
Turin the Mad |

By the way I haven't used Ulioth's ignore hardness yet. Could I use that to penetrate Argent's armour with a power attack or does it not ignore armour bonuses?
It is mainly used to Sunder, mitigating the need to wield an adamantine weapon. Also, do not forget the bonus damage of the spear's unholy property against any good-aligned character he skewers with that thing. Sadly, it does nothing to punch through his AC in and of itself - especially since his armor/shield bonuses are magically derived.
Specifically against Argent, presuming the bilewretch doesn't do the trick in its own right, you need to soften him up with the DC 20 (10+4 SL +6 WIS mod) Wrack spells - either one renders him prone, blind AND helpless should he fail his Fortitude save(s). If Ulioth is aware of other squishy-Fort save characters, he'll gleefully render them VERY easy prey for the bilewretch...

Turin the Mad |

Running your baddies honestly does not mean you are exempt from GM stupidity, such as prepping an air walk spell for a creature with a measly 5ft land speed. You may have messed up - but the critter is plenty intelligent enough to know better in spades. And spiritual weapon is not particularly useful, unless he siccs it on a different target. Granted, it is a formidable source of extra attack at an attack progression of 24/19/14/9 doing 1d8+3 at his gawd's favored weapon crit threat range and multiplier, so I can see not swapping that spell out.
The nauseating fumes are a bit much in my opinion, especially if they have a high enough DC to seriously threaten Ulioth. (Who would know if they did, and wouldn't go in there except out of desperation.)
We're scheduled to play again on Sunday. A couple things- I pride myself on running my villains honestly, so I won't retool his spell selection, and the Bilewretch I'm running as stated in the mag. The one change I've made is that the bile will do 5d6 acid per round to anyone submerged in it, and I'm calling for a naseau Fort save to anyone entering the room from the toxic fumes given off by the bile DC ? (hopefully Ulioth won't fail his).
Yasha0006 wrote:PH, when is your next session? I'll dig a good look through my mag for some inspiration. Chances are Turin will be much faster than I am though. And while I might occasionally pull something interesting out, Turin is well carnivorous. Trust him for the number crunching. Brent should hopefully weigh in too. He often seems to have some useful insights.
Off hand, its been a bit since I've looked at this particular arc of the STAP. So I'll be needing to refresh myself on it. Try and have some suggestions tomorrow.
I definately think its safe to say that Ulioth considers Argent the prime threat at the moment. Definately focus the Bile Wretch on him. 'If' it can hit him of course. Otherwise, slay as many of the others as possible and then try and take him down or make him run.

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I definately agree with Turin's observations about Ulioth's spell selection. Air Walk for Ulioth really is fairly pointless. He has enough intelligence to know he is going to fight any invaders in his sanctem where he has the place filled with water and thus the advantage in terrain. Spiritual weapon is a solid spell choice most of the time for a baddie, but you will get better mileage out of Turn's suggestions I think. The dispel magic wall/silence combo should be great for getting a few DM chuckles once Argent goes through it and a good chunk of his buffs go down. Then watch him pee his pants as he tries to rebuff only to realize that he can't cast his spells. Then have Ulioth lay into him when those defensive spells are down. Alternatively have Ulioth focus on keeping the other party members busy while the bilewretch grapples Argent as you already thought of.
I also agree with Turin that the nausea effect of the vapors isn't really worth it if Ulioth could be put out of commission by it. The acid damage and the usefullness of having a place the bilewretch can retreat to once it has grappled Argent is good enough. It sounds like you have some pretty good ideas (mostly from Turin who is the D&D tactics master along with Allen), and I would look forward to hearing how you smashed your players into piles of humble bilewretch poo doo.

P.H. Dungeon |

Yeah the air walk may have been a bit of waste, but since the fly was only from a potion I was worried that it might be much easier to debuff than his other spells. I had also planned on ruling that since moving through the air is much like moving through the water he would be able to use his swim speed instead of his land speed.
He has used both his dual actions for the day, so he has used some of his best tricks. I tried to conserve a few of his better spells because I'm thinking of the fight in terms of story telling as well as tactics, and I want the climax of the battle to be Ulioth and the Bilewretch. The idea was to introduce him and lay into the PCs initially to show that he's pretty nasty (which has basically been accompolished), but not waste all his best tricks. Then make a fighting retreat, so that his final stand could be with the Bilewretch. The ray of enfeeblement hurts him, since I don't have another dispel magic to get rid of it with (which raises a question- if you target a dispel magic on yourself to get rid of a negative effect do you also have to check all your own buffs to see if they are dispelled or can you control it so that it only targets what you want?). He still has a few good offensive spells, which works out well since his melee abilities have been ganked significantly.
The wall of dispel magic, silence combo should work well. He has a little jade demogorgon symbol that the silence is cast on, so I can just drop that near entrance and retreat into the acid to heal and launch offensive spells. With his resist acid he should be protected well enough. Futhermore, I think some of the PCs have used resist elements spells, but none of them chose acid, so it will still be pretty dangerous.

P.H. Dungeon |

Okay since there is so much good advice flying around. Here's another question. I'm trying to come up with some alternate spell lists for the skin walkder acolytes. Anyone have some thoughts on that one (I have the spell compendium the complete books, phb 2, and book of vile darkness, among others)?

Turin the Mad |

Based on what I read from your disclosure, he still has the dispel magic available. And I do not believe targeting yourself requires you to check against the very spells you yourself cast - you know they're there rather by definition.
Ruling that air walk would work for a critter with a swim speed is an interesting call as well.
Sounds like you're down to wall+silence, CCW potion, then cast/move accordingly. He can take a short distance fall easily enough (especially with air walk backing up the potion's superior speed), and the safety net of some altitude above the floor will hopefully by him enough time to use the Divine Power to offset that enfeeblement penalty should he be unable to dispel it.
His two big guns remaining in his arsenal are the Wrack spells, and having sized up his opposition warrants deploying them to lethal effect.
Ideally, the bilewretch can be commanded to delay its initiative to 1 after the BBEG's, hopefully permitting them to capitolize on a successful Wrack spell...

P.H. Dungeon |

I didn't make it clear in my journal, but he used an area dispel magic early in the fight to try to debuff the PCs more potent spells as they came into the chamber. It nailed at least one useful spell from each PC, so it wasnt' wasted.
Of course my other alternative is to use his sending spell to contact Khala and then just have him teleport the wastrilith to the fight, but hat would probably be just too cruel, and I'm not sure that the factions would be that cohesive, though considering the threat posed to their operations, I would think that Khala would do what he needed to make sure the heroes didn't take down the temple- later on he'd probably destroy Ulioth for letting them through the defenses and cause so much trouble. However, such cruelty isn't beyond me.
Based on what I read from your disclosure, he still has the dispel magic available. And I do not believe targeting yourself requires you to check against the very spells you yourself cast - you know they're there rather by definition.
Ruling that air walk would work for a critter with a swim speed is an interesting call as well.
Sounds like you're down to wall+silence, CCW potion, then cast/move accordingly. He can take a short distance fall easily enough (especially with air walk backing up the potion's superior speed), and the safety net of some altitude above the floor will hopefully by him enough time to use the Divine Power to offset that enfeeblement penalty should he be unable to dispel it.
His two big guns remaining in his arsenal are the Wrack spells, and having sized up his opposition warrants deploying them to lethal effect.
Ideally, the bilewretch can be commanded to delay its initiative to 1 after the BBEG's, hopefully permitting them to capitolize on a successful Wrack spell...

Turin the Mad |

The sending, if nothing else, can be used to convey information as to the new threat posed to Khala ... perhaps rather rudely interrupted by your PCs ... ^_^ They would likely eat up the moment I imagine, and savor it until Khala and his pet wastrilith give 'em what fer.
I didn't make it clear in my journal, but he used an area dispel magic early in the fight to try to debuff the PCs more potent spells as they came into the chamber. It nailed at least one useful spell from each PC, so it wasnt' wasted.
Of course my other alternative is to use his sending spell to contact Khala and then just have him teleport the wastrilith to the fight, but hat would probably be just too cruel, and I'm not sure that the factions would be that cohesive, though considering the threat posed to their operations, I would think that Khala would do what he needed to make sure the heroes didn't take down the temple- later on he'd probably destroy Ulioth for letting them through the defenses and cause so much trouble. However, such cruelty isn't beyond me.

P.H. Dungeon |

The final thing I got going for me to bring down Argent is his player's uncanny ability to roll complete crap. In the first three rounds of combat with Ulioth he literally rolled 4 natural 1s on various attack rolls. He was nearly killed by a relatively low DC 15 massive damage save (only action points saved him). Essentially Argent is playing with a permanent -6 or so handicap on all rolls, purely from the player's inability to roll dice. I know people say its random, but I've come to believe tha their is some level of skill involved, and he just doesn't have it. Ironically, he picked the god of luck as his patron, hoping it would help him.

