|Tom Qadim RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4|
|ryric RPG Superstar 2011 Top 32|
Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder Adventure Path / Serpent's Skull
1st level Random Encounter. Six Shiv Dragons Pack (GM augmented)
The Shiv Dragons were dominiated and forced to hunt for a nest of modified Aranea (Monster Manual 1, page 15) augmented with the fiendish template and GM flavor. The Aasimar awoke in webbing and was able to escape. The current party has yet to return to avenge the 2 'real' deaths and recover their fallen friends.
Mother Thrunefang used Obscuring Mist and the 5' corridor to lure them into tight quarters. The tengu and Battle Oracle fell from paralyzing touches and negative channeling. The Oracle was not dead until she burst negative energy one last time before she was defeated. the survivors buried both near the Dryad's Tree. Player of Battle Oracle is 'rising' from the grave KILL BILL 2 style at the start of the upcoming session.
Players and GM having a blast with the AP!
For those new to the program, here's the general format for obituaries:
and my own:
Name: Lucas Patentpockets
We ended up using the scroll of raise dead and the scroll of restoration from the earlier module portions of the game, to keep the ball rolling.
Oh ya, nasty stuff. A character in my game got a crit from one of those blades. Only reason she didn't buy it was that small antechamber between that room and the boss room.
Alex Draconis wrote:
I have really fond memories of setting off that trap three times in a row and basically just playing Spiderman in the middle of that room by myself. Thank god for the total defense action.
Nonetheless, so far Smuggler's Shiv seems to not be all that dangerous... or not many people are playing it. I'm patiently waiting for the first disease related death.
Name: Demetrius, Son of DeMarcus
Unfortunately, he was a low strength player and was not able to make a whole series of swim checks in the water. After failing a series of checks and fortitude saves he became fatigued, then exhausted, and finally drowned in the water off the island.
The next time the PC's look in the water at night, they will see poor Dimitrius beckoning them in as his soul is trapped with the other unfortunate sailors around the island.
Ice Titan wrote:
I think that Kingmaker has been so popular people are still playing that, (I've been running Kingmaker since book one came out and I'm still on the first book!) So Serpent's Skull is just biding its time. Much like the lost and degenerate Serpent Empire...
Alexander Kilcoyne wrote:
The first chapter of serpents skull is much less dangerous than the first chapter of KM tbh.
Not sure I agree with you. I think Smuggler's Shiv is potentially very dangerous. Keep in mind you don't have the luxury of retreating to Olaf's to safely rest and restock supplies.
I'll go along with that theory, Tom... I'm starting a brand new Serpent's Skull campaign this Sunday and I'm very aware that there is NO resupply available until the group leaves the island around level 5 or so. No stores, no weapon- or armor-smiths, and certainly no magic shops. So the players will have to make do with whatever they have at 1st level as well as whatever they loot from the island. Also, none of my players are playing a cleric so there will be no healing bursts in combat. The party druid can do some healing but isn't interested in being a walking first aid kit, so will only be providing some limited healing in extreme cases.
So between random encounters, rampant diseases, low-level equipment plus some random treasures, I'm sure this starting adventure will be one of the most challenging adventures that my players have ever faced!
Ouch. You'll have no healing except natural and what you find? That's definitely hard mode. The only reason my party made it off the island was we had an Oracle of Life. That was painfully obvious when 12 cannibals and their leader ambushed the party. That reminds me...
Name: Scurvy Jack
And two more as of yesterday....
Name: Adam Smith
I almost got taken out as well. Me and my animal companion both got paralyzed in different rounds but luckily my animal companion snapped out of it and ran interference before I could get coup de grace'd as well.
So Adam was raised by selling most of Vijali's stuff. Vijali's corpse became spider swarm food (don't ask). Although we're thinking about animating his dessicated corpse to use as a front line fighter. That's our retirement plan for him.
Oh yeah....near total TPK....read 'em and weep:
Name: Kreager Vain
Name: Augustus Dominus
The Gory Details: (optional)
I'm a player in a SS campaign that just kicked off about 2 weeks ago. We have five PCs (those listed above and a human cleric of Gozreh, the only survivor...). I was playing the summoner (which was a fun class that I will try again some day btw).
