Kingmaker #1 broken? (spoiler free please)


Kingmaker

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

My GM asked me to start this thread after our party TPK'd in the encounter against the Stag Lord in his fort.

He wants to know what kinds of characters that OTHER people have played in this module.

potential spoiler:
We had a 3rd-level bard, druid, fighter (tank), rogue, and sorcerer, and we got our butts handed to us. We only managed to get 4 mook bandits and the Stag Lord single-handedly dropped 3 of us with his magic helm and bow (with one hit each).

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Did you guys pretty much just head straight toward the fort? Or was the GM rolling extra hot that day?

Sovereign Court

Ravingdork wrote:

My GM asked me to start this thread after our party TPK'd in the encounter against the Stag Lord in his fort.

He wants to know what kinds of characters that OTHER people have played in this module.

** spoiler omitted **

At 3rd level, The Stag Lord still requires very good tactics. The group I ran included a reformed bandit NPC, a Summoner 4, a Fighter 3/Rogue 1, a Cleric 4, Ranger 4, and a Druid 3. With such a large group, I actually made some upgrades to the Stag Lord. In a one-on-one fight, there would have been casualties. I would say more, but you want this spoiler free.

The Exchange

It is a tough encounter.

It could have worked out badly with a few dice rolls working the other way. I also seems to remember the DM spread the damage a little so that helped.

We also took a few of the chaps out before hand and stole inside the fort so that probably made a difference.


We played using the 3.5 rules. We had a 3rd level Tiefling Ninja (+1 LA), 4th Tenebri (elf) Mage, 4th Silver Dragon, and a 4th level Faceman.

Spoiler:
The characters disguised themselves as bandits for access to the fort. The ninja assassinated the Stag Lord while he was tanked from the liquor the PCs brought with them.

Paizo Employee Creative Director

Keeping spoiler free... the Stag Lord was not really designed to be a straight-up toe-to-toe fight against the PCs. Such a fight isn't impossible to win, but it's hard. There are several other ways to handle the Stag Lord other than a fight, and much of the adventure's other encounter areas and plot lines serve to give clues and hints on how these other resolutions could be handled. He's certainly not an infallible villain—he's got flaws that can be exploited.

Shadow Lodge

Pathfinder Rulebook Subscriber

The group I GM'd for had a level 3 Fighter, Summoner and Janni from Savage Species. The fighter and summoner used 25 point builds and the Janni used a 20 point build.

However, it was some very clever tactics that the group employed once they were in the fort that made a potentially difficult battle relatively easy.

RPG Superstar 2011 Top 4

Spoiler:
My group had a fighter/rogue, a paladin, a wizard, and a ranger. They cleared about basically everything except the Stag Lord. If I remember they where 3rd level. The Stag Lord went down like a chump because he was blinded by glitterdust. The normal bandits proved no issue. Ox and the rogue held up for a couple rounds, and Akiros was the biggest roadblock, but actually turned when the Stag Lord was blinded and helped slay the owlbear.

Grand Lodge

Considering I had a group TPK in the first encounter...I maybe a bit biased to say this line of adventure is tough. But then again I have had other players do much better when they get it that this one isn't about straight up fighting. Course when you do fight, having casters who know what th hell they are doing helps. Without good casters, your pretty much dead unless your using options to make the players stronger then standard with very generous stats, odd races, higher levels etc etc.


Cold Napalm wrote:
Considering I had a group TPK in the first encounter...I maybe a bit biased to say this line of adventure is tough.

How on earth is it even possible to TPK on the first encounter? It's so heavily tilted towards the players that several DMs I know don't even bother running it as a combat encounter.


Zurai wrote:
Cold Napalm wrote:
Considering I had a group TPK in the first encounter...I maybe a bit biased to say this line of adventure is tough.
How on earth is it even possible to TPK on the first encounter? It's so heavily tilted towards the players that several DMs I know don't even bother running it as a combat encounter.

Uhm....charge screaming at it, naked, like the Celts? As a full party of Sorcerers with no DD, crowd control, or defensive spells?


Chris Kenney wrote:
Uhm....charge screaming at it, naked, like the Celts? As a full party of Sorcerers with no DD, crowd control, or defensive spells?