P.H. Dungeon |

And here is Argent's perspective on the last game session. He may make twinky characters, but I have to give the Jeff credit for taking the time to write a decent journal entry.
“Yes, my new serving wench is quite lovely, but I warn you friend, if you value your hands I’d keep them to yourself”, Argent whispers to a patron then gives a quick smile as Anita looks his way. “She has good ears too, so I would watch your mouth as well”
“She’s part of a team of mercenaries from Sasserine. Lavinia hired them, most likely due to the disaster at Farshore. You have most likely seen our new healer as well? Those wings have gotten my imagination stirring and I don’t mind telling you I have contemplated the possibilities. She is also a lot friendlier then this frigid beauty; but I enjoy a challenge”
Seeing Anita narrow her eyes towards him again, he quickly changes the subject.
“We can talk about women later, you my friend came for news of the Underdark. We returned just recently from that strange alien city. I’m sure you’ve seen the Mongrelfolk around town. There have been those quick to judge them due to their appearance but I would hold your tongue, you’re no sight yourself; they don’t cause trouble, they work hard and they drink like any other man…that’s good enough for me and it should be good enough for you as well. You’d do me a favour in passing it around the colony that if any should have trouble with our new neighbours to take it up with me first. I’ll set them straight.”
“We returned to the underwater alien city that we had recently barely escaped. Everyone was badly injured, well, except me and it was agreed that a change in tactics was necessary. We took along Mikhaal, a rogue from the Second Sons and I was thinking that a scout was just what our little group needed although he wouldn’t have been my first choice”
“This time instead of flying visible over the city I made everyone invisible and we decided this time to investigate a strange crater and avoided the temple that so many guards had poured out of before.”
“In the crater we found a massive stone head, our Olman companion was able to tell us that it was one of their Rain gods. On top of the head was a monstrosity, a demon spider. Knowing that a parlay would only risk alerting the guards and wanting to investigate this statue further we decided a surgical strike would be the best thing. I moved in and began to cast my short duration spells, unfortunately the creature had keen ears and its evil gaze narrowed in my direction. He was distracted by a bolt that came from nowhere and struck the creature directly in the eye, but this damage was regenerated almost immediately and caused it no harm”
Argent looks around and sees that others are listening to the tale; he smiles and raises his voice a little, so that all may hear.
“Without a second thought I charged into battle, my three swords eager to taste the demons flesh. The spells of my companions explode around me and to be honest I was a little concerned for my safety as I am not visible to them and there were a few close calls from friendly fire.”
“It was not long before our foe decided that we are too much for it and disappeared from the field. Veldrin and I started examining the statue closer. Apparently in his vision it was thrown from the temple and we surmise that it is the source of the strange field that stops the water from filling the cavern. Mere moments had passed when our quarry appeared again, behind Brecca.”
“Again I rush into battle, knowing that my spells may soon wear off and wanting to give this thing someone more to worry about rather than my companions. I close in on the creature and drive my blades into its body. Of course that is probably what it wanted me to do, for when it knew I was close it cast a spell and fire burst out of it, striking me mortally. I could feel my life slipping away from me and to be honest it was as if deaths hand closed upon my very soul; but I could not die with my friends in mortal danger and I resisted.”
“Seeing that this thing was a caster I surmised that my best course of action was to wait for it to use magic again. My patience paid off and I was able to disrupt it from casting a dimension door to make a hasty retreat.”
“It was not long after that that the creature fell, in large part to some archons summoned by Brecca. We re-grouped and Brecca decided it would be wise to commune with his god for guidance on our next course of action. After a few choice questions with his god I believed our course was clear. Destroying the statue head apparently will bring back the water, this would create enough of a distraction to allow us to take care of whoever was in charge back at the temple. Unfortunately most of the air breathers were squeamish of this plan and it took another communion with deities to see that it was the wisest course of action.”
“Returning to the city, Mikhaal and the Olman preist were made invisible to sneak into the temple while Brecca and I destroyed the statue head clearly visible for all to see. The massive explosion got the right reaction and soon we were leading a parade of the city’s militia away from the temple. Ducking into a convenient tower we used a quick teleport to return to the temple. Looking down we could see that four bug-like creatures remained to guard the temple. My blood boiling from the heat of battle I dove into the fray, apparently my vicious assault and aided by my companions was enough to frighten the creatures into the temple and they disappeared into an aperture that opened beneath them. It was quickly closing behind them and with only seconds to make my decision I dove in after my enemy. The door closing ominously behind me.”
“I found myself in close quarters with these monsters and they wasted no time in slashing at me with their claws. One of them even managed to catch me and hold me in a grapple. I was just about to escape when the cavalry appeared, opening the door above and giving these things much more to worry about then they could handle.”
“They retreated deeper into the temple. Brecca started casting Freedom of Movement on everyone, a grapple would not affect me twice. The chamber below was filled with water and I could see that our enemy had acquired a companion. Knowing that my spells only have a limited duration I dove into the water and rejoined the battle. Unfortunately it turned out that their new companion was a caster and my precious swords fell to the bottom of the murky pool. The spell had almost worn off anyway and soon after that I became visible again. Fortunately even visible they found me a difficult target to hit and thanks to Freedom of Movement their grapple proved futile. Unfortunately this meant that they would turn their attentions to my companions who began to suffer grave injuries.”
“In short order, both our clerics had fallen and our new rogue was left out of the battle having somehow not received a Freedom of Movement. That left me and the two remaining creatures squaring off. I could feel time slowing for the epic battle to come”
Argent looks around to his audience seeing that he has their full attention before continuing.

Turin the Mad |

Wow - that's a nice battle plan, Turin!
I'll have to make a new 'Ideas - chapter 6' folder inside my Savage Tide folder for this - I'll never remember it next year some time when we get this far!
This should give you some idea as to the relative ability (at times admittedly) of several of my own players to 'think outside the box'. Granted, I personally despise that particular phrase as a co-worker is far, far too overfond of beating that particular dead horse.
Please carborundum, feel free to pillage any ideas that strike you as good and useful. Now, let us hope none of your table peruse these forums and know who you are...
PH, the journal by Argent was pretty kewl. Pass along my regards and my condolences in advance before you slam him with a Wrack that he seems doomed to fail to resist ... just before the bilewretch barfs on his face.

Yasha0006 |

Essentially Argent is playing with a permanent -6 or so handicap on all rolls, purely from the player's inability to roll dice. I know people say its random, but I've come to believe tha their is some level of skill involved, and he just doesn't have it. Ironically, he picked the god of luck as his patron, hoping it would help him.
I tell you PH, I don't think its random either. My wife I think has to be the avatar of some luck deity herself. Just last night I watched her roll over the course of an encounter, 3 (Three) Natural 20's. This was out of a total of about...9 d20 rolls during the encounter. This is not an aberration either. She does this constantly. Its like your issue with Argent's AC, I always design nasty stuff to happen then she'll nat 20 three or four times in combat and whack most things I throw at her. Just to illustrate and prove her dice isn't loaded or anything as well...
Me rolling the same die. 15, 5, 18, 14, 7, 8, 17, 14, 5, 12, 13, 1, 5, See...not loaded. She's just blessed. And its not like I roll totally terribly either. My dice are usually very favorable too, just not with the nat 20's.

ManPig |

P.H. Dungeon wrote:Essentially Argent is playing with a permanent -6 or so handicap on all rolls, purely from the player's inability to roll dice. I know people say its random, but I've come to believe tha their is some level of skill involved, and he just doesn't have it. Ironically, he picked the god of luck as his patron, hoping it would help him.
I tell you PH, I don't think its random either. My wife I think has to be the avatar of some luck deity herself. Just last night I watched her roll over the course of an encounter, 3 (Three) Natural 20's. This was out of a total of about...9 d20 rolls during the encounter. This is not an aberration either. She does this constantly. Its like your issue with Argent's AC, I always design nasty stuff to happen then she'll nat 20 three or four times in combat and whack most things I throw at her. Just to illustrate and prove her dice isn't loaded or anything as well...
Me rolling the same die. 15, 5, 18, 14, 7, 8, 17, 14, 5, 12, 13, 1, 5, See...not loaded. She's just blessed. And its not like I roll totally terribly either. My dice are usually very favorable too, just not with the nat 20's.
My wife has the same kind of luck with one of the games she plays. It's called video poker. She hits more four of a kinds than anyone I have ever seen. Way out of the probability range. Some people seem to have a certain kind of luck.
Thanks for the great thread.

