Council of Thieves Obituaries


Council of Thieves

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Turin the Mad wrote:
Xzarf wrote:
No offense guys, but can we get back on topic and just report casualties of the game rather than bash back and forth about why or how a TPK was done. Start your own thread if you want to continue this.
+1

In hindsight, I wouldn't mind axing out my above posts up to the one from this past Monday.

Sorry everyone!

Scarab Sages

Turin the Mad wrote:
Ice Titan wrote:
Turin the Mad wrote:
** spoiler omitted **...
... That's probably one of the most remarkably petty and arbitrary series of deaths I've ever read. I'm glad you and your players found each other, because I know I wouldn't be able to stand that.
Until you can be bothered to inquire as to the full reasoning behind the spoiler, please be so kind as to refrain from slinging mud.

hmm.. somewhere in the module it says that the shrine is not attacked. ever. The council did throw assassins. I recall sian as one.

The npc you threw in was a bit much. Empowered Maximize? OUCH.

Scarab Sages

Sorry for my comment - I didn't read through to the end. - end of discussion here - back to the killing of PCs!!

(My players are close to the shadowy triceratops, so I may have a kill or two coming.)


Deidre Tiriel wrote:

Sorry for my comment - I didn't read through to the end. - end of discussion here - back to the killing of PCs!!

(My players are close to the shadowy triceratops, so I may have a kill or two coming.)

Soright :) That tri-tops is a tough cookie. Fortunately, the AP conveniently provides means of addressing the messy demise or two. ^_^

RPG Superstar 2011 Top 4

Those are odd deaths Turin, but seemingly warranted with your story. I would not insult them.

Sovereign Court

Turin the Mad wrote:
** spoiler omitted **...

I like how you killed one of them via a houserule. That'll teach them not to make munchkin demands to the DM next time. If their PCs constantly enjoy "no damage cap", then one of them outta die from that at some point! :P

Scarab Sages

Turin the Mad wrote:
Deidre Tiriel wrote:

Sorry for my comment - I didn't read through to the end. - end of discussion here - back to the killing of PCs!!

(My players are close to the shadowy triceratops, so I may have a kill or two coming.)

Soright :) That tri-tops is a tough cookie. Fortunately, the AP conveniently provides means of addressing the messy demise or two. ^_^

What do you mean about the AP?

RPG Superstar 2011 Top 4

There are a lot of very dangerous things in the AP.


Purple Dragon Knight wrote:
Turin the Mad wrote:
** spoiler omitted **...
I like how you killed one of them via a houserule. That'll teach them not to make munchkin demands to the DM next time. If their PCs constantly enjoy "no damage cap", then one of them outta die from that at some point! :P

Purple Dragon Knight gets it right out of the gate! ^_^ Although it was two by houserule ... one by fire, the other by lightning.

We now return to awe-inspiringly laughter-inducing demises, already in progress.

The Exchange

Name: Harmen Karden, portrayer of Larazod in the Sixfold Trials
Race: Human
Classes/levels: Bard 6
Adventure: What Lies In Dust
Location: Bisby's haunted corpse
Catalyst: Phantasmal Killer attempt #3
The Gory Details: (optional)

Spoiler:
Opening the door, Harmen the Bard's eyes were wide with wonder at the eerie room housing Dontalus Bisby's corpse. Casting Detect Magic, his eyes lit up with curiosity and greed, but he was cautious enough to carefully avoid disturbing the skeleton or treasure, paying heed to the writing on the walls.

Unfortunately, when he used a Grave Candle to try to pry information from the spirit of Bisby, the haunt effect began. After making two Will saves in a row, he dismissed the screaming skull as harmless, and was surprised when he was attacked from behind by two shadows right as he reached to begin taking Bisby's possessions.

That same round, he failed his Will save with a natural 1 on the die, and then failed his Fortitude save with a natural 2. Disaster! The blood drains from his face, and as the cleric in the doorway watches, Harmen keels over, scared to death. The group managed to defeat the shadows and solve the mystery of the skeleton, dispersing its power with a Wand of Restoration, dragging Harmen (and then later, the treasure) out of the room and retreating to discuss their plan for proceeding.

