| GreatEscape_13 |
My group faced Aushanna last night.
Last session they had driven off Gottrod, hitting him way to hard up front and using mass energy resistance to take away much of his thunder. He's now plotting his revenge for later, but that's another matter.
So the PCs pushed on and dealt with the Pit of Seven Jaws before resting. They assumed that they would be facing Gottrod again, so prepped for fighting dragons (spell wise).
When Gottrod didn't return (he wanted to be at full health before laying into the heroes), they pushed into the Underdark.
The ferry ride was humorous, in that they convinced the ferryman that they were offering the party's paladin as food for the kuo-tua tribe. Of course, the paladin acted strongly when the ferryman tasted him halfway through the boat ride across. Combat started on the ferry, alerting the place but leaving the ferryman dead.
The PCs then stormed the base, taking out the first wave of toughs. While fighting the soldiers, the party rogue simply went in and freed the two prisoners without question (despite their "don't free him, he's a traitor line"). The prisoners helped with the soldier fight (mainly freeing weapons stuck to shields), then retreated out of the complex.
The PCs then managed to find and set off the glyph, but no worries due to evasion.
They then went into the big room, sending their scout first. Thus the timer for Aushanna starts.
The fight in the big room took some time, as they were hesitant to get down into the thick of things--instead using a lot of ranged attacks on the whips below. They also had a horrible time vs. the adhesive of the shields on the soldiers (hehehe). This whole time Mangto Mickto (or whatever his name is) is buffing and armoring up in his room--having started when the general alarm went off.
Soon the summoning time has elapsed and there are still three kuo-tua whips causing problems. Poof, Aushanna arrives and begins wreaking havok in the way that you all know.
Fortunately in his kit of dragon-fighting, the wizard has the earthbind spell (to bring the flying red dragon to the ground). Aushaunna fails her save to it (I rolled a 3), and thus the fight was joined in earnest. Just as she teleported away from the herd of melee types now on the platform with the blipdoolpoolp statue, Mango Milko (hehe) comes out ready to roll.
Netting and fatiguing mango, he was stuck and easily overwhelmed despite his buffs and high AC. Using an insane use rope (to tie the controlling end of the net to the statue's base) followed by a bull rush, he was suspended handing from the platform/statue unable to get out of the entangle (strength drain and fatigue) and not within touch range of anyone (to actually use his spells). Thus, the kuo-tua pinata was born... and died full of arrows.
Meanwhile the clerical team was playing a mad healing race against aushanna. They've focused on wands of healing, and good thing... The cure serious wand recovered earlier saw every charge used, as was about 25 charges from the two cure light wands and about 10 charges from a lessor vigor wand.
Everyone survived, mainly because there was one PC with mobility who picked up any fallen allies and moved them to safe places to be healed (so that they wouldn't get caught in her frequent unholy blights... I did one every 3 rounds or so).
Fun and memorable. It was all set up due to the sticky adhesive on the shields, in my opinion--forcing the PCs to use their offensive spells early and leaving them to be plenty creative later.
Oh, and special mention to the PC ranger/wizard who used swift fly to charge aushanna and try to grapple her in the air (prior to her being grounded by the spell). The character failed to grapple, and then fell as swift fly ended. But it was an impressive attempt! That was the same PC who got creative with the net and the bull rush--it makes for fun stuff!
Anyhow, that's our little bit of Aushanna lore.
Cheers,
Andrew