Yeah, OK, the party can all commit ritual suicide in front of the startled bad guys. I was talking a realistic scenario.

Spoiler:
The party is given a surprise round, free and clear, and they know the bandits are coming a full rest period before they get there. There's so much time to plan and trap the place that I really can't see how an actual party could possibly TPK against Happs. Happs is a decent fighter but the other three suck, and Happs himself is an archer in a map that's tight quarters with tons of hard cover. The module literally gives every possible advantage to the PCs. Either the DM made an error or the party is totally and completely incompetent. It's seriously the 1st level version of scry and fry.


Spoiler:
Point. In a more serious vein, the only way I can see it playing out that badly in a real encounter is if the PCs willingly give up their surprise round (to call for a surrender, for example) AND the bad guys are somehow still mounted when combat begins. That might be enough to swing things against the PCs and get a TPK.

Grand Lodge

Spoiler:
They charged the bandits...and made a point to attack the spare horses the bandits had before anything else. They assumed they could charge and kill everything with no planing, no prep...just charge...they are idiots.


The group I GM this for almost suffered a TPK here as well.

Spoiler:
They managed to bluff their way through the gate into the Fort promising tribute to the Stag Lord, and 4 bandits kept watch over them while Akiros went to rouse the big man.

Their plan was to get to see the Stag Lord alone (pfft), deal with him, and then fight their way back out through the weaker bandits. When they realised this wasn't going to happen they attacked the bandits watching them, which brought Auchs and Dovan (who first freed the Owlbear to run amok) and a couple more bandits into the fight.

Finally came Akiros and the Stag Lord, Akiros switched sides and attacked the Stag Lord, but even with his help, 2 players and Akiros were reduced to negative hp, leaving only the witch and one of the clerics left standing. They were finally able to prevail. But it was very close. Appropriate for something they'd been building up to for so long.

I don't think the Stag Lord himself is overpowered, but the situation needs some more delicate handling than a frontal assault. Admittedly that wasn't their plan, but when they drew swords on the bandits it essentially became that. I gave them a reasonable few rounds before the Stag Lord appeared.


Cold Napalm wrote:
One of the best "stupid party" stories I've ever heard

I love that they went straight for the extra horses, which are in the module so that the PCs can start exploring hexes at a reasonable rate. I'm just giddy over that. "THESE HORSES MUST PERISH!"

Spoiler:

Stag Lord was tough. 4th level Ranger, Fighter, Cleric and 3 Alchemist/1 Fighter. But then again, my DM ran it in a very organic way, so the Stag Lord wasn't plugging at us from the start... but it was still tough! I was playing the Cleric, and it was seriously the only time I've ever played D&D where I've had to continuously spam healing in order to keep my party alive. And I did, for the most part! I kept the entire party healed to full the entire time, buffing, shooting my bow, etc. and then immediately, the round he staggered out from his bed in a drunken stupor, the Stag Lord dropped a critical confirmation on the Alchemist. Made him flat footed with his helm. Dropped him from 100% health to -Con in one shot. Truly terrifying!

Sadly, the last real dangerous encounter in Kingmaker for us so far.

RPG Superstar 2009 Top 32

Cold Napalm wrote:
Spoiler:
They charged the bandits...and made a point to attack the spare horses the bandits had before anything else. They assumed they could charge and kill everything with no planing, no prep...just charge...they are idiots.

Spoiler:
They attacked the horses?!

They attacked the 75gp each horses?
They attacked the 75gp each horses that would not have normally entered the combat?
Sits at keyboard in stunned disbelief.

They need to learn something ... "Any plan where you lose your hat is a Bad Plan."


I haven't gotten to the Stag Lord with my group yet, but I can't wait to. Hopefully he will hit them, unlike Happs or Kressel. The first encounter I got 3 lucky hits in, 2 with nat 20s, but since then I haven't done damage. 3 of my players haven't taken any yet. I'm expecting my players to be level 2 when they get to the fort, and to crush him like a bug. I've got an inquistor, blind oracle or lore, weather domain druid, ranger, and rogue.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Cold Napalm wrote:
** spoiler omitted **

Ah, the classic "I'm a hero/PC, I'm invincible" mindset; also known as "tactics, shmactics."


