Our normal group was taking a break from our current campaigns (the GM was moving into a new house and job in the same area) so we were looking for someone to GM a short run of adventures. After throwing around a few ideas, one of the guys asked if he could run an old school D&D 3.5 adventure at level 20. Many of us were intrigued as we normally don’t play to this level, but he and his friend (another gamer at our table) were giddy with the prospects of returning to Greyhawk. The other three of us decided this would be fun and moved forward.
One gamer chose to go eldritch knight. The friend of the GM wanted to pull out his LN assassin from ages ago. Another wanted to be a straight druid. I decided to try something fun and interesting, so I went with a halfling paladin / beastmaster / halfling outrider with an uber-mount. I discussed this concept with the GM weeks beforehand because I wanted him to get buy in on many of the optimizations that may or may not be allowed. He seemed very excited for me to play this character. He also warned us frequently that we’d need resurrection spells or magic items since he was gonna try to kill us. We had been warned.
After having spent 15+ hours re-familiarizing myself with 3.5 rules and then getting the character and his gear approved based on his requirements (core + complete books only, special rules for merging magical items), I felt pretty excited.
The premise was decent enough. A sultan hired us to find this relic of his god captured by a psionic god. Oddly enough, the sultan’s kingdom was smack dab in the middle of an anti-magic region, encompassing 40+ miles in radius. The only place magic worked? The 5’ square where the sultan sat on his throne. OK, deux ex machina, I thought. The sultan was a racist power-hungry authoritarian, but we agreed the psion-god was the more pressing issue, and we had to keep the book from being used.
We determined the location of the book and traveled to the entrance of the underground dungeon. Three rangers were on patrol outside the entrance. I (the paladin) attempted to communicate with them, assuming we could handle a few guards easily enough. They resisted but we were able to put them down fairly easily, and I was able to restrain one for interrogation. Then adamantine spiked logs began rising out of the sand and being thrown around telekinetically at us. They hurt the druid pretty hard (they were treated as a +5 weapon, the GM said). After spellcrafting that this was working via a telekinesis spell, the eldritch knight readied an action to use stop any other projectiles. But as the next one appeared, the GM informed him that the logs exceeded the upper weight limit of the telekinesis spell. The EK asked the GM “How are they moving them? If I spellcrafted telekinesis on the logs, wouldn’t that also not be powerful enough to move them?” No, the GM said. that telekinesis was not as powerful as this one. Not even for a deflection. We all exchanged glances but soldiered on. The EK ended up disintegrating the gem controlling the logs (apparently it was a psionic familiar of some kind).
My pali on his griffon mount was chasing down another ranger that was hiding but apparently missed the psionicist that was nearby. The psionicist attacked my mount with some sort of metal attack (I don’t know what … I never played a psionicist) targeting the mount’s CHA. I made the save but still lost 6 points of CHA to my mount. Then the GM said he used a quickened SLA to do it again. Again, I made the save but lost 4 points of CHA. At this point my mount was at 1 CHA. I was able to pull it out since both my mount and I had rings of feather fall, and I had scrolls of restoration (and awesome concentration). By this time the druid noticed the psion and flame strike’d him repeatedly until there was nothing left. My paladin mopped up the last ranger. I was annoyed but focused on doing better with the next encounter.
The portal into the dungeon could only be opened for one round every 5 minutes. After checking for traps, we entered. The GM cackled, and then informed us that there was a disjunction spell on the inside of the door, which we triggered when the door shut. DC 29 Will save for all our magical items or they were permanently broken. The assassin apologized for not casting clairaudience/clairvoyance to check the inside for traps, but I was feeling set up. Most of use lost only a few items, but some were more significant than others. I lost my best weapon (a +3 keen magebane rapier) and several stat items.
On the other side of the door, we could see nothing (deeper darkness). We held our actions while the EK cast daylight. We found ourselves in a 30’x40’ room with a construct from the plane of shadow (like an iron golem, its got all the joys of being a construct but no penalties). It advanced on us. I attempted to detect if it was evil. Nope, even shadow constructs are not evil. And I could not charge or even fly without provoking. The EK casts stone to lava and pretty much ends the encounter as it could not escape the lava.
The further we went, the more it became apparent that my paladin and the druid had nothing to do. We found an intelligent mace in one room but the room was filled with a T-Rex shaped plant monster. The EK got it out using an air elemental. No combat. We went though other odd conditions (flying down 4 miles in a narrow shaft, squeezing through tunnels, etc). Again, nothing that the paladin or the druid could do, but the EK and the assassin (with use magic device) had scrolls and spells for everything. The druid and I started checking facebook on our laptops.
We finally reached the final chamber. It was, again, a very small room with hardly any space for flying. Within was the tome on a pedestal surrounded by some flesh ooze. The EK did a knowledge check and told me to stay away from the ooze as it was quite deadly. THe EK then summoned a huge fire elemental that proceeded to burn out the ooze. After the first round, the GM asked me if I wanted to “shoot the ooze or something”. I shrugged and pointed out that the DR on the ooze for piercing was gonna negate any real damage, and besides, the elemental would kill it in a round or too. It did. We got the book, and were allowed to teleport out (all other rooms were restricted from teleporting).
The GM was very excited and pleased at how things had gone. I tried to talk positive, but I believe the following killed the game:
(1) The GM didn’t follow his own rules. He limited us on the application of telekinesis but not himself. He pulled monsters out of books he restricted us from using for spells and magic items.
(2) He knew what character I had chosen and either deliberately did things to minimize anything good I could do, or simply didn’t think to encourage me to try something more appropriate. Outside of the first combat there was no place to fly or ride a large creature, let alone charge with a lance. Nothing was evil (so no smite) and everything was immune to crits via my rapier.
(3) Wizards are simply way too unbalanced in 3.5. The EK specialized in polymorph spells and was amazed at what the GM told him he could do. Even the player later commented on how OP his character was. Outside of detecting for traps, he believed he could have solo’d the whole dungeon.
Now, I don’t want to be that guy that complains unfairly. Maybe I am just not experienced at 20th level dungeons. Maybe I just chose a bad character to play. But I felt seriously shafted by the GM. I want to talk to him about it. I already spoke to the player of the EK, and he felt the GM was pretty one-sided favoring his character and bent rules. The player of the druid was similarly pissed but did not show it the way I was. I suspect I’m gonna have to call him and discuss what happened. Am I off on any of my above points? Any suggestions on what I want him to know?