Sovereign Court

Name: Kardella Tarnath
Race: Human
Classes/levels: Fighter 4
Adventure: The Sixfold Trials
Location: B9
Catalyst: A beard

The gory details: The party observed the captive Bearded Devil in the cell B9 and wondered whether to attack it or not. They finally decided to attack it, which unfortunately, caused the death of the group's fighter. She was the first one inside the room, taking a nasty attack of opportunity from Szasmir's glaive as she did that. She dealt him some decent damage, as did her comrades, but alas, Szasmir was extremely lucky in that fight, as all of his attacks, except one, hit Kardella. Near the end of the fight, Kardella had the opportunity to run away, but bravely decided to keep attacking, scoring a nice hit, but not enough to slay her foe. She was then, unfortunately, hit by both of his claws on the next round, and was slain by... the damage from his beard. :(

She is the only character I've ever known to be killed by a beard... Not a heroic way to go. :(

It was a very very close fight, at the end, she came down to exactly her negative constitution score... A number of things could've easily her life, for example, if she hadn't been strength drained by the previous fight against Shadows (she would've finished off Szasmir before being killed), or if her sister, the group's rogue, had not rolled a natural 1 when trying to cure her with a Wand of Cure Light Wounds to save her life.

Dark Archive

Name: Dori
Race: Dwarf
Classes/levels: Druid 10
Adventure: Mother of Flies
Location: The Abode of Sandor the Strange in Walcourt
Catalyst: Sandor Himself
The Gory Details: Sandor was aware of heroes for quite some time with his divinations and the fact they are not at all sneaky or subtle. He was ready for them when they broke into his room and surprised them with a couple waves of fear. Dori's lion animal companion Bosi along with Dras, a half-orc barbarian, fleed for their lives. Dori was in lion-form and smelled out the the invisible Diviner, airwalking and attacking him. Sandor seeing that Dori was the most immediate threat cast disintegrate on the the poor dwarf. He failed his save and took 93 points of damage. Unfortunately he only had 82 HPs and turned into a pile of dust once hitting zero.

This could have turned into a TPK but the combo of invisibility purge, flame strike and the Morrowfall from the group's mage and cleric (the only two left), killed Sandor.

Sovereign Court

Hmm, I'm starting to post regularly here, that's not a good sign.

Name: Mara Starnon
Race: Human
Classes/levels: Wizard 5
Adventure: What Lies in Dust
Location: The Wave Door
Catalyst: Evil dice

The gory details: While on a fishing boat, trying to locate the Wave Door, the party was assaulted by four shadows. The first action of the fight was Mara shooting one of the shadows with Magic Missiles. The second action of the fight was that shadow rushing Mara, critting her, and rolling a 12 (out of 2d6...) on the strength drain. Mara, who had 11 points of strength, died.

Of course, this tragedy was only made even worse when she arose 2 rounds later to attack the rest of the group...


Moonbeam wrote:

Hmm, I'm starting to post regularly here, that's not a good sign.

I prefer to think of it as a "favorable sign of the yellow variety ... "

Scarab Sages

Technically this is an NPC, but the group had adventured with him since second level and the bard was about to take him as a cohort. And its my first kill.

Name: Rizzardo
Race: Human
Classes/levels: Barbarian 3
Adventure: What Lies in Dust
Location: Delvehaven
Catalyst: Two shadow mastiffs

The gory details:

(the party: a ranged paladin, a bard, and a monk - w/ two npcs, Gorvio and Rizzardo)

As usual, the monk and Rizzardo were up front as they opened the Hall of Armor. The monk was still around after the first baying and got off a flurry on one of the mastiffs (with Belial's Bite - 1d4 bleed) After the second baying only the paladin, Rizzardo, and Gorvio (sorcerer 3) were left.

Two many hits, rolling max damage (1d6 + 6 + trip). He was tripped twice, and both mastiffs got AoO on him when he stood up. The damage perm. killed him.

Gorvio took a five foot step out of the room (as the battle was held at the doorway) and closed the doors. One mastiff bled to death, then they came back for the second mastiff and Rizzardo's body.