P.H. Dungeon |

Here's a letter from Captain Breca
Mother,
As I have recently seen Father here at Vessarin, I thought it best to write to you and tell you of Vessarin, Egil, and our current hunt to end the threat of the shadow pearls. I will post this the next time I am in Gradsul, as I know your do not get many proper letters.
I brought Father and two crews here to sail the ships back to Sasserine and Gradsul, a journey made much easier now that there are charts for most of the coast, and little but open ocean to the north. I have sacrificed proper gifts to Procan and divined a swift and safe sail back to the civilized lands, so hopefully you will see Father in a month.
Egil, after a short period of melancholy, has found the many challenges of Vessarin to his liking. He has explored much of the valley with several of the mongrelfolk, and made several useful maps to water sources, several caves, and the territories of dinosaur herds. He works with Njord to weave natural defences with druidic magic and assists Sharzen in the planting of new crops. We spend a little time each evening either in the chapel, or wandering the headland, and I think that while I am away it is good for him to be so involved. Alas, Argent has banned him from singing in the bar since he tried the epic ballad, the Engineer's Wheel, and with the exception of a few die-hards (including Jeffs oddly enough), cleared the tavern before the end of the first stanza, and while those that stayed expressed considerable interest in the colourful and lurid descriptions, Argent would have none of it and banned him but one night a week. The time away from drink is good, and the exposure to other creatures has given him new forms to try with his druidic abilities. I will bring you here shortly, which will be a cause for well-earned celebration.
Beyond that and the ongoing construction of Vessarin, which I tend to think of Vessarin Below and Vessarin Above, depending on the preference of those who are comfortable underground and those who prefer sleeping beneath the stars, my companions and I have been seeking those who create the Shadow Pearls, known as the Lords of Dread. Several battles we have waged in the Underdark beneath the Isle of Dread, against troglodytes and far fouler creatures. Our last challenge was within a city deep beneath the earth, built by aboleths long ago, now inhabited by kopru and nagas. We learned that these were those responsible for making the pearls from within a stepped pyramid and trading them with the Crimson fleet - at all costs they had to be stopped.
Our first encounter was futile, and one of our number fell, Jakara. We tried again several days later, and this time with more stealth and cunning, drawing off most of the defenders from their temple before our assault. With their numbers reduced it was still a hard fight to gain entrance into the pyramid, with Argent drawing the brunt of the kopru's fury. However within the temple the fight was brutal. I fell to the savage attack of a kopru priest, who killed poor Vel'Drin. He lead us into the bowels of the pyramid, and fought alongside the 'crawler in the earth', a monstrousity belching acid and fire. That beast proved unworthy before the divine fire and lances of Procan, and the kopru died at the hands of Mikhaal and Argent, thus destroying those who made the Shadow Pearls. We did not tarry long, nor wish to meet the kopru our earlier tactics had drawn off, and quickly made our escape from the Underdark.
Vel'Drin has been returned to his people, so that he may be buried according to their customs. Jaheria remains behind with her consort, Buranwa, for the moment, finding a place amongst so many strange folk. Argent captivates the tavern with his many tales, and the newcomers - these Second Sons, hired by Lavinia seem good if haughty folk. I get along best with Mikhaal, the gnome spellthief, whose skills have proven most invaluable. The others do not complain and lend a hand as their abilities befit them each day, though the Countess Anita feels most resentful to be reduced to serving drinks at the Parrot Docks, for she has few other talents and will not work planting the fields.
I must ask them if they are willing to pay for the construction of quarters in Vessarin Below, otherwise I think I will release them from regular duties to build their own stone houses in Vessarin Above. Living in barracks cannot be what they expected and I need the room for my dwarven kin. Plus if Anita 'accidentally' causes one more bar fight, I will have to enforce a ban on her in the tavern altogether. Only the presence of Vossler Vanderboren has kept drunks in line, for which I am most thankful. What is it with humans who cannot hold their drink? Plus I think Argent and Vossler have been working with a few others on a still in the hold of the Hellfish and think I know nothing of it. Aldwattle has let it be known that one of the local trees produces a fruit that naturally ferments somewhat and makes a refreshing tonic. However, Argent and Vossler have taken it another step and are producing what i can only describe as a very fortified wine, bordering on a liquor - which it will undoubtedly be when they get the process refined. I have not stopped this despite the unfortunate side-effects of experimentation as it would add to our trade goods if they can get it right.
Ivy Sparks, the last of the Jade Ravens, gets along well with Egil, and they have summoned all manner of creatures to aid in defending the colony from wandering predators, or helping with different tasks. I feel that many of the newcomers find the widespread use of magic to be most odd and unsettling at first, but they soon adapt and after witnessing so much summoning, find even the mongrelfolk quite ordinary. I have ordered the construction of Aldwattle's laboratory at New Barbas, and several expansions to Vessarin Below, including a library and several rooms for study. The cost of such construction is made much easier with the company of miners and masons from Haverhill, lead by a dwarf by the name of Ulfgar Stonebreaker. He is a cleric of Moradin and a specialist in all things earth and stone, to the point he regularly calls stone brothers from the Plane of Earth to assist in their labours. The one objection of the miners is the use of stone shape, and so the rock they quarry is used to build our defensive walls and make sturdy buildings within the palisades.
Lavinia will be glad to hear of the end of the threat of the Shadow Pearls, and I will invite her shortly to spend some time here. The few humans amongst us would undoubtedly like her. Such are the numbers of skilled refugees in Gradsul, that i could bring all manner of people here swiftly, but it makes sense to transport colonists only gradually so that the change does not disrupt the colony.
The only other news is the passing of a ship from the Scarlet Brotherhood several weeks ago, which we remain alert for. I have no wish for them to learn of Vessarin, and have made strict orders about fires as well as keeping our buildings out of sight of the straight between the Emerald Isle and the Isle of Dread. Tomorrow I shall go with a few companions to the central plateau, to see what can be made of the 'skin-walker' tribes. I may visit Ja'hinti and the phanatons along the way, to see if they can be persuaded again to start a colony near Vessarin. Only time will tell.
So there you have it. Despite many trials, we remain. Vessarin prospers in its own way and Father should be with you shortly. I will attempt to visit him on the Blue Nixie if time permits, to ensure the blessings of Procan and assist in the dangerous passage through Scarlet Brotherhood waters - those pirates will rue setting eyes upon us if I am with the ships.
Peace of the Depths upon you,
your son, Breca.

P.H. Dungeon |

Game Session #24 (the final battle in the temple)
Breca: Sea Cliff Dwarf, male, Cleric 8/Demon wrecker 4
Argent: Air Gensai, male, Fighter 1/Swashbuckler 3/Wizard 2/Abjurant Champion 5
Vel’drin: Human, male, cleric 6/zombie master 5
Mikhaal: Whisper Gnome, male, Spellthief 10/Sorcerer 1
Things are looking a little grim for the heroes, as they continue their battle against the kopru in the water filled chamber of the profane temple. Breca, who was horribly wounded, but playing possum, is able to get off a heal spell that fully renews his health. At the same time, Mikhaal descends into the water to search out his wounded companions. He finds Breca on the floor and steals a freedom of movement spell from the dwarf that he then casts on himself. Meanwhile the spear wielding kopru leader is discovering his melee attacks against Argent futile, for he is unable to penetrate his magical armour. Thus, he withdraws from battle snatching up the dying Veldrin with his tail as he makes is way for the sphincter like doorway in the floor of the room.
Argent, who had been holding his actions waiting for the kopru to cast a spell, steps in and launches a web spell. The web spell fills much of the chamber blocking access to the Kopru’s escape route. The kopru doesn’t get caught up in the webbing, but does find it very difficult to move forward through the sticky mess. Argent and Mikhaal dart into webbing protected by their freedom of movement spells, and they begin attacking the escaping Kopru with their blades. They find his defences difficult to penetrate and only a handful of their strikes manage to wound their foe, though Mikhaal is able to steal a couple of his spells (cure critical and dimensional anchor).
The second surviving Kopru is just out of the area of the webbing and he swims down toward Breca clawing and slashing at him with his claws and his fluked tail. He tries to constrict the dwarf, but Breca implements his own ability to freely slip out of such attacks (travel domain freedom of movement special ability) and retaliates with a powerful blast of frost, futher wounding the already injured kopru behemoth. At that moment the sphincter door suddenly opens and the water in the room is sucked down it like a drain. The kopru leader gives a final push through the webbing to the door and dives through leaving Veldrin’s crushed and well dead corpse behind as he goes.
The door seals itself,and the heroes quickly dispatch the final kopru that is trapped in chamber. Argent then dismisses his web spell and the party takes time to regroup and heal their wounds. Once this is done they prepare to press on after their enemy. Mikhaal leads the attack by using a charge from Argent’s invisibility wand and then casting a blink spell on himself. He blinks to the room below. Unfortunately, as he appears he passes through an invisible wall of dispel magic. The wall knocks off most of the spells on him (though not his blink or invisibilty spell) and leaves him feeling quite vulnerable in the lower chamber. This room is similar to the others in the temple, though much larger. It is roughly a square, and the walls are again made of fleshy, organic matter that seems to be alive. Near each of the four walls is large, pool of bubbling, black, tarry liquid. Bobbing in the noxious tar are several shadow pearls. However, there is no sign the escaped kopru. Furthermore it is completely silent.
Seconds later, Breca and Argent make their own way into the room below. Breca manages to pry the strange orifice open just enough for him to use his freedom of movement to slide though it with ease and Argent follows behind. As they slide out into the room they too find themselves subject to the effects of the invisible wall of dispel magic. Luckily the wall is kinder to them than Mikhaal and few of their spells are disapated (Argent looses freedom of movement and his shield spell, and Breca lost one or two as well, but I cant’ remember which ones).
All three of the heroes move out of the zone of silence and across to the far side the room. Suddenly, the tar in a nearby pool swirls and stirs and a terrible creature erupts out of the bubbling blackness. It looks like a gigantic millipede with a head that has a single red eye in its centre and four long, glistening tentacles protruding from it (a head similar to an illithid or kopru). It begins its assault on the party by unleashing a blast of black bile from its mouth. The bile ignites into flame as it is exposed to the stifling air and blasts Argent, who finds himself unable to avoid the attack. Luckily Argent is protected from fire, though not from acid. Soon after it disappears back into the black tar. A kopru also emerges from the one of the pools of bile. The kopru appears to be the same one they fought earlier, as he bears the same double-pronged spear, but his has greater decreased in size, and is no longer the hulking giant he once was. He only exposes his upper body, but launches a spell at Breca (wrack). Breca feels pain wash over him, but his great fortitude fends it off. The dwarf then casts a mass resist elements spell on the heroes that give them potent resistance to acid. This proves wise as millipede terror suddenly emerges from another of the bile pits, this time closer to Breca, and it dowses him with another blast of flaming, acidic tar. Argent and Mikhaal move in and attack this new threat. With his invisibility and blink spells, Mikhaal is able to sneak attack his enemy, and Argent’s shocking sickle proves effective as well. The kopru continues his magical assault by launching another wrack spell. This one is aimed at Argent, but Argent is also able to resist the spell (natural 20- curses!). Seeing that the kopru isn’t proving effective with his magic, Breca attempts a soundlance against the vile millipede monster. It fails to get through the aberration’s spell resistance. The creature then focuses its tentacles on the now visible Mikhaal. The lucky gnome dodges and weaves and manages to avoid all its attacks (s&!# rolls on my part). The heroes continue their attacks against it with Breca unleashing a flamestrike and Argent hitting it with an electrical orb. Mikhaal takes advantage of chaos to continue smashing at it with his enchanted Morningstar. The monster infuriated by the damage inflicted by Breca turns on him and starts lashing him with tentacle attacks, trying to snatch the dwarf up, but failing. Breca in turn hits it with a cone of cold, but is finding himself nearly out of spells.
Argent breaks off to battle the Kopru and soon it is forced to retreat back beneath the acid. During this time a final offensive is made against the millipede monster and the beast is brought down. Just as it is defeated the again healed kopru emerges from an acid pool and races through the air towards Argent hitting him with and inflict critical wounds spell. Though it causes him grievous injury it is not enough to bring him down and together Argent and Mikhaal team up on their foe and finish him off.
DMs Notes: I followed my plan, but generally speaking my die rolls were ass for this combat and theirs were pretty good.