House rules: we use 1 flaw for 1 bonus feat (3.5 Unearthed Arcana....we really hope Paizo picks up this idea and runs with it) and we give 50% min hp rolled at each new level. Thus if a class rolls less than 50% their dice max possible they are given the half max total (fighters get 5 min on the dice, clerics 4, etc..). We did this because melee types that roll 1s and 2s on hp repeatedly ruin the player's fun. Also we've removed the Spell Focus (conjuration) prereq from Augment Summoning (it seemed slightly arbitrary to us.....YMMV).
Anyhoo....the group was having solid success exploring the island and had wiped out the witch and the barbarian chieftain at the lighthouse. We moved our base camp from the beach near the Jenivere's wreck to the lighthouse (after warning the other survivors that the place was formerly inhabited by cannibals so it needed a really good sprucing up).
Then we decided to explore the caves below the lighthouse. Things went pretty smooth at first. We got a little spooked when we fought the festrogs and lacedons by the temple (anything that can paralyze is a cause for concern at low level), but we overcame them and forged ahead. Little did we know what fate had in store....
One lacedon near the south end of the map ran from us and alerted a group to the north of our approach. As we entered the room we found ourselves besieged by four lacedons; difficult but doable we figured. The ranger was paralyzed but we had two of them down when Mother Thrunefang entered the fray.
The eidolon and the fighter put down the last two lacedons and moved forward with the rogue and the summmoner to melee Mother. Bear in mind that all 4 were at around half health by this time. The priest of Gozreh positioned himself to do healing bursts, but of course he rolled 1s and 2s on his d6 to heal us :( .
Then the dice gods turned against us, hard. We rolled horrible to-hit rolls, leaving her relatively untouched while she pumped out negative energy bursts at the guys we had on her. Almost nobody made their will saves. She rolled 8s, 9s, and 10s on her 2d6. We were 2nd level. She did this for 3 rounds. Need I say more? And, of course, as soon as the summoner went to negs, the eidolon disappeared.
So, four rounds after Mother got into the mix, our fighter was at -2 (but stabilized), our summoner was at -8 (stabilized) and our rogue was at -6 (stabilized). On the plus side, the ranger came out of paralysis. He was injured, however, and the cleric was out of healing bursts by then.
The ranger launched two arrows a round (rapid shot) for two rounds, but only hit once (just plain crappy dice rolls, again). The priest threw Entangle on her, which did slow her down. He then spent the 1 round to summon a riding dog on her in the Entangle. The mean little bastard did 10 hp to her. By now she was down to just a few hp, but over two rounds she a. healed herself, b. killed the dog and c. got out of the Entangle and made it up to the ranger.
The ranger 5' stepped back and fired two lasts shots in what was the deciding round. Both missed. Mother tore him to shreds (paralyzing him in the process) as the priest ran off (not sure how he climbed back up since there was a 10' gap between the bottom of the rope and the cave floor at the exit).
We are coming back next week with 4 new characters, at 3rd level, plus the surviving priest of Gozreh, who has also advanced to 3rd level. The group currently looks to be a fighter, rogue, inquisitor and an alchemist.
Moral of the story...sometimes the dice gods hate you.
Good gaming to all
Alex Draconis wrote:
Ouch. You'll have no healing except natural and what you find? That's definitely hard mode.
Not only no healing, but even with a cleric this starting zone is pretty hard core... everything and it's mother has some sort of poison attack, from eurypterids to dimorphodons, not to mention snakes and spider swarms aplenty. And there is no way to neutralize poison or cure the ability damage it causes other than bedrest until the party reaches level 3, at least! Not just poisons but we have all those wonderful diseases that are running rampant on this island!
We finished the first session and no one has died yet, although a random zombie encounter did knock half the party into negatives. It happened in the evening, and almost everyone was fatigued from heat stroke earlier that day. Anyone else notice that zombies are much more effective at low levels in PF than they were in D&D? +4 to hit with their slam attack and 1d6+4 dmg to a 1st level character? OUCH! Anyway, I think at least 2 PC's have contracted a disease already, and now we're just waiting on the incubation period to run its course before they start taking ability score dmg from diseases too! The druid has her work cut out for her... Maybe the witch should take the CLW hex when he hits next level...
Name: Lucas Patentpockets
The group hunkered down to wait to be ambushed. The chemosit ape-bears ambushed us, so we ambushed them. It was going perfectly fine until Patentpockets went out to check for the other apebear, who leapt down upon him.
Between his readied action, the AoO and the creatures turn, Patentpockets went from 29 hp to -14.