- oh, they handled the shadow tri-tops well due to a low AC and luring it into the hallway where it was squeezed. And a timely Smite from the paladin.

Liberty's Edge

Name: Morvius Claringbold
Race: Human
Class: Conjuror 7
Location: Pillars of Fire
Cause: Arrow through the heart

After toasting the Erinyes summoned bearded devils with lightning bolts, he suddenly drew a lot of fire and was critted by her composite longbow, along with a couple of other shots. 57 HP damage on a 34 HP character, even when at full HP has gotta suck.

Oh well, I'm introducing an Inquisitor to take his place. That should be a lot of fun. I'm trying out a shooty build with a repeating heavy crossbow.

Sczarni

Another one bites the dust (Literally, this time)

Name: Doc (plus about 30 other syllables)
Race: Gnome
Class: Evoker 10
Where: Walcourt, top level
Catalyst: Diviner + Greater Invisibility + Fort Saves

The party has managed to curbstomp each and every encounter in Walcourt thus far. Rogues, traps, shadow-folk, everything goes down like chumps.

So, when they came to a certain double-trapped blue doors, they took their time and smashed their way through. The Lizardin, swinging an adamantine greatsword, was able to cut through each door with a single blow, but not quietly.

Of course, Sandor knew they were coming, and staged his little ambush in the observatory room.

Turning the corner, ON POINT, Doc poked her head around the archway, saw Sandor, and got out just about "Oh Sh...." when The Green Beam hit her square in the chest.

One failed Fort save later, she took some 80 damage from the Disintegrate, and was dusted in 1 shot in the surprise round.

Nuella quickly grabbed the offending Diviner with Telekinesis; with that spell and Invisibility Purge from Evan, the party proceeded to pound him into jelly. His 2nd Disintegrate went wildly off-target, causing him to auto-fail his next save, which turned out to be against a weak poison from Evan.

Gnomish Evoker Doc was then Reincarnated (she had a scroll on her person) as a Kobold with green scales, becoming the Lizard-Doc, or possibly Dr. Bitey.

-t


psionichamster wrote:


Gnomish Evoker Doc was then Reincarnated (she had a scroll on her person) as a Kobold with green scales, becoming the Lizard-Doc, or possibly Dr. Bitey.
-t

That's terrible. That poor gnome-- reincarnated into something that her race specifically abhors and hates... I'm surprised there's not a second obit tacked on to this one about her blowing herself up after this revelation!


A gnome, reincarnated as a kobold? How deliciously absurd!

Hell, in one of my old games I had a paladin reincarnate as a kython. Hilarity ensued. All hail Doc Bitey, old hero reinvented!

Also, hate to hear Rizzardo bit it from the previous posts. To just imagine the stones it would take for a level 3 anything to walk around Delvehaven as written, good on him!


Name: Gyorg Snowcrest
Race: Dwarf
Classes/levels: Cleric (5) of Abadar
Adventure: What Lies in Dust
Location: Delvehaven, Cellar Level
Catalyst: Haunted skeleton of Donatalus Bisby.
The Gory Details: (optional) Gyorg lit a corpse candle, triggering the haunted spirit. He rolled a nat 3 on his will save, followed by a nat 7 + 7 = 14, just failing his fortitude save. The three remaining members proceeded to the lower levels, using a scroll of sunburst to incinerate Jair before claiming the Morrowfall, even while down a member. They were just too angry to leave empty handed.