P.H. Dungeon |

And here is the continuation of Argent's telling of the final fight against the kopru in Golismorga. The beginning of this story is back a few posts (not too far). The tail take place after the fact in his tavern- "The Parrot Docks" (named after his dead familiar- Paradox the parrot) in the new colony of Vessarin.
Seeing almost everyone raptly listening to his tale, except Anita to his disappointment, Argent continues.
“Time slowed and knowing I was facing a caster I wait to see what he would do, to my surprise he fled like a coward scooping up the body of one of my fallen comrades and making for an exit point that I had not noticed.”
“Acting quickly I cast a spell and soon nearly the entire chamber was filled with webs ensnaring the caster and slowing his retreat. Out of the corner of my eye I could see that both Breca and Mikhaal had regrouped and were fully healed. The casters companion was at my back, swiping at me ineffectually, so I left taking care of the injured beast to my companions and dove into the web to rescue my dying ally. Repeatedly I slashed into my foe, but his armor was strong and unfortunately I was not able to kill him before he crushed Veldrin and bolted away.”
“It was at this point Mikhaal asked why I hadn’t stepped in front of him. I cursed my short sightedness and cursed that cowardly monstrosity for retreating. Healing was passed around and we had a quick discussion on how to pursue. Mikhaal offered to go first, phasing through the door with his magic. Breca and I followed soon after.
Unfortunately we rushed in to a rude surprise…..”, Argent’s eyes drifting from habit to the alluring figure of Anita cuts into his story, noticing a patron's hand coming out for a little love pat, “Um, sir I woul…”, a slap followed by a scream occurs as Anita deftly takes the man’s hand and twists his arm bringing him to his knees. Leaning down she whispers into his ear and the man’s face turns ashen as he’s thrown to the ground and Anita continues serving drinks.
“Um, yes; well. Where was I? Ah…a rude surprise, our caster friend had cast a spell that could have potentially taken away all my magical enhancements. Luckily I had gotten through largely unscathed, I would later find out that Mikhaal was not so fortunate. The new chamber we found ourselves in was filled with black pearls and murky, boiling waters. No sooner had we entered when a large monstrosity lunged out at us. It breathed fire and acid unfortunately getting me with a lucky shot. My prey though was the caster, and when I saw him I fired beam of flame out of my fingers all of which hit. The coward dove under the brackish liquids away from my reach and I was forced to help my companions with the other threat. Much like his ally it kept ducking in and out of the pool to strike and when I turned my attention towards it, it was after Breca. I charged in and used a ball of lightning against it. With the help of my allies it wasn’t long before the fell beast returned to the whatever hells it was spawned.”
It was then that our cleric friend chose to resurface. I am happy to say that it was I who got the final death strike against the cowardly fiend. As one of my treasures, I removed his head and had it bronzed and it is that head right over there that you see on the wall

P.H. Dungeon |

Game Session 24 (part 2, City of Broken Idols begins)
Heroes:
Vossler Vanderboren (Human, male, Hexblade 12)
Breca Angsparr (Dwarf, male, Cleric 8/Demonwrecker 5)
Argent Kirkson (Air Gensai, male, Fighter 1/Swashbuckler 3/Wizard 2/Abjurant Champion 5/Eldritch Knight 1)
Mikhaal (Whisper Gnome, make, Spellthief 11/Sorcerer 1)
Several weeks are spent taking care of various items of business. Breca magically transports treasure taken from the kopru and troglodoytes to the cities of Gradsul and Sasserine to be sold and bartered through his contacts with his family’s merchant consortium. They do however hang on to a highly useful portable hole that was found on the body of the dead kopru priest. New magical goods are commissioned and time is spent hiring and transporting additional workers and supplies to the fledgling colony of Vessarin. Veldrin’s body is returned to the Olmans, and his fellow zombie masters take it away, so that they may perform their secretive funary rights upon it (traditions that are probably better left unspeculated on). Also Argent takes the time to have the skull of the dead kopru priest bronzed and then mounted proudly in Vessarin’s only tavern- “The Parrot Docks”, where Argent repeatedly asails patrons with his story regarding the battle against the vile creature.
Plans are also made to continue the fight against the Lords of Dread. According to the visions Veldrin had before his death, he saw an image of a two headed demon with tentacled arms stalking among a bed of vile, oversized oysters. Having seen no sign of such a creature or place in the underdark the adventurers deduce that further enemies may be lurking elsewhere on the Isle, the most likely location being the dreaded central plateau, hidden at the heart of the island. It is decided that this will be the next place to route their foes from. After preparations are made the band sets forth. The new heroes now consist of Breca, Argent, Vossler and Mikhaal (from the Second Sons). Oddly, though capable the adventuring women of Vessarin stay behind (Yvy, Anita, Angela, Jaheria, and Lavinia) to defend and see to the needs of the growing colony.
Windwalking, the heroes make their way swiftly towards the central plateau. Though it should be noted that the rainy season has arrived and that winds and storms will be the order of the day on the Isle of Dread for the next several months. This day the gods are smiling upon them, and the winds are just light enough to prevent their airy forms from being blown to the corners of the island. From their vantage point high above the plateau they can take in much of the landscape below. It is land of grasslands, with scatterings of woodlands. The air is much thinner up on the plateau and the temperatures much cooler, thus the vegetation growing up here differs significantly from the cloying jungles below. The plants are smaller and hardier, with few trees of significant size. Here and their herds of large prehistoric beasts and dinosaurs wander the land grazing on the grasses. A couple of sizable rivers wind their way across the plateau and cascade down the jungle far below, forming spectacular waterfalls. Yet it is near the centre of the plateau that is of the most interest to the adventures. Here there is a large lake and built around the lake is what was once a great city- the capital of the ancient and near mythical Olman kingdom of Thanaclan. The city is now a ruin, but this ruin might hold anwers to the mystery of the shadow pearls.
Cautiously the group approaches the once mighty city. They take note that there is a sizable island in the lake that is now covered mostly with forest. However protruding from the canopy in several places are the remains of Olman stepped pyramids. In fact pretty much all the temples must have been constructed on this island for there are no signs of any other such structures in the rest of the ruins. Though the heroes suspect that much of what they are looking for might be found on this island, their attention is grabbed by signs of activity in the main ruins. Down below they see what was once a large sunken Olman courtball field, surrounding by stone bleachers. In the field are several figures of roughly human size. They are clearly skinwalkers- the heathen Olman savages who have somehow grafted the skins of demonic lions to their bodies to turn them into even more dangerous and fiercesome warriors. The skinwalkers seem to be enjoying themselves. They have clustered at one end of the court, while running up the centre is a trio of unarmed lizard folk. The skinwalkers are making a sport of hurling javelins at them while the desperate lizard folk try to escape. Already some have fallen to their spear throws and lie dead on the ground, and only the three seem to still survive. Watching the spectacle is what appears to be skinwalker shaman or witchdocter. He is attended by a pair of lizard folk zombies and seems to be enjoying the show put on by the warriors.
Assessing the situation, the heroes decide that they need to act quickly if they are going to save any of the lizard folk. With the skinwalkers’ attention focused on their spear chucking the group swoops down without notice. Breca, Argent and Vossler land on the opposite side of the arena from the skinwalkers, setting down on top row of bleachers and finding what cover they can. They dismiss their windwalk spells and solidify. The trio then sets about casting some quick spells before engaging the skinwalkers. Breca alerts their foes to their presence launching a soundlance at their shaman. It blasts him with a thundering clap and the angry fiend glares upward. He launches a fireball that detonates near the dwarf, singing the cleric as he leaps out of its way. Luckily for Vossler and Argent they have already taken to the sky and are swooping down towads the field to try to protect the last remaining lizardman (by this point the other two have already fallen to javelin throws). Seeing them the skinwalker warriors burst into sprints and race towards their opponents, whooping battle cries and raising their obsidian weapons as they come. Vossler stays in the air and summons a magical hound of doom to fight on the ground in his stead. Argent, a beacon of blazing confidence doesn’t hesitate to put himself in their path and give them a chance to try to get past his ever formible defences.
Mikhaal opts for sneakier tactics. He drops down and materializes in an area of tall grass behind their shaman, who is now attended only by his lizardfolk zombies. He then creeps up behind his foe and launches a bolt from his hand crossbow at his foe’s head. It is unclear exactly how he missed the shot- perhaps Argent flew in front of his line of sight and the gnome was blinded by the light of his luminous armour, perhaps Vossler cursed him from afar (maybe it was the natural 1 on his attack roll, who knows). At any rate the bolt whizzes past the shaman’s head, and he spins around, spotting the gnome trying to duck back into the grass. A wicked grin crosses his face and he mouths the words to a spell. The magic washes over the spellthief, but he is able to absorb it, and an instant later it is the gnome that is grinning as he casts the vile spell back against his enemy. The skinwalker’s grin turns to a frown and then a wail, as his right hand suddenly shrivels up as though it is dying and then tears itself from of his wrist in a spray of blood. His hand then proceeds to hover in the air and claw at his face, draining his lifeforce with every hit. (the spell was grim revenge, and I rolled a 1 on his save against it). Furious the skinwalker manages to get off another spell. He hurls a globe of lightning at Mikhaal, but the little gnome gleefully hops out of the way, and casts at distraction spell at him (I rolled another 1 on his ranged touch roll to hit Mikhaal, and then a third one in a row to save against the distraction spell- it was pure agony for me). Mikhaal then manages a sneak attack against the shaman and begins to steal his spells, and imbues him with a silence effect that shuts down his spell casting abilities. Around this time Breca also hits him with a flame strike, just missing his friend.
Meanwhile Argent makes himself useful by attacking with the floating longswords from his steal dance spell and shocking sickle. He joyfully tears into the skinwalkers, as three of them surround him. A couple of lucky hits are landed on him, but overall he fares well against the savages. Vossler’s hound also finds itself facing three skinwalkers. The magical canine is tought and ferocious, but not nearly invulnerable like Argent. It tears into its enemies, but they tear into it in return, and thoug it manages to bring at least on down it is soon destroyed. However, it serves its purpose and frees Vossler to extend a helping hand to the surviving lizard man. The hexblade lifts him into the air and flies the lizardman to the safety of the stands.
All seems to be going well for the party, when suddenly things take a turn for the worse. Two demons that resemble buzzing flies the size of horses, materialize on either side of Breca. They seem ready to tear the dwarf to shreds. However their glee is short lived, for Breca gets off a banishment spell that sends both of them buzzing back to the abyss before they can a lay any of their claws on him.
As the demons fade away Breca surveys the battlefield, he sees the shaman racing across it pursued by his own undead hand, which flies after him clawing at him. The heroes blast him with more spells and he sustains massive damage (I can’t remember which spell brought him down, but it did over 50 damage and he failed his save and then rolled yet another 1, this time on a massive damage save- 4 ones, almost all in a row, the curse of Jeff was upon me!!!)
In the next few seconds the battle is wrapped up, Breca unleashes a cone of cold on some of the surving in skinwalkers and Mikhaal also contributes with spells stolen from the shaman. Argent chases fleeing foes down with his blades, showing no mercy, and Vossler attends to the wounded lizardman, using his healing belt to aid the creature.
With the fight over, the heroes check on the other lizardfolk scattered about the field. There are four more in all, but they are all now dead. The sole survivor introduces himself in draconic. His name is Shashka and he is devout follower of the sun god Pelor. He was recently converted to the sun god’s service by Noltus Innersol, the human missionary. He and several other lizardfolk, along with a couple of phanatons and a rakasta woman have been traveling with Noltus for a couple of months. They ventured to the central plateau to seek out the evil that infects the island and see if they could find any sign of Olman tribes that they could bring word of the sun god to. They established a hidden camp not terribly far away, and have been using it as a base of operations to make forays into the ruins.
Recently Noltus lead a scouting party from the camp to explore the ruins of Thanaclan. The band was ambushed by skinwalkers and demons, and all were killed or taken prisoner. He believes that Noltus and a few others survived. The group that he was with was among the survivors, and they were brought to the courtball arena to give the skinwalkers some javelin practice. However, Noltus and a few others were taken elsewhere, though Shaska isn’t certain where though, he suspects they might have been brought to the island. Shaska is greatful for being saved, and offers to bring the heroes to the hidden camp of lizardfolk. The group accepts his invitation and they set out at once.
DMs notes: I think the PCs really liked this fight. It was nice for them not to be getting wailed on, but rolling so many ones for the skinwalker acolyte was really rough. I had really been looking forward to using grim revenge on a PC and seeing the character's hand ripped off. I suppose it was karma working to have the skinwalker take it instead. Of course this was intended to be fairly easy, at least until the Chasme demons arrived, but alas they were banished. The next phase of Broken Idols should be much tougher...