My group defeated the Staglord this past weekend. Our group consists of a half-orc Ranger 4 (my character), an elven Wizard 4, a Tiefling Rogue 4 and a human Fighter 4. We didn't go it alone. Our party had established good relations with different NPC's, so we recruited an NPC Ranger, NPC Fighter and some men-at-arms. Even with reinforcements and a good attack plan that exploited our enemies weaknesses, it was still a challenging encounter. Multiple people on our side went down and we had one death. My GM may have toughened up the encounter, but from what I saw this encounter would be suicide for a party of only four 3rd level characters.

RPG Superstar 2009 Top 32

Dragonchess Player wrote:
Cold Napalm wrote:
** spoiler omitted **
Ah, the classic "I'm a hero/PC, I'm invincible" mindset; also known as "tactics, shmactics."

Spoiler:
Actually, with a melee heavy party, charging into combat is not actually a bad plan.

... of course, attacking the enemy and not the treasure would help too.


My party have the core 4 classes (Fighter, Rogue, Cleric & Wizard), plus a cavalier.

Spoiler:
The rouge scouted the area around the fort, found the secret entrance, they snuck in, decimate the defenses with a well placed color spray and some good rolling.

Facing off with stag lord, he manages to get off a rather painful hit against the fighter, but soon enough he is hit by a Hold Person from Cleric, followed by a Coup De Grace from Rogue.

*cue victory fanfare*

Nothing special, but Staggy's sheer damage potential scared them.


Ravingdork wrote:

My GM asked me to start this thread after our party TPK'd in the encounter against the Stag Lord in his fort.

He wants to know what kinds of characters that OTHER people have played in this module.

** spoiler omitted **

I don't know how we can discuss this fight in depth without spoilers, but I'll tag my response anyway.

Spoiler:
Did he use the stag's helm insightful shot ability three times? If that's the case, the GM may have flubbed it. The helm is only usable once per day by a non-worshipper of Erastil. If the Stag Lord was running around corners, hiding and then sneak attacking, well, then he just used good tactics.

Also, was the party all human, by any chance? That could have also impacted how well the Stag Lord did.

And just to answer completely, my party consisted of a druid, witch, ranger, bard, rogue, and paladin. They bluffed their way into the building with the pass code, but almost immediately the paladin started swinging.

They handled the mooks pretty easily (I even used the bandits from the Gamemastery Guide since I had 6 PCs. Auchs went down pretty quickly to a critical hit inflict moderate wounds. Dovan (who I had advanced a level), released the Owlbear, which was put to sleep by the witch. It came down to Dovan and the Stag Lord pretty much, with Akiros joining the PCs side. The Stag Lord knocked the druid down to 0 hp in one hit, but then I rolled terribly and could barely hit anything else.


Spoiler:

The stag lord is even sober when this fight starts, have people been applying the drunkness to his stats and tactics? It seems if you include the fact that he's deep in his cups that his ability to be a real threat would diminish some. I'm more worried about the 3 others and the owlbear when my players get to the fort.


Pathfinder Adventure Path, Rulebook Subscriber

I just started Kingmaker and my group I'm GM-ing for hasn't gotten to this point yet. I have 6 players as well, the race/class breakdown is as follows...

Alistair: half-elf inquisitor (Iomedae)

Crosser: gnome sorcerer (fey bloodline)

Drelith: human druid w/ Medium tiger companion

Iroh: dwarf cavalier w/ heavy war horse mount

Kaleb: halfling alchemist

Tichias: human summoner with quadruped eidolon

They decimated Happs and his "boys" with a well thought out ambush of their own (see my Campaign Journal for details... The_Minstrel_Wyrm's "Kingmaker" or "Crosser Demands It!")

I can't wait to see how they handle the Stag Lord.

Spoiler:
I may even remove the drunken condition from him, depending how well or poorly they do.

This Sunday (the 25th) is my next session, and they are taking the fight to the bandits at Thorn River.