A grateful shaman of the village reincarnated him luckily as a human, and now he's a mwangi alchemist using all of his old gear. As a side note, wow, permanent negative levels suck.
*A creature with a +11 bonus to hit, pounce and a rake attack should not have power attack. +9/+9/+9/+9 for 1d6+11/1d6+11/1d8+11/1d6+11/1d6+11 at a level where the PCs have between 30 and 50 hp. Really? Seriously shoddy creature crafting IMO. A dire tiger has near the same but lesser damage potential... but is 4 CR higher.
Chemosit: Hits its avg AC characters (AC 21) on a 12 for 12 to 17 to 19 damage damage.
Whew, bad night for my PCs:
Classes/levels: Gunslinger, Paladin, and Cleric (all level 1)
I wonder if they'll ever get to that scroll of Raise Dead now?
Name: Alexis Tigerius Starslayer
We spent 10,000 gold resurrecting him, returned and continued to slaughter them.
Name: Nigel Remmington Muldoon
Not of complexity to this one. Nigel, fledgling Pathfinder, got a little further away from the rest of the party. When they were fighting lacedons, he got paralyzed.
It was a pitched fight, and if it had many any sense at all, I would have had the ghoul abandon him for another target. Unfortunately, coup de grace was what made the most sense under those circumstances.
He was just a little too far away from the rest of the party, and the ghoul was looking to even the odds as their side was losing.
They used the scroll of raise dead to bring him back. He might be the only casualty in Chapter One (we'll see, the final encounters against the gibbering mouther and Yarzoth are next week. They're appropriate level, this entry is somewhat backdated a 3-4 weeks).
Nylithati had 5hp left, but nearly the whole party was bleeding out from her merciless Channel Negative Energy attacks. Her last use finished everyone around her, leaving only Ayres Mavato and the PC Wizard Petronicus, who had both missed her because she was cloaked in her darness spell. She would heal and rip them both to shreds.
But the Half Orc rogue Kore was not yet dead. He had his one staggared action left before he dropped. His darkvision saw though the Darkness, and the modifiers ended with him needing a 14 on the die to hit
He rolled a 14
He needed to do 5 points of damage on a d6
He rolled a 5
If she was staggered, she could have used her last channel to heal, but unlike half orcs, Undead die at 0
Thus was the end of Mother Thrunefang.
Tom Qadim wrote:
I agree with you Tom. This last Sunday the Red Mountain Devil dropped the party Songo halfling witch to -7 in one round, from having full hit points. I went easy, and didn't drain 1 Con, determing that the Devil had a good mouthful of blood from the critical hit on the bite attack. It just didn't seem right to kill a PC at full hitpoints with a full round attack before they could even react. Fortunately, the little witch got saved by the rest of the party.
The Gory Details: While exploring the Caves of the Mother, the party encountered a ghoul who ran away and joined 3 others (bringing the total to 4). Advancing slowly allowed Mother Thrunefang to join her children and buff. When the PCs arrived they were facing the Mother & 4 ghouls. The mother advanced on her turn, cast darkness on herself and plunged the cave into a slaughterhouse. With only 1d6 of positive energy flowing out vs. 2d6 of negative it was a losing proposition. Then folks started getting paralyzed.
Looking at the tactical scenario we determined it was very unlikely that the PCs would manage to escape and called it a night.
Note to self: Darkness & Paralysis = very bad (especially when the party lacks darkvision).
Name: Yuto Kasuri
Killed my first PC, well not true, killed others but they spent Hero Points to negate the deaths, this time that did not happen.
Name: Narash "Hound" Mrynn
House of the Hezrou
Tentagard the Hezrou casting blasphemy
The Gory Details:
everyone minus the wizard got paralyzed for 1 round by Tentagard casting blasphemy on the group, Tentagard delivered a Coup de grâce against Hound and bit his head right off.
The party was making it's way down the gorge, crossing each rope bridge one at a time, when Gelik was grappled at the mid point of the bridge. Two party members raced towards the mid point to help, causing the bridge to collapse.
Gelik dropped into the water.
The Devil decided to go after the soft skinned human that was throwing spells at it, getting a double grapple, then pinning the next round as it flew up.
The party ranger, trying to distract the Devil, rushed it's nest, hoping to threaten eggs. Thought there were no eggs, the devil did try and hit him with a dropped sorcerer.
Cross-shaped room above the temple to Zura.
Coup de grace after getting knocked unconscious by a Negative Energy channel.