Yasha0006 |

P.H. Dungeon |

I think you're right! What have a brought upon myself. I've never run a villain before and thrown out that many ones- 4 out of 6 rolls were 1s! Plus I always do my rolling in front of my players, so I never fudge anything. This curse either has to go away or I need to get a dm screen. Next games session things will start to get grueling for them again though. I've got the encounter with Olanati coming up and then they will likely head for taboo island. Unfortunately, we aren't gaming this weekend, so there won't be any updates on that for a little while. Furthermore, the player running Breca is going to Australia for a month or so in about a month. I figure we will have time to finish City of Broken Idols, but then the campaign will be on a break until the new year. I'm not sure exactly how much gaming we'll be able to manage over that month with Christmas holidays being such a busy time, however I was thinking of running something else in that month. Either a mini dnd game or another system entirely. Any suggestions?
P.H., I don't think you should have publicly proclaimed that particular player's low die-rolling tendencies. Now 'board-karma' has (at least temporarily) hopped from his proverbial dice bag to yours. Notes said player's nat 20 on a particularly vital saving throw recently...

Turin the Mad |

I think you're right! What have a brought upon myself. I've never run a villain before and thrown out that many ones- 4 out of 6 rolls were 1s! Plus I always do my rolling in front of my players, so I never fudge anything. This curse either has to go away or I need to get a dm screen. Next games session things will start to get grueling for them again though. I've got the encounter with Olanati coming up and then they will likely head for taboo island. Unfortunately, we aren't gaming this weekend, so there won't be any updates on that for a little while. Furthermore, the player running Breca is going to Australia for a month or so in about a month. I figure we will have time to finish City of Broken Idols, but then the campaign will be on a break until the new year. I'm not sure exactly how much gaming we'll be able to manage over that month with Christmas holidays being such a busy time, however I was thinking of running something else in that month. Either a mini dnd game or another system entirely. Any suggestions?
Presuming your remaining players are willing and able to still play despite Breca's impending absence signalling a hiatus to your Savage Tide campaign, a few ideas spring to mind.
1. Have some of the others take a try being a screenmonkey, especially if your group figures it can only get in two or three sessions before aught-eight rolls around the bend.
2. Perhaps see (if you have the time to do the prep) about running a Twisted XMas session... Santa Klaus ... Santa Claws ... arroooo...
3. Have a *gasp* movie-watching (or movie-going) gathering of the rest of you as pals - no game, just hanging out, grilling chow, watching movies rented or bought, that kind of thing.
4. Well, there'd be an idea here, but that particular well just kinda dried up pretty fast on me ... ^_^

P.H. Dungeon |

Thanks for the suggestions. Though I'm not sure if I have any players eager to do any dming. However, I had been thinking of the following:
1. Running a unrelated dnd adventure with different characters- i want to do expedition to castle ravenloft, but 3-4 game session probably wouldn't do it justice. Maybe styes or something like that instead.
2. Running a quick few sessions of All Flesh Must be Eaten- zombie madness. I picked this game up recently. I'm interested in trying the system, but so far haven't had a chance to run it.
3. Running a few sessions of Mutants and Masterminds. I haven't played a super hero rpg in years, and I got the core book for the game last Christmas, but I never got a chance to run it. I think it would be pretty fun, but I'm not sure if I have time to get an adventure ready for it. I always find creating superheroes to be one of the most challenging types of character creation in an rpg (mostly because I tend to want to try and come up with something new and cool that doesn't feel like I'm ripping off a hero or villain that already exits). Furthermore, none of my playters have played it either, though it is more or less a d20 game, so it wouldn't be too much a stretch to learn.
If you were one of my players and were going to pick one of those three choices, which would you go for?

Yasha0006 |

2. Running a quick few sessions of All Flesh Must be Eaten- zombie madness. I picked this game up recently. I'm interested in trying the system, but so far haven't had a chance to run it.
I'd go for this one. While I am not usually partial to Zombie games...I keep finding myself looking at that one at my FLGS. I don't own it, have no idea about the rules...I just like the title..the idea...and the art just grabs you and take a bite... ^_^
Definately check with your players, but whatever you do, don't do anything that will take too much time building a character or too much investment, for you too.
Take this as an opportunity to just have fun. Try running a game like Allen does...or tell your players that the next few sessions of this game, your goal is to kill them. <-- When I say this, I don't just mean normal play...I mean actively trying to kill them. If it was D&D you were playing...well too bad that Assassin had Black Lotus Extract...you die.
Go all out and blow off some steam. Something relatively free form should be a good idea too. You're doing a long-term AP right now, give the players some chance to set the direction of a game.