Spoiler:
I'm considering advancing Kressle to 3rd level, and half the bandits to warrior 2.

It is my current plan to continue posting the group's adventures and misadventures during "Kingmaker"

Dean (TMW)

Sovereign Court

Am very surprised people are getting to the fight being mentioned at 4th Level.

My own experiences-

My RL Group's Experience:

Running through my 6 player conversion using 5 players on a 20 point buy, the group talked their way into the Fort, but we were short on game time in RL and we had to inish that day, so eventually they just suddenly drew weapons and attacked. Despite the lack of tactics this seems to imply, getting inside the fort was the hard part. The fight was extremely close, with the Stag Lord eventually cornered in his own chambers, backed into a corner and dropping PC's with the longsword he was forced to draw. Even at the very climax of the fight with just him left, it could have gone either way.

Dovan also did a huge amount of damage to the group, until the Witch got irritated and slumbered him. Said Witch is played by my girlfriend, and 'they remain awake and breathing only at my pleasure' :S

Minstrel:

I would seriously recommend increasing the challenge of encounters in some way to account for 6 players. I have a 6 player conversion written up in the Kingmaker forum if your interested. Kressle has been levelled to level 3 there. I think you're better off adding more bandits like I did with that than raising their level to Warrior 2. These are the rank and file mooks after all, not hardened veterans.


Stag fight:

For my group the 2 hardest guys to deal with was the stag lord, and Auchs. The Party snuck there way in with Fog clouds and the cover of dark, the whole party went underneath towards the owlbear except the 2WF Ranger who went above. As they started to fight the Stag Lord Appeared above. The Ranger was like "Alright its on!" and drew his weapons. Stag lord drew a bow and he was like "OH !@#$" and jumped off the ledge and ran inside with the group. Stag dropped the ranger in 1 hit the first round of combat the stag lord was in, and Auchs dropped someone as well. The Cleric did a decent Job, and the player has never played a caster before so she was doing well. I had a 5 person party, and they were 3rd level i believe when they did it. They had also done 4 encounters from book 2 before they hit the stag lords.


Stag Fight

Spoiler:

I was using the uprated details from the adapted adventure for 6 players on these very boards

My group of 3rd level characters..two fighters(both TWF) Rogue, Cleric of Erastil, Druid(also Erastil) with a tiger companion (disguised as a big dog with the dust of illusion), 1/2 orc sorcerer bluffed their way into the fort with the booze for the SL.They spent a bit checking out the lay off the land and decided to take out the three guys on the guardposts first..splitting into pairs they disposed off them in one round.Our Sword Scion then engaged Davos in a conversation about duelling and persuaded him into a sparring match(he flubbed his sense motive). Getting him into the courtyard the entire party whaled into him and dropped him with non lethal in one round.

Then the dust wore off..the low grade bandits paniced at the sudden appearance of a tiger in their midst and rushed into the courtyard where most were taken down quickly(two just surrendered)

Auchs and Akiros then appeared and were harried with a bat swarm from the druid followed a round later by the Stag Lord. The Sorcerer rolled a natural 20 on his intimidate on Auchs and got the big lunk to sit in a corner for the rest of the fight while Akiros seeing his only chance to redeem himself attacked the stag lord...the party then stood back content to let the two off them bash each other to bits..the fight ended when Akiros critted the SL and down he went. Akiros then surrendered on terms. Beaky never got out off his cage and was
dispatched with long spears and missiles.

In the two rounds that the Sl was able to engage the party he seriously wounded both fighters a hard fight but doable

Sovereign Court

Alexander Kilcoyne wrote:

Am very surprised people are getting to the fight being mentioned at 4th Level.

My own experiences-

** spoiler omitted **

** spoiler omitted **

My group got a jump on XP with most of the challenges upgraded for 6 players(thanks again, btw), and since I wanted to encourage journal posts and wiki entries, I gave the players 10xp per unique wiki, 25 for character journals, 50xp for group journals. They also explored and cleared every single hex before going to the Stag Lord, along with almost every quest. The big boost really came from rolling a very high-level encounter and failing to kill the creature, leaving it to menace them a second time.

