drew comfort from the tales.
His elven father often left and returned but the duration of absences became longer as the visits grew shorter. Melaku and his mother were quite used to the arrangement and bore few ill feelings. Indeed, the elven adventurer gifted his son with a black hardwood staff that had been in his family for generations which Melaku treasures still but his last visit was different. The elf had ridden into town in haste and implored Melaku’s mother to flee the village. They had argued in their quiet whispers behind closed doors for hours but sleep took Melaku before discovery and the morning brought chaos.
Melaku never discovered what had forced his mother to change her mind and run frightened and desperate into the desert. He knew his father had stayed behind and presumably been killed but not by what or why. In the years that followed his mother never spoke of what had occurred and the immediacy of struggling to survive pushed other concerns out of mind. Melaku’s mother died soon thereafter and Melaku left with the wind travelling to learn new tales and see where the wind will take him.
Just recently, so many years later, Melaku wandered into Solku and slaves working the nearby hills there traded gossip of opportunity for a few tales to brighten their noontime rest. The winds were fortuitous and in no time Melaku was on a caravan headed towards the unknown.
Name: Mustafa the Fist
Class: Fighter 4/Monk 3
Adventure: House of the Beast
Where: H17. Lazrul's Kingdom
Catalyst: Bad Luck. Mustafa walked into the room and up to Lazrul challenging him to a duel. The traded blows for a couple rounds, but Lazrul managed hit his full attacks with crits and brought down Mustafa to -20 hit points. It was a matter of who hit next to determine the fight.
Standing six foot, eight inches tall and weighing three hundred and ninety pounds, the grey-skinned monster called Mustafa has spent his life in the pit and he looks like it. His ears are calloused lumps and his nose is a battered mess. His body bears a horrific scar that runs from his right shoulder across his chest, a reminder of his defeat at the hands of the Carrion King. The top of his head is bald but lank, oily hair hangs from the sides of head, and he has a thick black beard that hangs nearly to his belt and is decorated with the skulls of pugwumpis, bones and cheap jewelry. Around his neck Mustafa wears the skull of some demonic being, hung on a heavy chain of silver; on the skull is some strange, alien writing. The pit fighter wears a bright, well kept breast plate of a glossy, green metal. On his feet are heavy leather sandals that reveal on close inspection minute patterns of cats. Across his shoulder he wears a feathered cloak made from the hide of a heiracosphinx. Where Mustafa once had hands, he now has massive fists of ancient adamantine.
Mustafa the Fist
LN Human Fighter 4 (Brawler)/Monk 3 (Hungry Ghost Monk, Monk of the Sacred Mountain & Master of Many Styles)
Init + 3; Senses Perception + 11
AC 26, touch 13, flat-footed 21 (+ 3 Dex, + 6 Breastplate, + 1 armored kilt, + 1 buckler, + 2 Prowess, + 1 Natural Armor, + 2 level)
Fort + 11, Ref + 8, Will + 8 (+ 1 vs. fear, + 3 vs. enchantment, + 2 vs. paralysis/sleep)
Speed 20 ft. (w/armor)
Melee punch + 15/+ 10 (1d8 & 2d6 + 13 / crit: 19 – 20) + 1d4 Bleed (to a total of 4 bleed per target)
To Hit: + 6 BAB + 5 Str + 1 WF + 1 MW gauntlets + 1 Close Combatant +1 Xmas Tree
TWF Punch + 13 & + 12/+ 8 (1d8 & 2d6 + 13) + 1d4 Bleed (to a total of 4 bleed per target)
(2H) spear + 9 (1d8 + 7/x3)
Ranged javelin w/amentum + 9 (1d4 + 5/×3) 50’ range
Short bow + 9 (1d6/x3) 60’ range
Str 20, Dex 16, Con 16, Int 8, Wis 12, Cha 8
Base Atk + 6;
CMB + 13 (+ 1 bull rush, drag & reposition); CMD 26 (+ 3 vs. bull rush; + 2 vs. trip & overrun, + 1 drag & reposition)
Feats WF (unarmed strike), Improved Unarmed Combat, Dragon Style, Beliar’s Bite, Punishing Kick (4/day, DC 12 for trip), Two Weapon Fighting, Double Slice, Dragon’s Ferocity, Combat Reflexes, Dragon’s Roar (2/day, 1d6+10 + shaken, Will Save DC 13), Weapon Specialization: Unarmed Strike, Exotic Weapon Proficiency-Unarmed Strikes
Campaign Feat: Skill Focus-Perform (String)
Skills Acrobatics + 9 (Jump + 18), Climb + 13, Intimidate + 10, Perception + 11, Perform (String) + 10(12), Profession: Pit Fighter + 6, Sense Motive + 5, Survival + 5
Traits Bred for War (+ 1 Intimidate, CMB due to size), Earning Your Freedom (+ 1 Will Saves)
Monk Abilities: Punishing Kick (DC 12 Fort Save; 3/day), Unarmed Damage 1d6, Dragon Style (+ 2 saves vs. sleep, paralysis, stun; charge/run/withdraw thru difficult terrain, allied squares, + 1 ½ Str damage on 1st attack per round), Dragon Ferocity (+1 1/2 Str damage; Crit/Punishing Kick—>shaken for 1d4 + 4 rounds), Toughness, Natural Armor, Still Mind, Maneuver Training
Fighter Abilities: Bravery, Close Control, Close Combatant
MW Musical Instrument-Sitar (broken)
the Fists of the Rza
the Skull of Sithud the Demon Lord [Amulet of Might Fists-Vicious]-silver plated demon skull with the word “Pain” scrawled on it in Abyssal, hung from a chain of heavy silver links
Living Metal MW agile breastplate: Whenever the wielder of a metal weapon rolls a natural 1 on an attack roll against a creature wearing living steel armor or wielding a living steel shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed.