P.H. Dungeon |

Here is a letter from Mikhaal, one of our newest additions to the party. He is the whisper gnome spell thief. This journal refers to the "Kill Bargle" side quest I ran recently to introduce some of the new adventurers, who are now working for Lavinia. I posted details of this adventure a few posts back.
Greetings Milicent,
I know, I know..it has been overlong since my last letter. I've never been one to correspond with any regularity but I shall endeavor to rectify that.
Much has changed since last I wrote you. I am now traveling with a band dubbed the Second Sons, headed up by the bastard child of a minor noble family in Sasserine, the vanderBoren's. Membership does have its benefits, but the position is not without risks. No worries here dear sister, you know how much I value you my own skin and I'll take no unnecessary risks.
I've just returned from a most profitable contract; though my compatriots were a little worse for wear following. The Second Sons were contracted just under a ten day ago to seek out the whereabouts of a young woman, purportedly abducted by a nefarious and ill-reputed mage living a solid days ride from the city proper. Seeking out his holding proved easy work, and penetrating the first wall of defense no more so. Things became both more interesting and more challenging after this.
The mage in question as we would later discover was a transmuter; I have some little knowledge of this school of magery but certainly less than you yourself. Terrible things has he done through his magic, incredible things but no less terrifying for their incredibility. Men, grossly transformed, patrolled the entry level of the fortress...fearsome to behold, but not too swift and the party opted to sneak past into the fortress proper.
We were hard pressed by a series of encounters once inside; my abilities were sorely tested. Again we faced terrible transmutations in the form of a dire tiger manipulated by the mage's magics. It proved a fearsome opponent and we almost lost our current commander, Vossler (I'll tell you more about him in future correspondence). Already sorely pressed by this half-construct we found ourselves flanked by a fire-giant. Poor Vossler continued to be ravaged by the dire tiger while Anita and I harried the fire giant. These tactics proved effective and freed our party healer, Angela, to help out Vossler. We finally managed to destroy the dire tiger and the fire giant fled. We rested for a day, sheltered in a spell of the Anita's creation.
We knew we would need to force our way deeper into the fortress and we felt a certain urgency; surely by now our presence had been detected if not pinpointed. As we considered our options we were once again set upon by the fire giant, cowardly attacking us from the great pit of fire he previously disappeared into. He was well concealed in the flames but I was able to spot him; before I could respond however melee became much more interesting with the appearance of a black dragon. Things, surprisingly, were going smoothly for the Second Sons until the mage joined the melee. He struck with potent magic from the outset and effectively debilitated two of our party. The healer and I alone remained to deal with this new threat. As you know sister, I am at my most effective when faced with a spell casting opponent and again my skills served me well; so well in fact I've a glimpse of what I might achieve with further study. For brief moments Anita and Vossler were able to act clearly, but for the most part their minds were destroyed by the mages' spell. Nonetheless we survived the encounter, if barely...though again, I was largely unscathed. As I surveyed the great room following the encounter I discovered my comrades were in poor condition, but safe for the moment I believe. I hurried after the mage through the great pit of fire. The mage managed to give me the slip in the fire pit and I found myself almost undone by a great sigil of power. Luck was with me this day and I continued to seek out the mage. In my haste to pursue him I overlooked a concealed exit, it was through this exit that I found the mage. To my surprise he lay, dead on the floor, with deadly spikes lodged deep into his corpse. I was immediately on the wary and put to use every stealthily skill in my arsenal. Further investigation of the area revealed the dragon's lair (and a tidy bit of coin to fill my purse) and the mage's laboratory. It was in the lab that I found the missing girl...badly treated and magically abused, but alive!
I quickly formed a plan to restore my comrades, rescue the girl and make a tidy profit. Luckily I was able to revive the healer and she was able to supervise the remaining two of our party whilst I rushed back to the city to seek out potent healing scrolls to assist my comrades as well as teleportation magic to return me to the fortress. Three days passed and each moment I worried for the well-being of the Second Sons...luck was with them though and all seemed well at my return.
We were able to restore sanity to both Anita and Vossler, save the girl and turn a tidy bit of profit from what we were able to scavenge from the dragon's lair and the laboratory. The city tried to short change us on the reward money for capturing the mage...but we'd gleaned enough proof to ensure full payment.
Anyway, life is good dear sister though it would be good to see you again. Perhaps when you finish your studies you could join the Second Sons! You'd take well to this life I think and your skills would be most welcome.
Well, no rest for the wicked as mother would say. We've only just returned to the city and our Patron informs us we're to head out, this time to the far south-west. I must say I've little knowledge of geography but it seems to be a cluster of islands where we'll be 'settling'. No sea voyage though! A potent divine caster has magic to transport us quickly...he's a dwarf no less! A bit surly, but I can see through his gruff exterior....

P.H. Dungeon |

So I'm giving some thought to my next game session, and wondering just how badly I should wail on my players.
Here's the thing, they just rescued a lizardman from the hands of some sadistic skinwalkers and have taken him back to their hidden camp. They didn't want to rest and left right from the ruins of the city. Their windwalk spells had been dismissed, and they were pretty much using flight magic and when that expired travelling on foot. They never specified that they were taking any great pains to conceal themselves.
Thus, I'm thinking that perhaps one of Khalla's minions spotted them and followed them to the camp (possibly a roving vrock). Said minion then discreetly ventured to taboo island and made his report to Khalla. Now Khalla being a fairly smart fellow would quickly deduce that these explorers might well be the same band of adventurers that crippled his operations in Golismorga, something he is still seething about. He knows they're pretty tough, and doesn't want to make the mistake of underestimating them.
How would Khalla proceed? I'm thinking of uping the ante a little on the Olanati encounter. My players made a slip and for that there should be consequences (sure it was the end of the game session and they wanted to wrap things up, but that is no excuse for sloppiness- at least one of them is used to playing shadowrun with me, and if there's one thing you should learn from that game it's- cover your tracks when fleeing the scene of a crime or you bring the heat down on you hard and end up dead).
I'm thinking that Khala will still use Olanati and the disguised Jumijilas, but the pair might enter the camp at night (in disguise as Noltus), claiming they are being pursued by skinwalkers, and arent' sure if they lost them (I may even be able to sucker Breca into wasting a couple of potent healing spells on "Noltus". At this point a group of vrocks and flying arrow demons will start raining hell down on the group (the heroes will still be down spells, as it is night time of the same day, which means no banishment spell from Breca). The skin walkers and sorcerer (or should there be two?) will charge the camp about the same time. By this time the players will be well focused on dealing with the sudden onslaught and will be caught completely off guard when the two turn on them. As an added nasty twist I was thinking of having the vrocks be holding big pieces of tree bark with symbols of death inscribed into them by the wastrilith, so when they swoop down it's death save time.
Are these tactics too much? Should I cut them some slack? Does this have TPK written all over it?

Yasha0006 |

When I read that particular encounter, it didn't really seem that tough to me. Considering your PCs I really wouldn't worry about a TPK unless they roll the ungodly consti-fumble.
As long as they aren't completely stupid and roll decently well, I think they should do fine. Its also always a good idea to throw in more than one encounter in a single day. That makes the PCs think about using all their best spells in one fight and then they try to conserve...paranoid players are typically good for a DM.
I like the tactics and the proposed plan. I say go for it!

P.H. Dungeon |

This level of gaming can get pretty unpredictable- one bad roll on an instant death save and a pretty beatable encounter can go south real quick. However the PCs tend to know when to run, and have the magic needed to make a quick get away, though they don't like leaving fellow party members behind. I do have a petty good group of players, they tend to be pretty decent with tactics and have learned that this is a tough campaign, and they need to be on their toes or they will get their asses handed to them. They are dumb in a couple of ways though. For instance, they never seem to bother to invest in diamonds for raise dead spells, so if a character dies in battle they don't have any means of brining said character back into the fight- they pretty much worry about it after the fight is over.
When I read that particular encounter, it didn't really seem that tough to me. Considering your PCs I really wouldn't worry about a TPK unless they roll the ungodly consti-fumble.
As long as they aren't completely stupid and roll decently well, I think they should do fine. Its also always a good idea to throw in more than one encounter in a single day. That makes the PCs think about using all their best spells in one fight and then they try to conserve...paranoid players are typically good for a DM.
I like the tactics and the proposed plan. I say go for it!

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I like the tactical plan P.H. If your group is going to blatantly flee through Khala's territory with no thought to concealment or preparing for an ambush, I say let em have it with both barrels. The Acolyte is the real X-Factor in that particular battle because of those 3 empowered Fireballs he can get off with his rod. For the most part, the AP is not heavy on traditional casters. If anything, the party has faced a lot of melee types and the occasional divine caster (like Ulioth). They did fight the brain collector in Golismorga, but the ability to lay metamagic goodness all over them is just too good at this point in the path.
In any event, let us know how it goes.

P.H. Dungeon |

Well overall there luck with arcane spellcasters hasn't been so good. The Yuan ti wizard from Tides of Dread did a number on them. The naga spellcasters also caused them some trouble at various points in the camaign, and during my Bargle side trek, Bargle managed to make a couple of PCs insane. The Brain collector ended up being one of the less deadly arcane challenges. However, it is fun to bombard a party with arcane spells. We'll see how things go tomorrow. Skinwalkers, vrocks, arrow demons, Olanati, Julijumas, and the skin walker acolyte are ready for battle. Time to bring it.
I like the tactical plan P.H. If your group is going to blatantly flee through Khala's territory with no thought to concealment or preparing for an ambush, I say let em have it with both barrels. The Acolyte is the real X-Factor in that particular battle because of those 3 empowered Fireballs he can get off with his rod. For the most part, the AP is not heavy on traditional casters. If anything, the party has faced a lot of melee types and the occasional divine caster (like Ulioth). They did fight the brain collector in Golismorga, but the ability to lay metamagic goodness all over them is just too good at this point in the path.
In any event, let us know how it goes.

P.H. Dungeon |

So todays game session got a little screwed up because of the Santa Claus parade, which prevented some of my players from being able to cross the street to get the game until the parade was over. In the end we were short one player, so only had three, we started at 3:00 and had to end at 5:00, which didn't make for a very good game session. I was a little lenient today because they were short handed, so I an unprecedented act of generosity I allowed Argent's player to have a chance to reroll a prismatic ray effect by permanently burning 4 of his 12 action points. This allowed him to live when he would have otherwise sustained 80 points of electrical damage and been very dead. The details are to follow, and I know some of you are already wondering why I would possible allow that when I've been trying to bring that character down for the past couple of months. Now in retrospect I kind of regret the descision, but he will still die sooner or later. My killer instincts were impaired by a slight hang over.

