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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


hanexs wrote:
"my there are a lot of dungeons under buildings in this city"

Yeah, but it's all in how you handle it... For my run-through, I'm conveying the age and changes of Cauldron as akin to New York City--there are all sorts of hidden under-layers to the city, and while the surface seems nice, there is much hidden and horrible in the city's past/underbelly (physically and metaphorically). It's a city that once tried to expand down, but couldn't sustain what the people found deep in the volcano... that's some cool mood IMO.

Cheers,

Andrew

p.s. To stay on topic, I haven't seen the AoW path... But the SCAP is great fun to run. And I liked having to read the whole thing to understand the intricacies of what was happening--a plot synopsis (any more than what there is in the start of the book already) would be kind of crummy it seems to me.


walter mcwilliams wrote:
They key to any DMing debacle is to figure out a way to make it work for you. Use this to throw any suspicion off of Kaupharon.

Exactly! This debacle is actually a great thing... I might have a hezrou "roll up" in my own campaign (we're just nearing Flood Season) when I get to that point, especially if Karuphon is mistrusted...

Hehehee.

Cheers,

Andrew


James Jacobs wrote:
The cryohydra's rough, but remember that its breath weapon isn't technically 21d6 but actually 7 3d6 cold attacks

Really? My understanding was that each head contributed to the overall magnitude of the breath as a whole. Hence the 1 reflex save. Otherwise, PCs would get to make 7 reflex saves, right?

Cheers,

Andrew


Our group was quite concerned with Ghelve's complicity in the plot, and they too befriended the mimic. So, they worked out a deal with Ghelve where he would have to replace all the locks in the city that he had manufactured with better versions free of charge. He would need help with this, so they offered the mimic as an assistant (he can be a great toolbox as well). A strange outcome, but we had fun reaching it.

Now we'll see what the PCs think when Ghelve realizes that this will ruin him financially, so he makes a cash deal with a certain half-fiend to vouch for him with the PCs before they zip off to Occipitus together (less suspicion=good)... hehehe.

Cheers,

Andrew


Another decent choice is constructs.

Cheers,

Andrew


Speaking of incidental treasure, my campaign has another interesting thing going on. One character is playing a ranger/wizard with cross-class ranks in Appraise, a high Int, and the Appraising Touch spell from Spell Compendium (+10 to appraise, hour/level) almost constantly in effect.

She uses her off time between adventures to go back into the portions of dungeons they've hit before, and goes through appraising everything. And I mean everything. Multiple trips hauling out chairs, tablecloths, masks, fountain stones, etc. I like the ingenuity--taking everything that isn't bolted down--and I'm rewwarding her appropriately.

I never thought I would have a PC ask "how much would those floorboards for the gnomsih stage be worth on Cauldron's wholesale lumber market?" I imagine that her companions will be surprised to learn that she has about 2,000gp more than them at the end of Drakthar's Way due to all her creative looting (the party just ignores anything that isn't immediately considered treasure--except for Kazmojen's bone chair... hehehe... I'm hoping the same PC takes Drakthar's throne to make a matching set... hehehe).

Cheers,

Andrew


Seeing as how our group includes three dwarven brothers (Karl, Yames, and Oskar Hammerfish), they became Hammerfish Brothers Inc. While not the most creative name, the incorporation was scads of fun: Karl Hammerfish, a rather rough-around-the-edges wizard brought copies of a legal incorporation for the other PCs to sign in-game. Hehehe.

Cheers,

Andrew Lotz


Large, large party.

Dwarf Wizard 2
Dwarf Rogue/Fighter 1/1
Dwarf Barbarian 2 (leaving soon)
Elf Cleric/Fighter 1/1
Elf Cleric 2
Human Cleric 2
Human Paladin 2
Human Ranger/Wizard 1/1

Cheers,

Andrew


First off, this has been a super-helpful thread. I'm just beginning to run the AP, and it helps to know the areas where PCs tend to croak--and for what reason.

That being said, thus far:

Half-Way through Life's Bazaar. 0 deaths--Though a very close call against the choker. The choker grabbed the dwarf rogue, then held the door shut. The party got the trap door open and the human paladin jumped in just as the rogue went to negative hit points. The choker just closed the door again (move action) and went to work on the paladin. Both paladin and the rogue were in dire straights by the time the choker was killed and the cleric got in to save them.

Cheers,

Andrew