The party invested 2000gp in an elaborate funeral for the dwarf, generating enough publicity for an extra fame point. A hellknight, inspired by the memorial service, cast aside his helm and resigned from the order. Also, I chose the end of the funeral as a beautifully brutal time to trigger the events of book 4. =)


We had a very rare TPK last night in the Six Fold Trial
We got past the tough shadow room but lost to the

Name: Knockerbeef
Race: Tiefling
Classes/levels: Warmage 4th
Adventure: Six Fold Trial
Location: The River of Tears
Catalyst: Paralysed Coup de Grace

Name: Hadreal
Race: Elf
Classes/levels: Ranger/Sorcerer 3rd/1st
Adventure: Six Fold Trial
Location: The River of Tears
Catalyst: Paralysed Coup de Grace

Name: Zyphr
Race: Tengu
Classes/levels: Rogue/Sorcerer 2nd/2nd
Adventure: Six Fold Trial
Location: The River of Tears
Catalyst: Firing his own crossbow through his face (rolled 3 1's in a row on an attack)

The Gory Details: (optional)So we had gotten through the shadow room and had the Wand of Restoration so the Str damage wasnt to bad we made it to the River of Tears and two went on each side of the water and were some what spread apart well the Lacedons attacks Knockerbeef and Hadreal and Knockerbeef failed his first save and then the next round the Lacedon bit head off. Hadreal was dodging and jump around as Zephr and Ezeke were trying to save Knockerbeef, he failed the paralization save and Drowned Jade Bit his head off. In a rage the Zyphr fired his crossbow and mishandled it and shot himself in the face.

So Ezeke the Fighter Kills Drowned jade in the next attack with a huge crit with his bastard sword. Ezeke knows he cant get back down the shadow stairs so he continues on and finds The Flayed one

Name: Ezeke
Race: Tiefling
Classes/levels: Fighter/4th
Adventure: Six Fold Trial
Location: The Flayed one
Catalyst: A one on one Fight with a mummy

The battle was going well then for three rounds in a row he rolled ones and twos on his damage then the Flayed one unloads a critical for 31 points of damage

So there is the end of the West Crown Avengers
The Gory Details: (optional)

Shadow Lodge

Elves can't be paralysed by Ghouls (or Lacedons). It explicitly states that in their monster description: "Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)"


xdahnx wrote:
Elves can't be paralysed by Ghouls (or Lacedons). It explicitly states that in their monster description: "Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)"

The elf / elves were probably paralyzed by the ghast, which the Drowned One is. The above gory details are not that specific on the matter, and it is very possible that the GM missed the fine print...


Turin the Mad wrote:
xdahnx wrote:
Elves can't be paralysed by Ghouls (or Lacedons). It explicitly states that in their monster description: "Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)"
The elf / elves were probably paralyzed by the ghast, which the Drowned One is. The above gory details are not that specific on the matter, and it is very possible that the GM missed the fine print...

Trust me I knew I couldnt be paralyzed but when the Ghast attacked me he showed me in the book that I was not immune =(

Shadow Lodge

Name: Tielong (Yet Again)
Race: Human
Classes/levels: Rogue (2)/Bard (4)
Adventure: What Lies in Dust
Location: Jair's Chambers
Catalyst: A well rolled Burning Hands
The Gory Details:
The group was involved in a fight to the death against the Vampire Cleric Jair. He had successfully cast darkness and obscuring mist on enough of the room he inhabited to make fighting near impossible and a well placed silence kept the group (as they put it) "Hellen Kellered". The fight was going well for Jair through copious use of his channel negative energy, but a couple of hits by the Paladin with his smite evil had him fighting fairly defensively. In a fit of panic he cast dominate on the group's sorcerer, knowing full well chances were it wouldn't stick. With a bit of luck the sorcerer rolled a 1 on his saving throw. Jair followed his dominate with an invisibility to wait out the fight with his new minion doing his dirty work

The sorcerer, filled with the urge to murder his former colleagues started off poorly enough failing a concentration check while trying to scorching ray the group's bard (Tielong). Tielong promptly tackled him and pinned the sorcerer to the ground. Since the group's Ranger and Paladin at this time were trying to find the disappearing vampire and were unaware of their traitorous friend, Jair felt it was the right time to strike and stabbed Tielong from the shadows, taking him to negative five hit points (where he stabilized). The fight continued for a couple more rounds when suddenly it was noticed by the sorcerer that all three of his remaining friends were within range of his burning hands. He nearly maxed out on damage and dealt 17 points to everybody in range and burning Tielong's body into a charred corpse of -22 hit points permanently ending his adventuring career.

The vampire was smitten the next round by the Paladin.