P.H. Dungeon |

I'm not sure exactly why I ended up letting him live. The player was kind of in a foul mood because he was stuck trying to force his way through 1000s of children and a Santa Claus parade to get to the game, and then we were down one player, and it was early in the game session, so he would have been out of the fight early on, and if he went down I was concerned about a TPK (though Breca could have teleported out). Plus its sometimes fun to haggle with them, in exchange for a chance to live. I didn't give it away. He had to sacrifice his action points and that was only to give him a chance to reroll the prismatic effect and the save, so he could easily have had some other horrid fate befall him anyways. As it was he got lucky and lived.
In short there were a lot of factors that contributed to the generous ruling, but they have been warned that such generosity shall not likely be seen again (especially not for that character). Though now I'm thinking I need to do something about Breca (he's way too good at banishing all my demons).
Okay....I'm very curious as to the details now...
Why did you let him live?

P.H. Dungeon |

This game session only ended up being for a couple of hours. The characters had just finished rescuing a couple of lizardfolk from skinwalkers and were take back to their hidden camp on the central plateau.
Breca: Dwarf, Cleric 8/Demonwrecker 5
Vossler: Half Elf, Hexblade 13
Argent: Fighter/Swashbuckler/Wizard/Abjurant Champion/Eldritch Knight 13
Mikhaal: Whisper gnome, Spellthief 13
Game Session #25: It takes the rest of the day to make it to the camp, and it is dark and raining by the time the PCs arrive. The hidden camp is located on a relatively solid chunk of ground surrounded by a swampy bog near a river. A hidden trail leads from the camp out of the bog. The camp consists of about six huts made from mud and sticks. Unless inspected the huts would look like little more than mounds of earth. The heroes promise to return to speak with the lizardfolk the next day, but they decide to teleport back to Vessarin to rest in safety. That night in Vessarin Mikhaal celebrates his victory against the skinwalker mage with some drinks at the Parrot Docks and gets distracted by one of Vessarin’s few attractive females, and he decides to allow the heroes to negotiate with the lizardfolk without him, as he has some entertaining to do. He asks that they come back for him when they are ready to veture back to the ruins or do more exploration of enemy territory. So the next morning it is only Breca, Argent and Vossler that venture teleport back to the lizardfolk camp.
At the camp they meet the current leader of the suriving lizard folk. His name is Rishatak and he too is a convert to Pelor’s faith. In fact all the lizard men are devout followers of the sun god, and they wear wooden holy symbols around their necks. The party huddles in his cramped, damp hut, while outside the pouring rain pounds the ground making the already swampy land even wetter. Rishatak is quite fascinated by the heroes and begins asking them many questions about where they are from, why they are on the plateau and the source of their powerful magic. As they converse, he explains to them that Noltus recently led a group of his people to investigate near the ruins and try to learn more about skinwalker activity in the region. Unfortunately he has not returned. However, the scout they rescued- Shakara, proves to be a valuable source of information. He explains that the skinwalker bands are nomadic and seem to roam the plateau, but Noltus has come to believe that there is a permanent settlement on the island on the east side of the lake, and he suspects that somewhere on the island is the source of the demonic taint that now infects the plateau and the entire island. His goal was to purge the island of the demons, and his followers make it known that they hope that the players can assist them in helping to finish what Noltus has begun. Breca, being a mortal foe to all demonkind is eager to see the horrors destroyed or sent back to the abyss, and Argent and Vossler are conent to aid Breca with this task.
Suddenly, the flap to the tent opens and a lizardman steps through. He claims in an excited voice that Noltus has returned. Breca being highly skeptical of this hurriedly urges Argent to use his wand and make him invisible. He then casts a true seeing spell on himself just as the Noltus and his dog enter the hut. Right away the dwarf sees them as they truly are. Noltus seems to be some sort of strange, ghoulish, demonlike creature and his dog’s true form is actually a fifteen-foot tall simian beast. He lets slip a loud curse and then dimension doors out of the hut. Argent and Vossler aren’t sure exactly what is going on but ready themselves for trouble. “Noltus” seems to realize his decption has failed and suddenly shouts out- “ATTACK!” He then raises his mace and starts swatting Rishatak with thunderous blows, nearly killing the tough lizard man warrior. The dog instantly assumes its monstrous form and as it grows in size it destroys the roof of the hut nearly burying all inside, and both Vossler and Argent sustain minor injuries from the falling rubble. The monster then unleashes its fury on Argent and gets in a solid blow with one of his huge claws.
Outside the now ruined hut, Breca quickly sees that things aren’t looking good. Four arrow demons stand on the roofs of nearby huts. Each demon uses its four arms to wield two oversized longbows. In addition, a trio of Vrock demons appears in the sky about 30’ above the village and they start to converge together to engage is some horrific, squacking dance. A group of skinwalkers moves from behind the huts, and they charge through the rain towards a group of lizardfolk who had gathered outside Rishatak’s hut after seeing that Noltus had returned. Finally, another skinwalker hovers in the air; a spell forms on his lips, and though Breca is invisible he seems to be looking right at the dwarf. Breca quickly casts a righteous might spell on himself and prepares for what looks like will be a very tough fight.
Vossler decides to take to the air to get away from the massive monster and get a better sense of the battle. He uses his boots of flying and is soon high in the air. It is at that moment that he notices the four arrow demons. Suddenly there is a thrumming of bowstrings and swarm of arrows cuts through the rain towards him. He mutters a curse just as he is punctured by the arrows. With seven arrows stuck in him, he finds himself near death (106 damage). Yet, he manages to cast a spell making himself invisible and he flies towards the swamp to heal before he is killed by another volley of arrows.
The skinwalkers charge in and gleefully pounce on the shocked lizardfolk, tearing them to pieces. A couple skinwalkers move to assist “Noltus” and his pet in their battle with Argent, and the brave warrior wizard soon finds himself surrounded. Here and there a lucky blow is landed and the attacks begin to take their toll on him, but his abjurations save him from what would surely be a fast and brutal death.
Breca manages to cast a banishment spell just as the skinwalker sorcerer unleashes a ray of prismastic energy at him; luckily, Breca’s great will power prevents him from being blasted off the material plane. Two of the vrocks and one of the arrow demons are banished back to the abyss. The only remaining vrock teleports to where Argent is fighting and joins the battle. With Breca still invisble and Vossler having flown off to heal, Argent is the obvious target, and as he radiates holy light from his luminous armour, his fiendish enemies come to him like moths to flame. He keeps himself busy by weaving and dodging and slashing at the hulking monster with his dancing blade magic, his shocking sickle and spellstoring rapier. It isn’t long before Argent has inflicted significant hurt on the beast. All the while, the skinwalkers, “Noltus”, the vrock and the big simian monster claw and hack at him; few of the hits actually get through, but here and there blows are landed and Argent’s wounds start to take their toll.
The skinwalker mage continues with more prismatic rays. Another hits Breca- again having little effect on him, so the frustrated sorcerer turns his focus on Argent and hits him instead. This ray blasts Argent with acid but isn’t enough to take him down, but he is now significantly wounded. It does make him decide to reatreat and he uses a dimension door spell to teleport into a nearby hut away from his enemies. Both Vossler and Argent quaff some healing potions, and ready themselves to get back in the fight.
At about this time, the still invisible Breca decides to use his most potent spell. A spell only recently blessed upon him by his mighty god- the holy word. As Breca utters the word of power the entire face of the battlefield changes. “Noltus”, the remaining vrock, and all but one of the remaining arrow demons are senting screeching back to the Abyss, while the skinwalkers are paralyzed and collapse to the ground. Only a few foes remain: the now badly wounded simian beast, the skinwalker sorcerer and a single arrow demon.
Argent glances out the door of the hut he teleported into and sees a skinwalker fall to the ground in front of him. Seizing the opportunity he lunges out of hiding and pierces his enemy’s throat with his rapier. Though he is now invisble the attack seems to get the attention of the angry, horrid monster and it leaps over to where he is standing searching intently for his enemy. Argent happily rengages it in battle. Meanwhile, Breca teleports behind the remaining arrow demon, and with his righteous might spell giving him strength and size, he takes mighty swings at the demon with his mace, inflicting terrible wounds upon it. By now Vossler is invisible and flying from his hiding place, healed and ready for a fight. He swoops up towards the sorcerer, but he pays the hexblade little mind and focuses on Breca, launching orbs of force at the priest. There is little he can do to defend himself against this potent spell and soon the dwarf has taken extensive damage.
The arrow demon also turns on Breca firing arrows into him, though with his armour enhancements from his spells, most of the arrows deflect harmlessly off of him. However, a couple of them do cause the dwarf some further pain. This causes the arrow demon to switch tactics and turn his arrows on Vossler. Vossler sustains more arrow wounds, but his aura of unluck causes several arrows that should have been hits to miss.
The battle seems to be winding down. Argent flies up to join in battle agains the sorcerer and soon, he and Vossler are busy hammering away at the tough mage in melee. The mage keeps casting spells, and he nearly takes Vossler out with an orb of force, only the hexblade’s aura of unluck saves him (again) by causing the orb to fly just wide. Breca unleashes more of Procan’s fury- flaming striking the demon and then blasting the mage with a soundlance. The mage retaliates with a fireball that fails to penetrate Breca’s spell resistance. It isn’t much longer before the heroes confirm their victory. Vossler and Argent bring down the sorcerer that has caused them so much pain, and Breca finally takes down the last arrow demon. The heroes then proceed to slit the throats of the paralyzed skinwalkers, ensuring that they won’t harm anyone else.
Despite the victory the skinwalkers have caused much havoc. All the lizardfolk are dead except for two that managed to escape into the bog. Breca decides that it is time to leave, and he teleports his friends and the two lizardmen back to Vessarin.
GM Notes: this proved to be an interesting fight. Argent technically should have been dead, as he originally rolled a 3 on the prismatic ray effect which resulted in 80 electric damage, which would have killed him even if he had made his reflex save for half. In the end I let him reroll both his effect and save in exchange for permanently burning four of his 12 action points. He was actually ready to concede the death of his PC, but the other players talked him into accepting my generous offer. As a result he rerolled and ended up only sustaining 40 points of acid damage, which he made the save for- thus he took 20 acid damage and survived. His luck is normally so crappy I assumed he would have still been turned to stone or killed or sent to another plane, oh well. Later in the fight Vossler's aura of unluck, which gives foes a 20% miss chance against him proved to be real bacon saver, when 3 out of 4 attacks failed their miss chance, including an orb of force that would have surely killed him (luck was with the hexblade). Of course the 106 damage he took from the arrow demon volley pretty much took him out for most of the fight. Even Breca, who again saved the day was down to about 20 or so hp by the end of the fight. It wasn't pretty for the PCs and they missed having Mikhaal, as the spellthief surely would have made the skinwalker mage a much less dangerous threat.