The Gory Details:
After trading blows for several rounds an Enlarged (and rather badly poisoned) Garrok finally forced Yarzoth to flee. She touched the statue of Zura, turned to gaseous form and flew into the hidden room.
Garrok and one of the other PCs rushed to the statue of Zura and managed to figure out how it worked, following after her without bothering to heal up first. They found Yarzoth lying dead in the small room with "Sasha" beside her. Dismissing gaseous form they talked briefly with "Sasha" (Garrok still using Enlarge Person so that he was forced to Squeeze into the small space). When the other PC (a wizard) checked the body and made his Will save, realizing it was an illusion. Sasha/ Yarzoth immediately channeled Negative Energy and knocked them both out. She then coup de graced Garrok, planning to Dominate the Wizard later and use him to help complete her research.
The wreck of the Tears of Grog
Being too good at swimming
The gory details:
The party located the tears of grog and all decided to swim out to inspect the wreck. All the party (bar Uruvion) failed their swim checks and I ruled that they had been forced to swim back. Uruvion scaled the side of the ship to come face to face with 4 zombies. He lost initiative, took 24 points of damage and was welcomed into the zombie family...
Adventure: Souls for Smuggler's Shiv
The Treasure Pit
Unfortunate combination of good GM rolls, nasty criticals and a missing Witch.
The Gory Details:
The players came across the treasure pit after some considerable exploration. The main healer was a halfling witch named Lembik but unfortunately his player could not make it for that session and the player did not leave his character sheet so I couldn't NPC him. This would have drastic consequences.
The players dug down to the pit covering and having no relevant engineering skills they decided to smash it. They did take the precaution of roping themselves together however Dolf still impacted the water taking non lethal damage in the process.
At this point the players were ahead. The two lacedons had taken 5 points of damage each from the falling logs and the player's finest combatant was ready for the lacedon's assault. Unfortunately that's where their luck ended. Both lacedon's won initiative and leaped in, one of them scoring a critical on poor Dolf. As I am using the critical hit deck Dolf drew a card and was subjected to 7 points of damage and 7 bleed.
The rest of the party lept down to assist their stricken companion however Reda, Dolf and Kaji all missed with their attacks. In a desperate attempt to save Dolf, Willem dropped down and threw a healing potion to the Dwarf. Unfortunately before the dwarf had chance to drink the potion he succumbed to his wounds.
The ghouls meanwhile had redirected their attacks to Reda and Kaji. Reda was dropped with another nasty critical (double damage and 1 con bleed) and Kaji was paralysed leaving Willem as the only mobile combatant. At this point Willem could have fled but bravely he stepped in with a stunning fist in a desperate attempt to rescue his friends. It missed and he was taken down in a flurry of claws. Kaji recovered from his paralysis just as he was taken apart by the ravenous Lacedons.
I fully believe that if the Halfling witch had been there his healing would have kept the players alive. It just goes to show how quickly things can turn very bad and the importance of at least some healing.
3/5 Party Wipeout
Gunner, Half-Elf Barbarian 3
Adventure: Souls for Smuggler's Shiv
Caves of the Mother
Paralysis and Darkness
The Gory Details:
Much like the party a few posts up, they encountered the one random ghoul, who fled back to the larger room to wait with its friends. Mother Thrunefang was not yet with them, but it was still going to be a messy fight. The party had no cleric, with the druid being the only healer other than the NPCs. It looked like it wouldn't be too bad until Nylithati showed up, and the place was shrouded in darkness. The barbarian kept swinging in the dark while the druid (who could see) did what she could, but eventually was paralyzed. While trying to drag the druid out of the fight, the sorc was attacked and also paralyzed, sealing his fate as well. Two other party members with a lantern managed to run to the exit ahead of the ghoul that was the source of the darkness, where they were able to make the ghouls retreat with the help of the NPCs.
The party (what's left of it) will likely repair the lighthouse and travel to Eleder before being commissioned to return with some new allies and better preparation.