Name: Cael'thas
Race: Half-Elf
Classes/levels: Rogue 3/Monk 4
Adventure: The Infernal Syndrome
Location: The Streets of Westcrown
Catalyst: Awesome percentile roll
The Gory Details:

I had decided to roll a couple of random encounters before the party made it to the barricades around the former Mayor's manor. One was successful, so I rolled on the chart for what they would fight. 100. They got to fight a Chortov! I rolled to see if the Chortov was able to summon allies (3 bearded devils), and he did. So the party went up against 3 Bearded Devils and a Chortov. The fight wasn't that hard when the Mystic Theurge found out that the Chortov has an abysmal will save and went for command spells to counter it. The party tried to take care of the Bearded Devils, but the Rogue/Monk got into trouble and reached negative hit points. Before the party had a chance to heal him, the paladin smited the already injured Chortov into the negatives triggering his exploding corpse into a Huge Fire Elemental. Unable to make a Reflex save, the Rogue/Monk died to a pitiful 16 damage (I rolled like 3 ones :P )


Name: Vahan Godwin and Drake Ravenscroft.
Race: Humanx2
Classes/levels: paladin 4 cleric 4
Adventure: Sixfold Trial
Location: Asmodean Knot
Catalyst: Shadows, shadows shadows
The Gory Details: Well.. You know by now, that this here part, just inside the Knot is deadly. They were beset by the shadows and even though I rolled abysmal most of the times with their attacks (in the 2-5 range), they finally succombed to the shadows. Only 2 escaped...

But... After some shouting and screaming we decided that this encouter was just too... unbalanced. There were a lot of things the players needed to know that there were no way for them to know to make the right decision. So... we made it so that they survived but having been damaged quite alot on their strength. It was either that or end the AP, we thought.

To the story is also this. 3 playerrs had just made new characters and were playing them for the first time that night. Ah well... there will be plenty of opportunities to kill them, in a more decent way than with them shadows...


Gworeth wrote:

Name: Vahan Godwin and Drake Ravenscroft.

Race: Humanx2
Classes/levels: paladin 4 cleric 4
Adventure: Sixfold Trial
Location: Asmodean Knot
Catalyst: Shadows, shadows shadows
The Gory Details: Well.. You know by now, that this here part, just inside the Knot is deadly. They were beset by the shadows and even though I rolled abysmal most of the times with their attacks (in the 2-5 range), they finally succombed to the shadows. Only 2 escaped...

But... After some shouting and screaming we decided that this encouter was just too... unbalanced. There were a lot of things the players needed to know that there were no way for them to know to make the right decision. So... we made it so that they survived but having been damaged quite alot on their strength. It was either that or end the AP, we thought.

To the story is also this. 3 playerrs had just made new characters and were playing them for the first time that night. Ah well... there will be plenty of opportunities to kill them, in a more decent way than with them shadows...

I expect at least one of my players to succumb to the shadows. 3 out of 4 of my players have a Str score under 10. One of those is a gnome with a Str of 5. Of course, that is if they make it out of the Belly of the Beast with the climb check involved there. Next time we get together, I'm going to tell everyone to have a new character ready since we're getting ready to start The Sixfold Trial

Shadow Lodge

Geeky Frignit wrote:
I expect at least one of my players to succumb to the shadows. 3 out of 4 of my players have a Str score under 10. One of those is a gnome with a Str of 5. Of course, that is if they make it out of the Belly of the Beast with the climb check involved there. Next time we get together, I'm going to tell everyone to have a new character ready since we're getting ready to start The Sixfold Trial

Don't forget that if you're running the AP as-is, the mayor offers to raise any dead actors after the Sixfold Trials free of charge. My group's bard/rogue took advantage of that one.


MisterSlanky wrote:
Don't forget that if you're running the AP as-is, the mayor offers to raise any dead actors after the Sixfold Trials free of charge. My group's bard/rogue took advantage of that one.