Spoiler:
In fact, that will-o-wisp is now a recurring villain who I intend to ally with any other loose ends to create a council of evil...just in case they need to be taken down a peg.

Sczarni

Dragonchess Player wrote:
Cold Napalm wrote:
** spoiler omitted **
Ah, the classic "I'm a hero/PC, I'm invincible" mindset; also known as "tactics, shmactics."

My group was like this, but [spoiler]they first grabbed Auches' toys and threatened to break them unless he helped against the owlbear and the stag lord. This brought the ire of the stag lord's first shto with the bow[/spoler]


My party specifically attacked at night so that they could sneak in over the back wall. The nice side-effect was that in moonlight/starlight everyone gets a 20% miss chance from concealment. This hurt the players a couple times, but it also negates any sneak attack - even when the attack hits. This alone saved at least two party members.

Sovereign Court

Tem wrote:
My party specifically attacked at night so that they could sneak in over the back wall. The nice side-effect was that in moonlight/starlight everyone gets a 20% miss chance from concealment. This hurt the players a couple times, but it also negates any sneak attack - even when the attack hits. This alone saved at least two party members.

I suppose it's up to the DM, but why would all of them sit around in the dark with no torches or fires going? After making the starlight choice for the other bandit camp, it felt a little weird to me, posting people in watchtowers that are very nearly blind under the circumstances. Whenever there's an encounter like this, I always try to give home field advantage, even if it's just a small advantage. Concealment for everyone goes the other way. Again, it's probably a personal preference and I apologize for the threadjack.


Warforged Gardener wrote:
Tem wrote:
My party specifically attacked at night so that they could sneak in over the back wall. The nice side-effect was that in moonlight/starlight everyone gets a 20% miss chance from concealment. This hurt the players a couple times, but it also negates any sneak attack - even when the attack hits. This alone saved at least two party members.
I suppose it's up to the DM, but why would all of them sit around in the dark with no torches or fires going? After making the starlight choice for the other bandit camp, it felt a little weird to me, posting people in watchtowers that are very nearly blind under the circumstances. Whenever there's an encounter like this, I always try to give home field advantage, even if it's just a small advantage. Concealment for everyone goes the other way. Again, it's probably a personal preference and I apologize for the threadjack.

Well, I did assume they would have fires/lanterns at various points, but once you're more than 20' away from them you're in dim light (15' for lamps). Since most enemies were using bows, they couldn't move the light sources around. It was very easy for the PCs to keep concealment since they stayed mostly outside (on the roof). Of course, the large-sized, flying, raging barbarian took care of just about everyone outside in short order.


Pathfinder Adventure Path, Rulebook Subscriber
Alexander Kilcoyne wrote:

Am very surprised people are getting to the fight being mentioned at 4th Level.

My own experiences-

** spoiler omitted **

** spoiler omitted **

Alexander, thanks for the "helpful hints", I'll look into that. (I'm glad I was on the right track with the one thing I mentioned, regarding the bandits, your idea does sound better, also less hassle). :)

Dean (TMW)


Pathfinder Adventure Path, Rulebook Subscriber

Alexander Kilcoyne

Spoiler:
Well I gotta tell ya', with my group, increasing Kressle to ranger 3 didn't do anything. I likely could have increased her to ranger 5 and they still would have killed her. They targeted her heavily, she never got a melee attack off. Now, I did add another 4 'rank & file' bandits (a.k.a. warrior 1) and that seemed to be a good 'speed bump' with them (basically 12 archers) I almost dropped the dwarf cavalier, his horse, and the halfling alchemist).

Still, it isn't (or wasn't) about killing them... I really do like their characters... I want to see them succeed. But a little fear of death or dying is "healthy." :P

Thank goodness the player of the gnome sorcerer is a smart player. They might live to see higher levels.

Dean; The_Minstrel_Wyrm

Sovereign Court

The_Minstrel_Wyrm wrote:

Alexander Kilcoyne ** spoiler omitted **

Still, it isn't (or wasn't) about killing them... I really do like their characters... I want to see them succeed. But a little fear of death or dying is "healthy." :P

Thank goodness the player of the gnome sorcerer is a smart player. They might live to see higher levels.