Muleback Cords-thick leather cords wrap around the wearer’s biceps and shoulders; they make the wearer’s muscles appear larger than normal.
Girdle of the Wooly Oliphant-a wide heavy belt made of wooly hide.
Ring of jumping-wide silver ring set with sapphires
Boots of the Cat—leather roman-style sandals with celtic-style embroidery, looking closely reveals small cats
Cloak from the hide of a heiracosphinx (of fine/masterwork quality)
Other Gear: spear, spear thrower, javelin w/amentum x3, hand-axe, Antitoxin, sunrod, short bow w/20 arrows, silver knuckles x2, cold iron knuckles x2, bandoliers (CLW x2, CMW, PoE, EP, Holy Water x2, See Invisible, Cure Blindness)
Carrying Capacity 20 Strength + Mulehide Cords + Heavyload Belt
Light: 1200 lbs or less Medium: 1201-2400 lbs Heavy: 2401-3600
Off the Ground: 7200
* L1-WF: unarmed combat; Monk-Dragon Style, Improved Unarmed Combat; Human-Beliar’s Bite, Hungry Ghost Monk-Punishing Kick*
Campaign Bonus Feat: Skill Focus-Perform (String)
L3/M2-Double Slice; Monk Bonus Feat-Toughness; Monk Bonus Feat-Dragon’s Ferocity (+ 1 Natural Armor)
L4-F2-Tiger Style [+ 2 CMD v. bull rush/overrun/trip, slashing damage, crit=bleed]
*L5/F3- Dragon Roar [+ 1 punishing kick, 15’ cone UAS—Will DC 13] (+ 1 to hit & +3 damage w/Close Weapon Group; Punishing Kick/3 total)
L6/F4-WS [+ 2 dmg to UAS] (+ 1 Punishing Kick/F4=4 total) retrain-Tiger Style→Combat Reflexes*
L7/M3-Exotic Weapon Proficiency-Unarmed Strike (Maneuver Training, Still Mind; + 1 Punishing Kick/M3=5 total) (pay retrain Combat Reflexes to Improved Critical)
L8/M4 (Ki Pool, + 10 Move, Bastion Stance; + 1 Punishing Kick/M4=6 total)
L9/M5: Tunnel Fighter←contingent on Enlarge Person to counter squeezing
Table I: Universal Bonus Progression by Character Level
2. Str + 1 (19)
3. Con + 1 (15), Prowess-Defense + 1
4. AC + 1, Saves + 1 [stat bump Dex-16]
5. Str + 1 (20)
6. Con + 1 (16), Unarmed Strike + 1
7. AC + 1, Saves + 1, Prowess + 1
8. Str + 1 (21), Wis + 1 (13) [Stat Bump Dex 17]
9. Unarmed Strike + 1, 2nd Attack + 1, Prowess + 1
10. AC + 1, Saves + 1
11. Str + 1 (22), Con + 1(17), Wis + 1 (14), Prowess + 1
12. AC + 1, Unarmed Strike + 1, 2nd Attack [str bump 23]
Class: Cleric of Sarenrae 3
Adventure: Howl of the Carrion King
Where: The Battle Market...and then the Refuge of the All-Seeing Eye
After fudging a carefully secreted scroll of raise dead and restoration in Zastoran's chest of healing supplies, the party looked to gather xp somewhere else and headed to the Refuge on the advice of the surviving Lions of Senara who had "heard about it in their travels", for poor Nazir to promptly be strangled to death by a choker.