Name: Grimsor Morgot
Classes/levels:Sorcerer (orc blood line) lv2
Adventure: Smugglers Shiv
Location: Caves of the mother
Catalyst: Mother Thrunefang and her brood
The Gory Details: The party of five initially ignored the caves under the cannibal camp at first. They just covered it up and decided to never go in. Well I couldn't have that so as the days passed the castaways started hearing strange noises and they had horrible nightmares. After a few days of this everyone got together and decided that whatever was in the caves needed to be taken care of. Initially the party summoner sent her eidolon into the caves to investigate. It was able to sneak past the Festrogs and it made it's way to the alter. It came back and gave it's report to it's master. They all then tied a rope to something and went in. Everything was going well at first. The festrogs died before any significant damage was dealt. However, upon reaching the throat was when things got crazy. They ghoul there alerted it's friends and they all let the Mother know there where intruders. Combat started in her cave, she came out and cast darkness. While she sat back she buffed herself and in between he buffing she channeled to damage the party and heal her ghouls. by the time she got into the fray two of her four ghouls died. But the party was losing bad. The Ranger failed his save for the paralyzes and so did Grim. They were out for a good deal while the fighter, bard, and summoner battled as hard as they could. The Mother kept channeling and had her spiritual weapon deal with the fighter while the other two ghouls fought with all their might. By the time they took out the other ghouls everyone was in the negatives except for the summoner. Grim ran in to attack (we was doing a battle sorcerer thing) but was destroyed by the Mother in his weakened state. The summoner as a last ditch effort dispelled her eidolon and summoned three riding dogs that luckily surrounded her and rolled really well.
Most of the party has ghoul fever now and since they figured Grim had contracted it as well so they had the riding dogs eat his remains....
First "death" for the AP, although there have been some quite close calls previous.
Name: Metaphor Sadface
The Gory Details: My poor Gnome did not stand a chance in this encounter. The dice simply were not with him.
While sleeping peacefully in the jungle, a weird enchanting bell pealed through the darkness. The Rogue and Illusionist both botched their Will saves against the charming sound, and began their trek towards the item.
Unfortunately, the Spriggans who set the trap off had other plans. One broke off to stalk (and eventually fail to abscond with) the elf Rogue Meekra, while the other two charged the camp. Who would be in their way but the poor gnome Illusionist Metaphor (my PC), and he bore the brunt of their Large halberds quickly.
Still under the Eloko Bell's compulsion, he then stepped up from prone, only to receive a regular AoO, which dropped him to 3 HP, followed by a Nat-20 / Nat-19 critical. That blow brought the poor gnome down to -51 or so HP, which he only "survived" by dint of his last two hero points.
It still counts as a "death", in my opinion, even if he did get better.
The Spriggans fell soon afterwards, from combined arrow & knife damage.
The Gory Details: The PCs set themselves up to ambush the Chemosit but were completely surprised by the arrival of a second one. When the gnome was cornered he chose not to run away and instead tried to send the beast to the floor laughing but, alas, "humor doesn't translate well" and the ape-bear made its save. The rest of the party was heavily pressured by the other Chemosit and before anyone could rush to help a single full attack by the monster was enough to rip the little gnome apart.
The sorcerer's corpse was transported to Kalabuto, supported by Gentle Repose spells by Nkechi, got snatched by a Geier, was almost eaten by an ankheg, and is currently being prepared for a Raise Dead ritual in Kalabuto's temple of Desna.
Sadly, another one:
The Gory Details: As expected, the party missed to notice that the Dire Ape was in fact possessed by a shadow demon. After they put it down, the vile thing got loose, summoned a Crocodile and a fireball, almost killing the whole party with its vicious 10d6 (noone disbelieved... at least some made their Reflex saves).
The ranger died honorably in a sunder attempt to cut off the backpack, struck down by the resulting attack of opportunity.
By the way, the group got to the fetish in the end by means of a Hideous Laughter...
Kyrass body was burnt right there by the riverbank and his ash strewn in the river.
First time running this AP and first time any of my players played in this one. I told them to prepare well and make sure you have swimming. So we have a party of 5. A Rogue, a druid, bear shaman, a witch an inquisitor and one cleric necromaner guy (totally forgot right now)
Generally unpleasent and quite tricky encounter
After fighting their way into the wrecks hold. They found an air pocket which they sent the eidolin into to check out, only to have it killed before it could transmit sensory info. Entering as a group, they found themselves challenged by the Sahuagan known as 'Boss Carcaro' wielding 'the blood spear'. This CR5 bad boy was designed to make the group wake up and stop complacently powering through every beastie they came accross. This worked a little too fell. As the Eidolon, fighter, oracle and ranger all got swatted by flies, the alchemist bombs and summoners air elemental caused the boss to be distracted by a pressing need for air and bashed its skull in when it attempted to leave the air pocket.