Dean; The_Minstrel_Wyrm

Minstrel:

Ah well it happens :). In contrast, my PBP's group had no trouble with the bandits, who could barely score a hit. Kresle on the other hand, cut one of the PC's down in her first full attack, using him as a bargaining chip to escape. It helped that 4/5 of the party are human... :P

RPG Superstar 2011 Top 4

Alexander Kilcoyne wrote:
The_Minstrel_Wyrm wrote:

Alexander Kilcoyne ** spoiler omitted **

Still, it isn't (or wasn't) about killing them... I really do like their characters... I want to see them succeed. But a little fear of death or dying is "healthy." :P

Thank goodness the player of the gnome sorcerer is a smart player. They might live to see higher levels.

Dean; The_Minstrel_Wyrm

** spoiler omitted **

Same for my PBP. Except all 7 of them are human.


Re: Kressle:
I'm planning on giving Kressle two levels of barbarian, rather than advancing her ranger levels - she just seems like she could easily have some anger management issues, and my PCs are using particularly high stats. There's also 6 of them. The bandits as a whole haven't been terribly effective and *none* of the PCs are human, so Kressle's favored enemy won't even come into play, sadly. Looking forward to the arrival at the bandit camp, but they decided to focus on the Mites first.


Quote:
Kingmaker #1 Broken?

Not in any way, shape, or form.

Requiring tactics (or player incompetence) =/= broken module.


Pathfinder Adventure Path, Rulebook Subscriber
Alexander Kilcoyne wrote:
The_Minstrel_Wyrm wrote:

Alexander Kilcoyne ** spoiler omitted **

Still, it isn't (or wasn't) about killing them... I really do like their characters... I want to see them succeed. But a little fear of death or dying is "healthy." :P

Thank goodness the player of the gnome sorcerer is a smart player. They might live to see higher levels.

Dean; The_Minstrel_Wyrm

** spoiler omitted **

Yeah.. with my group only 2 of 6 are humans.

Spoiler:
The gnome (who is the undisputed leader of the group is in a quandary. He doesn't know if he wants to go and deal with the mites, or the kobolds. "Crosser hates mites, and Crosser hates kobolds." Should be interesting if the gnome sorcerer or anyone for that matter can read Undercommon... if they manage to get a hold of Tartuk's journal. :)

Alexander Kilcoyne:

Spoiler:
I may take a look-see at your recommended advancements for a 6 player Kingmaker... I'm not sure what to do with the mites or kobolds.

Dean (TMW)

RPG Superstar 2011 Top 8

Well my players had a fun time with the Stag Lord encounter, though it got tense a few times.

Over all it seemed that a group that kept up with all the rumors and hints about the Stag Lord would have less of a problem in the fight.

What turned the tide.:
Akiros one shotted the fellow that planned to open the owlbear thingie.
The players brought loot and alcohol, and then waited to start things until after the Stag Lord was off in a stupor.
The players charmed a bandit or two with charm person to act as Stag Lord fodder.
In the end though it was Beaky that saved the day.


My players haven't hit it yet, but will next adventure, whenever that will be (curse cycling through campaigns. Its looking like this will be in Oct.) Currently, their plan is to transport the 4 catapults from Oleg's to bash down the walls, hire some of their allies they have made to flood the place with arrows, and then go marching in to clean up. I may be removing the Stag Lord's negatives for the fight.


I thought the catapults at Oleg's were non-functional.

Sczarni

Geistlinger wrote:
I thought the catapults at Oleg's were non-functional.

Profession: engineer maybe?


Caineach wrote:
My players haven't hit it yet, but will next adventure, whenever that will be (curse cycling through campaigns. Its looking like this will be in Oct.) Currently, their plan is to transport the 4 catapults from Oleg's to bash down the walls, hire some of their allies they have made to flood the place with arrows, and then go marching in to clean up. I may be removing the Stag Lord's negatives for the fight.

Sounds rather extreme. Of course if my players went about it this way, I'd definitely make them pay full price for a castle since they're destroying what's left of the fort.