Of course, Raise Dead doesn't work on someone who has been turned into a shadow. :-/

Shadow Lodge

hogarth wrote:
Of course, Raise Dead doesn't work on someone who has been turned into a shadow. :-/

The mayor offered to raise anybody killed in the play, not anybody thieving around his Asmodean Knot. ;-)

Sczarni

All I have to add is:

Mwahahahahahahahahaha!

Hehe, gotta love those shadows...

-t

Sczarni

Another technical "death", even if the PC got better:

Doc
Kobold Evoker 11
Where: The Slave Barge
Catalyst: Going toe-to-toe with an Erinyes

Seeing as how the party is crazy badass, all the monsters since book 3 have been Advanced, at least.

These Erinyes also had 2 levels of Ranger, letting them hit quite nicely with those flaming bows.

While Paladin and Co. deal with her sisters on the deck of the barge, Doc moves towards one of the last ones and engages in a ranged "duel" - trading magic missiles for arrow volleys.

Finally, she wraps the devil in a final Wall of Lightning (Evoker ability), which will kill her next round. Quick checking of the rules for Wall of Fire indicates no LoS blockage, so Doc ate another quartet of arrows. This dropped her to -20 or so, more than enough for dead-dead kobold time.

The cleric was Dimension Door'd over to Breath of Life the poor wizard, de-fibrillating her right back to life.

edit: spelling errors


psionichamster wrote:
Quick checking of the rules for Wall of Fire indicates no LoS blockage, so Doc ate another quartet of arrows.
PRD wrote:


Wall of Fire
School evocation [fire]; Level druid 5, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M/DF (a piece of phosphor)
Range medium (100 ft. + 10 ft./level)
Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high

Sczarni

hogarth wrote:
psionichamster wrote:
Quick checking of the rules for Wall of Fire indicates no LoS blockage, so Doc ate another quartet of arrows.
PRD wrote:


Wall of Fire
School evocation [fire]; Level druid 5, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M/DF (a piece of phosphor)
Range medium (100 ft. + 10 ft./level)
Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high

and thats what i get for relying on the players to check the spell wording. oh well, its soon off to Level 1 land again!


psionichamster wrote:
hogarth wrote:
psionichamster wrote:
Quick checking of the rules for Wall of Fire indicates no LoS blockage, so Doc ate another quartet of arrows.
PRD wrote:


Wall of Fire
School evocation [fire]; Level druid 5, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M/DF (a piece of phosphor)
Range medium (100 ft. + 10 ft./level)
Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high
and thats what i get for relying on the players to check the spell wording. oh well, its soon off to Level 1 land again!

Let us know what you think of the finale. I was let down and I want to know if it's because we were crazy murder kill or if it's the AP. :P


TPK

Name: Fawdrin
Race: Human
Classes/levels: Summoner 3

Name: Numfar
Race: Tiefling
Classes/levels: Rogue 3

Name: Desraya
Race: Human
Classes/levels: Ranger 1 / Sorceror 2

Name: Bergen O'Reilly
Race: Human
Classes/levels: Paladin 4

Name: Bernardo Gui
Race: Tiefling
Classes/levels: Inquisitor 3

Adventure: The Sixfold Trial
Location: Act 6 of the 6 Trials of Larazod
Catalyst: The troll skeletons
The Gory Details: Although the Guardians of Cheliax had done reasonably well up in the play until this point, they were running very low on resources. So alas, the troll skeletons came out and squashed them flat in about 3 or 4 rounds.

Next week, a new group of heroes will rise to try and free Westcrown from the shadow curse.

Dark Archive

Name: Findler Alando
Race: Human
Classes/levels: Cleric of Serenrae 11
Adventure: The Twice Damned Prince
Location: The Manticore Room in The Gargling Gargoyle
Catalyst: Assassin's Death Attack

The gory details: Answering the request to meet with Nobleman Armon Rosala at the Gargling Gargoyle, the party realized it was all a set-up when a wine glass crashed on the floor just after Rosala informed them he had no idea who would have sent them such a message to meet with him. The assassins were incredibly stealthy in disguising their intentions (I rolled a 15, two 17s and an 18 for their base stealth checks, add that to the +18 they had for stealth and you get the picture). No one noticed they had situated themselves within striking distance until it was too late. Findler was almost critted in the surprise round but only needed to not roll a 1 one his Fort Save against the assassin's death attack. I guess we all know what happened after that. Luckily the party has a half-orc barbarian otherwise known as Rogue-Bane, meaning he was able to hold down the fort until the Sorcerer and Wizard could teleport out of danger, heal and organize themselves. Findler had a scroll of Resurrection on him so he was able to resume living life that night once a Cleric of Shaelin was found and paid to cast the spell.