But back to the Ranger. His player was absent so I started with the 'no character deaths whils the players away' rule. But when the proxy player moved the ranger in to attack from the flank, it rolled low with the one kukri that hit. The enraged Sahuagan countered by impaling him with the magic spear then criticalling with its secondary bite attack. The damage killed the already damaged ranger outright (death 1), but I rules him as hanging on at about -10 /14 to not be harsh. But when the alchemist started lobbing bombs, one missed and landed on thr poor guy due to deviation (death 2). Finally the guy failed all his rolls to resist suffocating as the group burned/ sucked all the air out of the hold (death 3). After getting the hat trick, I had to ring up and call the missing player and after that he said he didn't care after all.
Wow, I would be seriously mad if my character was killed during a session I didn't attend.
Of course you are free to handle player absence in whatever way works for your group but (even incredibly) bad luck like this happens and that's why characters without their player present fade in the background in my games.
Name: Bear and Necromancer
Name: Hugo Lopisarmov
Classes/levels: 3rd Level Barbarian
Adventure: Smugglers Shiv
Location: Hidden Temple,
Catalyst: Swallowed by Gibbering Mouther and killed by friendly fire.
The Gory Details: Pc's in final room after killing the serepent folk woman, looking around for treasure etc not paying attension, gibbering mouther sneaks up and attacks party, Barbarian rages and rushes in, other pcs fire at it from afar, mouther swallows Barabrian. Pc witch decides to throw the lightning javelin found earlier, kills mouther but also kills said barabian inside it as he is already low on hp's due to being eaten.
The player had been hoarding PP the whole path, so he was able to dump them on getting brought back.
By now he is alive and well again, the group pooled for a raise dead and the first restoration, and they have already commissioned a forged Chronicle to finally send the undead traitor to Pharasma.
Name: Edward McGinty-Armstrong
The Gory Details: While the group was exploring the Government District, I rolled a random encounter with the aboleth. I had the person who rolled the highest Perception check spot it while it swam past in the lake, this seemed like a good opportunity to introduce Yog'Oltha as a recurring villain without having him attack the PCs directly. This was the ranger who was able to identify it and got everyone to hide.
Name: "The 2 hour old dwarf."
The Gory Details: This player managed to quickly push Ishirou to the point of hostility very early on, as the PCs grew loathe with the initial hopeless attitude of the NPCs, caused by the shipwreck. Ishirou challenged the PC to a duel and killed him, then summarily was killed by the PCs.
His gnome would last a few sessions before being eaten by cannibals... but that is another story.
Name: Davin Silvandir
The Gory Details:
Having re-killed all of Sozothala's undead minions Davin and his brother (and cohort) managed to flank the Necromancer with a summoned lion forcing him against a wall. Sozothala clearly wasn't pleased and needed a moment to think, so defensively cast a wall of fire around himself. The initial damage from the fire put Davin on negative hit points but a channel from the cleric got him back on his feet. When it reached Davin's turn in the initiative he intended to attack through the fire and run away. He managed the first part, beating the miss chance on total concealment and landing the finishing blow... but took enough fire damage to leave him one hit point short of death and unable to run away. Sozothala was next to act (but obviously couldn't) but the spell was still running and Davin still took damage from the fire.
The party still had the scroll of raise dead from the treasure pit on Smuggler's Shiv and so wasted no time in bringing Davin back. However he now has to track down the vaults of madness with a negative level.
Name: Farra Acuul
The Gory Details:
The party had become somewhat split as a wight approached down one corridor and a pair of ghasts approached from another. Farra, accompanied by a paladin and one of the other front-liners made short work of the ghasts and began moving into a dark hallway, only to be confronted by a mummy.
The mummy's aura of despair, which normally would have been no cause for concern, suddenly became deadly when Farra and one of her other companions both rolled a 1. The paladin became immobilized as well a moment later and no one was able to stop the mummy as it coup de grace'd Farra.
Fortunately, the other party members arrived shortly thereafter and used dimension door to escape with their paralyzed companions.
Name: Lee Croft
At Kalabuto the Red Mantis Faction decided to strike. Due to physical abuse shown to Sasha while shipwrecked on the Shiv, Sasha who became a full member of the Mantis' decided to target Lee in particular. They snuck into Cheiton's home and launched a series of sneak attacks on sleeping party members. Sasha managed to evade the perception checks of all the other party members and coup d'grace Lee. She was later killed herself as the party discovered the damage.