The player is now controlling Oxvard, until we can get to the end of the book and he can roll up a new character in the first wave of settlers to a revitalised Kelmarane...
Name: Kzrira Maiwith, Wielder of the Tempest Bow
Class: Fighter 5/ Ranger 1
Adventure: House of the Beast
Where: Hall of Contemplation
Catalyst: You just don't walk away from a Human bane Greataxe Crit
Not at their best from the stench of carrion that pervades the lower levels of the House of the Beast, the adventurers stumbled into the readied forces of the Carrion King. Retreating into the labyrinthine passages of the Hall of Contemplation, they perhaps lay in wait too long for the King to stumble into the ambush. The wily gnoll warchief (I went with a 'Chosen' Anti-Paladin 4 for a more cunning standard build) sent an attack force around to trap the renown gnoll slaying archer and the party was forced into a toe-to-toe melee rather than skirmish as was their usual style.
The King survived a crit from Kzrira's death dealing bow, but she proved no match for Goreshred. Amir, the aged yet still nimble rogue swordsman, fell next and only the might of a summoned earth elemental saved Karethas the conjurer and the elven bard, Faelar!
Amir's soul was only just kept from it's appointment at Pharasma's Spire and Abadar's final reward, but nothing could be done for Kzrira.
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Adventure: Howl of the Carrion King
Where: Monastery of St. Vardishal, Southern Hallway
Catalyst: Poison from a giant black widow
A combination of bad luck and succumbing to the effects of a giant black widow's venom, Aruuja's death profoundly affected the party's cleric. The cleric vowed to never be without a means to counter venoms, and Aruuja's wolf howled in anguish and loneliness before wandering out into the badlands of the Kelmarane region. (Note: Trying to make Fortitude saves within a pugwampi unluck aura is...bad times. Nearly took out two other characters because of this.)
Characters : Beatrice Aasimar Paladin 2
Leyen Ifrit Rogue 2
Nadrie Elf Druid 2
Adventure : Howl of the Carrion King
Where : Refuge of Nethys, against the chokers
Catalyst : One party member late, them missing like crazy due to weak builds and me critting twice
After their heroic victory against Haidar the party decided to explore the rest of the place even though they were out of resources. They spotted the chokers and took them by surprise dropping the first one quickly. The second one critted and dropped Leyen to negative. After a few rounds of missing Nadrie's mountain lion went down, followed by an unlucky Beatrice. Nadrie the last one standing swung with her sword and missed before the last choker with one hit point left critted her.
Ratfolk dancing dervish archetype bard 15 named Inigo De La Montoya (yes, name like the Spaniard of off The Princess Bride) lost his life in the final conflict versus Jhavul. The rest of the party, after killing Jhavul, got him to a temple in Khatapesh for resurrection. The player refused resurrection once it was cast. He wished to remain in his goddess's embrace. First time that has ever occurred in a gaming session. The player wasn't mad. He thought it was a fitting ending. To die a hero. My other players were furious at the wasted monetary expense. I was touched. Best roleplaying I'd seen in years. Kudos my man.
Halfway through Legacy of Fire, I've had three fatalities, but the only one that was permanent was a semi-planned event.
Class: Rogue 3/Barbarian 3 (no racial HD)
Adventure: House of the Beast
Where: The Carrion King's harem
Catalyst: The Carrion King
Erryou the gnoll had been on a dark path since the days of the Kelmarane Expedition, a gnoll-hating gnoll recruited to act as a sword arm or an envoy between the Expedition and the Kulldis, whichever turned out to be more prudent. Since that time, particularly since likely siring a litter of whelps with a Lamashtu priestess (half-mad wife of the Kulldis' slain chief) he'd developed a brooding temper, his alignment had shifted from LE to NE, and it was well known in Kelmarane that he was the muscle backing up Undrella's black market. When Erryou pieced together that the Carrion King was the same giant gnoll who'd slaughtered his pack and sold him into slavery as a whelp, Erryou took Zayifid's warning of coming war as a personal mission to slay the Carrion King, seize the Carrion Tribes, and drive them into a mutually destructive war against the Sandstalkers.
But in truth, what really sealed Erryou's fate was that in between wrapping up Howl of the Carrion King and starting House of the Beast, Erryou's player changed jobs and could no longer participate in the game. Everyone knew Erryou's time was limited; the question was whether he'd go out in a blaze of glory or "go native" and turn on the other PCs.