Name: Omir
Race: Human
Classes/levels: Paladin of Iomedae
Adventure: What Lies In Dust
Location: The Nautalica (Delvehaven)
Catalyst: 1st Round Charge by the Triceratops of Doom!

The Gory Details: The party had walked in through the back door of the Nautalica and met the Triceratops. The party having one member with darkvision who spotted the huge shadowy mass prevented the surprise round charge but then the initiatives were rolled and the Triceradoom won. Charge at the Paladin who is essentially a light bulb (infernal bastard trait which allows him to cast light), critical hit for 54 damage (surprisingly that didn't kill him as he has rolled damn near max at every level and has 67) but the dreaded massive damage roll comes into play and the all too familiar "1" came up. What the rest of the party saw was a large shadowy mass come at them and suddenly there is a large horn sticking out of the back of their friend. The party realized that the rest of them must live to fight another day so the grabbed the body of Omir and made a very quick withdrawal out the door.
As an aside note: I decided not to have the triceratops take part in the next battle with the Shadow Mastiffs but could have easily as 2 of the party members failed their fear checks (even with the Paladin's aura) and ran back out the door, leaving it open for the remainder of the very noisy fight.

Scarab Sages

Xzarf wrote:

\

As an aside note: I decided not to have the triceratops take part in the next battle with the Shadow Mastiffs but could have easily as 2 of the party members failed their fear checks (even with the Paladin's aura) and ran back out the door, leaving it open for the remainder of the very noisy fight.

I would have! They decided to continue searching this obviously dangerous building without taking care of the triceratops?! I would have given them DM hints, though, to remind them the triceratops was still there.

I actually had the triceratops squeeze into the hallway after them - mostly because they lured it with a summoned animal.


Name: Torsin
Race: Half-Elf
Classes/levels: Paladin 6 / Wizard 4
Adventure: Mother of Flies
Location: east side of the Caretaker's House outside Walcourt
Catalyst: Failed saving throw at the worst possible time
The Gory Details: In spite of needing to roll only a 10 or better, Torsin failed the Fortitude saving throw against Sandor the Strange and his trusty disintegrate. Unfortunately for Torsin, the failed saving throw was against a confirmed critical hit with the aforementioned disintegrate. Needless to say, 48d6 yielded 208 points of damage, dusting the paladin.


Deidre Tiriel wrote:
Xzarf wrote:

\

As an aside note: I decided not to have the triceratops take part in the next battle with the Shadow Mastiffs but could have easily as 2 of the party members failed their fear checks (even with the Paladin's aura) and ran back out the door, leaving it open for the remainder of the very noisy fight.

I would have! They decided to continue searching this obviously dangerous building without taking care of the triceratops?! I would have given them DM hints, though, to remind them the triceratops was still there.

I just thought it a little too cruel to have it crash in at that time considering there were only 2 PCs and an NPC cleric left in the armor room and they were having a tough time of it as it was.

Here is what is going to happen:

Spoiler:
They just finished the battle with the Shadow Mastiffs and have seen the door down but haven't opened it yet. Right at the start of the next session the doors to the armor room are going to burst open and the Triceratops will thunder into the room. This should force the issue of continuing down the stairs and into the realm of the Vampires, then they have to figure a way out after (if) they manage to destroy the vampires and recover the artifact.

Scarab Sages

Xzarf wrote:


Here is what is going to happen:
** spoiler omitted **

don't forget:
That the cellar is below the first floor, not the basement. They have to deal with the dolls and the haunts, including Bisby, before dealing with the vampires.