Geistlinger wrote:
I thought the catapults at Oleg's were non-functional.

I believe the description says it will take weeks to get them opperational. They have hired a crew to fix them, and have the knowledge skills to instruct them how. At least my PCs are horribly undergeared from spending all their money on things like this :)


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

My player solved this problem by attrition.

Spoiler:
He visited the Fort early but the PCs ran when attacked. They then captured the force sent to chase them, including Akiros. They managed to turn him, and used his knowledge of bandit plans to capture several more small groups including Dovan. By the time they returned to the Fort, the force inside was small and demoralized, the PC party was inordinately big, and they had Akiros to add to their calls for surrender. Most of the bandits surrendered immediately.

The Snitch warned the Stag Lord, who objected strenuously--but he was massively outnumbered and went down fast, even though none of the bandits were willing to fight him. I had Nograh come in on that fight too but by the time he'd done his precasts it was too late.

A strange late stage of that fight involved half the party holding the portcullis to keep Beaky inside....

The Stag Lord has been so bad to his men that it should be possible to get them to betray him, as long as their fear of him is taken into account.

Dark Archive

My party ran against the Stag Lord last Saturday. They slaughtered everything with little difficulty.

Spoiler:
My party spent a few days scouting in the area (in hopes of catching patrols). When they finally decided they were ready, they attacked at night under cover of a darkness spell and a silence spell (which of course meant that the only character with darkvision had to go around and attack the zombies since no one else could see or hear...they just got hit.) They approached from the corner with no tower on it. Once person hopped the wall and snuck up and murdered the guards on the towers (one shot on each of them...and he had the silence to prevent them crying out.) They then went in the front. Before the guards could shout and alarm...they tossed the object with the silence on it down in front of the entrance to where the stag lord was asleep. The only time there was any danger was from the owlbear...one person dropped...but the stag lord and his Lt. slept through the whole thing. They were then dispatched before they could act. Sadly, since I opted to run it as written...not a one of the bandits had either low light or darkvision...making their approach virtually a sure thing. Then a surprise round in the main room...not much chance for the bandits.

The next time I run it, I will arbitrarily opt to have bandits of multiple races...which will certainly increase their chances.


We absolutely botched our own strategy against the Stag Lord but we came out on top.

We attacked at night with some of us sneaking over the hill and behind their outermost sentries to get the surprise. We were almost driven off by their surprise that they had surrounding the outside of the fort but two of our players tore off at the fort even though most of us were at 1/3 HP. Amazingly we took the fort and defeated the Stag Lord and his minions! I managed to take out the duelist who was in there and got one blow on the Stag Lord before our archer dropped him.


Ahh the Stag Lord, he turned out to be a Chump Lord. We had captured a few bandits, and interrogated them as to how to get into the fort, (code words, dangerous areas, personalities of NPCs and so forth) before popping their necks for banditry. We carefully poisoned the Liquor for the Stag Lord. we buffed up, bluffed our way into the fort disguised as bandits delivering the drink. The Stag Lord took his booze and was about to head back to his room, when our Cleric told him he had some dire news about traitors in the ranks, a "your ears only" thing, which let us get him and Akiros into his room alone, we closed the door, and the mage stood at the far side of the room, "listening for eavesdroppers". then at a prearranged signal, the mage cast grease on the Stag Lord and Akiros, and the cleric cast silence, to hit the Stag lord, Akiros, The fighter, and himself (combat cleric), but to leave the mage unaffected. this surprised the two poor suckers, and when initiative rolled around, poor Akiros ended up on the wrong end of a charm person spell, while the fighter power attacked the Stag Lord, and the cleric readied an action to trip the bastard if he tried to get up. A few rounds and a summoned earth elemental later, the Stag Lord's head was tied to the fighter's belt, and we rushed out to take on the shocked and flatfooted rest of the bandits.

Bottle of Fine Liquor: 25gp
Arsenic: 120gp
Wolfsbane: 500gp
Material components: 15cp
The look on the DMs face: Priceless

Jareth: Lv.4 Wizard (Conjurer)
Vogen: Lv.4 Cleric of Shaelyn
Allinara: Lv. 4 Fighter

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