When the PCs infiltrated the House of the Beast via the Mountain's Maw, they wore themselves down through a serious of encounters, most recently having battled a massive spider whose venom had left the party ranger weak as a kitten. Looking for somewhere to hide before the gnolls noticed their incursion and raised the alarm, they slipped down a web-choked, seemingly abandoned staircase. At the bottom, they found a sealed stone door, and the party cleric, Jaali, used stone shape. This popped the tired party out directly into the Carrion King's harem, where he was busy enjoying himself with his wives.
Suffice to say, neither party was terribly happy about this chance meeting, and both sides leaped to the offense. With the ranger in bad shape, sidelined to taking on the king's wives, Erryou found himself the only frontliner, holding the Carrion King back for round after round as the party alchemist and sorcerer hung back and pelted the warlord with bombs and magical cold, while Jaali kept pouring positive energy into Erryou to keep him going. Had the Carrion King managed to drop Erryou any sooner, he likely would have torn through the humans in the party like tissue paper, but alas, even giant gnoll warlords can last only so long when they spend an entire combat engulfed in flame. In his final round, the Carrion King (who had been rolling just awfully, I have to say), finally tore into Erryou with tooth and claw, ripping him open just before burning to death in turn.
With reinforcements already fighting their way in, the surviving heroes had only moments to grab whatever loot was in reach and flee. They left Erryou and the Carrion King's burning corpse lying together on the stone floor, their pools of blood merging into one.
Name: Jaali (but he got better)
Race: Human (Garundi)
Class: Cleric (evangelist) 8
Adventure: Broken Chains (being played in conjunction with The Jackal's Price)
Catalyst: The Midwife
I added Broken Chains into the AP, so this is a bit of a cheat, but: Jaali specializes in three things: Exceptional social skills, healing his allies, and summoning monsters to fight for him. Things he does not specialize in: Wearing armor, wielding weapons, or taking damage. Yet, sadly, as the heroes were hacking their way through a hidden temple of Lamashtu, the chaos of the fight briefly left Jaali wide open, with nothing standing between him and a monstrous spellcaster with a smite good burning a hole in her pocket. The Midwife charged Jaali and her kukris sliced him to ribbons. The priest was dead before he hit the ground, and without his healing to bolster the party, the remaining PCs found themselves hard-pressed to defeat the Midwife.
Fortunately, however, Jaali and the PCs happened to be exceptionally flush with cash at a time, and this took place on the far side of town from one of the largest temples to Abadar in northern Garund. After the heroes wrapped up the immediate issues facing them, they left a PC, Hollistan, and a cohort, Hollistan's sister Haleen, to guard the temple while the others wrapped up the priest's corpse and carted him off to get raised. (This in turn nearly resulted in Hollistan and Haleen's deaths at the hands of a vengeful goblin, but that's another story.)
Name: Hollistan Tropp (but he got better)
Race: Human (Keleshite)
Class: Alchemist 9
Adventure: The Jackal's Price
Where: The Jackal's Lair
Catalyst: A one-two-three punch
Hollistan Tropp, a teenage alchemist who had joined the Kelmarane Expedition, was pretty sure he was done with the adventuring life around the time he tried fleeing back to Kelmarane alone from the House of the Beast, but he stuck it out until the PCs' trip to the city of Katapesh about six months later. There, the PCs found themselves drawing all kinds of unwanted attention and running afoul of one evil cult after another.
The 24-hour deadline to assault Father Jackal's lair took the PCs by surprise; that's why Hollistan's chain shirt was off for alterations when the PCs breached the thieves' den. After tearing through the Demon's Womb, the heroes were feeling confident. Despite this, when Father Jackal's minions split up to surround the PCs, the cocky PC allowed themselves to be scattered. Hollistan's grisly demise came as a three-part blow. First, the high priest, Khair al Din, lived just long enough to successfully target Hollistan with a spiritual weapon, which continued to harass Hollistan for several rounds. With the opposition's back broken, Hollistan chose to chase after a lone cultist who went fleeing down an unexplored hallway. Sadly for Hollistan, no one else in the party followed him, and that cultist wasn't fleeing--he was leading Hollistan into a trap in a room filled with illegal contraband--and a trio of gargoyles that Hollistan failed to notice. While the cultist distracted Hollistan, the gargoyles tore into him, dropping him. Yet it was the final strike from Khair al Din's spiritual weapon that posthumously slew the young alchemist, depriving the thugs of their potential hostage.
Fortunately, the party was still cash-heavy, and being so close to the temple of Abadar, even managed to get Hollistan raised that same day. Still, a violent death was the final straw for Hollistan Tropp, and he chose to retire from the adventuring life in favor of settling down in the city of Katapesh (to pursue a petty vendetta against the ruk league; that too is another story).
(The PC left, the player remains with a new character.)