Deidre Tiriel wrote:
Xzarf wrote:


Here is what is going to happen:
** spoiler omitted **

** spoiler omitted **

Spoiler:
Actually I am not a fan of the intelligent undead just waiting around on the basement so I am going to have one of them (most likely the Mazeflesh Man) start the hunt for the PC's on the level above. They have made enough noise that anything below knows that they are there.

Having 3 of them in the basement, even with the idea that they don't really like each other, doesn't mean that they don't have the larger goal in mind (retrieving the artifact). I just can't play them as waiting in their rooms for the PCs to knock on the door before they do anything to prevent the PCs from getting the artifact. Sure they won't be working as a team with good tactics and all but they still would want to destroy the PCs. If the PCs can kill 1 or 2 of their number then what chance might the 3rd have at success?
I don't want all 3 to be battling the PCs at once so that is why the Mazeflesh Man is going to be going up before, if the PCs defeat him and he is forced to head to his recovery spot then the PCs only have to deal with 2 of them downstairs (assuming of course that they pursue the gaseous form into the basement within the hour)

EDIT: Looks like I am getting sidetracked from the thread purpose. Will get back to posting PC deaths instead!

Shadow Lodge

Xzarf wrote:
EDIT: Looks like I am getting sidetracked from the thread purpose. Will get back to posting PC deaths instead!

I'm going to sidetrack you a bit more:

Spoiler:
Well played, the fight against the vampire cleric can be outright nasty. With a darkness, silence, and obscuring mist well placed, the PCs will have a hard time fighting an opponent that can crawl on walls and ceilings to get to his destination. These terrain factors plus his AC + mobility make him a skirmisher like you wouldn't believe. And he doesn't need to see his targets, a single channel negative energy will do tons of damage over time while completely hidden. Once he dominates an opponent it goes from difficult to awful.

At the end of the fight we had one player outright dead (burned alive by the dominated sorcerer's burning hands, a near-death sorcerer, a ranger at 5 hit points, and a paladin nearly full on hit points, but with no lay of hands charges left, and the complete inability to see his smite target.

On the other hand, the fight against the Mazeflesh man lasted about four rounds, and the fight against the former undead hunter lasted two. I think having those two fight at the same time, and letting the cleric fight alone is frankly the most fun option.


Pathfinder Roleplaying Game Superscriber

I am almost done with the AP (party just finished the assault on the safe house and has already finished the blacknapes and is tracking down the arsonist.) , and I don't think I will be having another PC death. Came close when the fighter was surrounded by thieves and the two captains at the safehouse but a well placed displacement saved him from a very large chunk of damage. I will be putting up some updated totals sometime soon as well.


Name: Faust
Race: Tiefling
Classes/levels: Paladin 5
Adventure: The Sixfold Trial
Location: B25 The Crux Sanctum
Catalyst: A heroic charge which ended abruptly.
The Gory Details: The Outcast King got the surprise round thanks to his monstrous stealth modifier while in the lair and got a grab on Faust with his tentacle. The rest of the fight revolved around the other players, trading blows with it, positioning themselves, and trying not to be the recipent of his entire full attack. The paladin escaped the grapple (King was taking -20 as per the Grab ability to lose the grappled condition) and retreated briefly to recover. He soon fell to the Infernal Wound's bleed damage recieved from a longsword hit a round earlier, but was quickly brought back to the land of the living. Finally activating his last smite of the day, Faust charged at the monster only to be grabbed by the tentacle once again. However, Faust managed to strike the thing and do a hideous amount of damage... yet the Outcast King did not die with 2 remaining hit points. His turn was next and a successful hold meant the constiction damage did Faust in as the paladin's spine broke with a sickening snap which echoed throughout the chamber. The King was killed next turn by the rest of the party who were all near death. The encounter was scant inches away from being a near party wipe.

Scarab Sages

Luther wrote:
The encounter was scant inches away from being a near party wipe.

Man, that sounds like one tough battle! I think the Outkast King was the easiest fight in the Knot for my players. It was disappointing for me.

Sczarni

nice work with the "Super Oscar the Grouch"

our fight went a little similar, but with more chopping of monster and squishing of Cleric.

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