P.H. Dungeon |

Yeah things weren't looking too good for the party until Breca used his holy word spell. I think he'll be getting some good use of that in next little while. I can't wait to throw them up against Khala. That will be a fight! The next couple of game sessions are going to be nasty.
A most excellent encounter - close, harrowing and tense - most excellent!

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Yeah things weren't looking too good for the party until Breca used his holy word spell. I think he'll be getting some good use of that in next little while. I can't wait to throw them up against Khala. That will be a fight! The next couple of game sessions are going to be nasty.
Turin the Mad wrote:A most excellent encounter - close, harrowing and tense - most excellent!
In the fight with Khala, you might want to have a plan for what to do if Breca successfully banishes Khala. The thing I suspect that is making Breca so potent at banishing is the Demonwrecker PRC which at his level automatically allows his spells to bypass the SR of Demons. Khala has good saves, so he might not be banished anyway, but you should be prepared that one bad save could turn that fight very anticlimactic. I don't like taking away the party's ability to use their abilities, and Breca clearly is one of your better players, but you may want to have Khala "automatically" succeed on his save against the banishment. That way the fight is the climactic struggle it should be. Khala is the capstone of the Isle of Dread, and at the level the party is at should be one of the toughest fights in the entire AP. In fact, I would say that the most memorable enemies in the entire AP likely will be Khala, Vanthus, and then Big D himself.
I can't wait to hear how it goes, but Brecas anti-demon abilities might take a lot of the danger out of the Khala fight if you don't have an idea how you plan to handle that. Best of luck.

P.H. Dungeon |

I have considered that potential problem and I don't think there is that much I can do about it. However the fact that Khala has like 20HD will make his save DC pretty low and his will save is high, so the odds of him failing are pretty slim (of course still possible). I am going to do my best to keep the Wastrilith alive as long as possible so that I can swamp them if needed and even tag team the party if necessary. I agree that Khala is one of "the" fights of the campaign. I'm not really that into Vanthus as a villain, so for me Khala is a cooler fight.
In terms of ranking the villains: Big D sits high at the top, Khala might be second, then possibly Cold Captain Wyther, then Maybe Vanthus or the other death knight. Ulioth, Orlangu were both cool as well, but I want the fight with Khala to be the toughest battle they have faced thus far in the campaign. I want them to walk out knowing that they were in a fight and if they survive it will be just barely.
P.H. Dungeon wrote:Yeah things weren't looking too good for the party until Breca used his holy word spell. I think he'll be getting some good use of that in next little while. I can't wait to throw them up against Khala. That will be a fight! The next couple of game sessions are going to be nasty.
Turin the Mad wrote:A most excellent encounter - close, harrowing and tense - most excellent!In the fight with Khala, you might want to have a plan for what to do if Breca successfully banishes Khala. The thing I suspect that is making Breca so potent at banishing is the Demonwrecker PRC which at his level automatically allows his spells to bypass the SR of Demons. Khala has good saves, so he might not be banished anyway, but you should be prepared that one bad save could turn that fight very anticlimactic. I don't like taking away the party's ability to use their abilities, and Breca clearly is one of your better players, but you may want to have Khala "automatically" succeed on his save against the banishment. That way the fight is the climactic struggle it should be. Khala is the capstone of the Isle of Dread, and at the level the party is at should be one of the toughest fights in the entire AP. In fact, I would say that the most memorable enemies in the entire AP likely will be Khala, Vanthus, and then Big D himself.
I can't wait to hear how it goes, but Brecas anti-demon abilities might take a lot of the danger out of the Khala fight if you don't have an idea how you plan to handle that. Best of luck.

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I have considered that potential problem and I don't think there is that much I can do about it. However the fact that Khala has like 20HD will make his save DC pretty low and his will save is high, so the odds of him failing are pretty slim (of course still possible). I am going to do my best to keep the Wastrilith alive as long as possible so that I can swamp them if needed and even tag team the party if necessary. I agree that Khala is one of "the" fights of the campaign. I'm not really that into Vanthus as a villain, so for me Khala is a cooler fight.
In terms of ranking the villains: Big D sits high at the top, Khala might be second, then possibly Cold Captain Wyther, then Maybe Vanthus or the other death knight. Ulioth, Orlangu were both cool as well, but I want the fight with Khala to be the toughest battle they have faced thus far in the campaign. I want them to walk out knowing that they were in a fight and if they survive it will be just barely.
Brent wrote:P.H. Dungeon wrote:In the fight with Khala, you might want to have a plan for what to do if Breca successfully banishes Khala. The thing I suspect that is making Breca so potent at banishing is the Demonwrecker PRC which at his level automatically allows his spells to bypass the SR of Demons. Khala has good saves, so he might not be banished anyway, but you should be prepared that one bad save could turn that fight very anticlimactic. I don't like taking away the party's ability to use their abilities, and Breca clearly is one of your better players, but you may want to have Khala "automatically" succeed on his save against the...Yeah things weren't looking too good for the party until Breca used his holy word spell. I think he'll be getting some good use of that in next little while. I can't wait to throw them up against Khala. That will be a fight! The next couple of game sessions are going to be nasty.
Turin the Mad wrote:A most excellent encounter - close, harrowing and tense - most excellent!I am with you 100% about Khala. I have even considered running the STAP just through the City of Broken Idols with Khala as the endboss as a sort of smaller campaign. My players tend to lose interest in the game once it gets over 15th level or so because at high level the game is a lot more "I make you roll a save or die effect, you make me roll a save or die effect" until someone fails a save. I've also found my players stop roleplaying at all about that time because the battles are so time consuming and stat blocks so cumbersum that game sessions really become much more of a grind.
For my group, we ran through the whole thing, but once we got past the Khala fight, I got frequent complaints from my players that everything was flat. The serpents of Scuttlecove was fun for them, but I think they felt like Khala was much tougher. Once they went to the Abyss they felt a lot like I was railroading them I think. Having to save Lavinia again when Vanthus kidnapped her and going to Divided's Ire wasn't something they enjoyed. After City of Broken Idols, I would say they didn't really get pumped about the campaign again til right before the end game with big D himself. Given their abilities when they fought big D (they had just crested 21st level right before battling him), the Khala fight tested them far more. At high levels PC's have so many resources that make a lot of the scarier aspects of monsters less of a problem.
Khala on the other hand absolutely rocked their world. They fought him tooth and nail and were almost completely depleted when he played his trump card and swapped places with Xerkhamat. My players couldn't believe it whent that happened and demanded to see the magazine itself to confirm I wasn't just making stuff up. Only a carefully worded Limited Wish extricated the party from what would have been a TPK. They came back and still were nearly beaten by Khala even knowing he had the Xerkhamat card to play. It was really memorable.
I hope your players have as much fun with Khala as my group did. After that battle, the party didn't really get excited again til Demogorgon. They also didn't care about Vanthus, and truthfully thought Lavinia was behind everything up until they ran into Ghorvash. Then I had Ghorvash tell them he was behind the whole thing and had been playing as Lavinia all along. They bought it without so much as a sense motive check, and decided their suspicions from day one were right. That made the fight with Ghorvash far more meaningful than I thought it would be. Then the endfight with Demogorgon was great from an excitement perspective, but the battle went very easily for the party as they had fought so many of his aspects and demons in general by then that they had fighting his abilities down to an art form.
Be sure to give us the play by play from your Khala experience. I expect it will be a great one.

P.H. Dungeon |

Thanks for the insight Brent I hadn't realized you'd already finished the campaign. That's impressive- congratulations! Some of the points you raised I have been a bit concerned about myself. I think they will like Serpents of Scuttlecove and taking down the Crimson Fleet, but after that I'm not sure that they will be that thrilled about trying to save Lavinia and going to the Abyss to do it (frankly, I don't know if they like her quite that much). Nor am I too sure that they will want to deal with Vanthus again after already killing him. I really like the final two adventures in the campaign, but I hope that it doesn't bottom out after Serpents of Scuttlecove because those final two adventures are really cool (IMO).
Furthermore, I don't have any experience running campaigns beyond 16th level, so I'm a little intimidated about that whole business, especially after reading some of the other campaing logs and postings on this sight. We'll see how that all works out. I'm sure we'll get as far Scuttlecove and I really want to see it through to the end, but Rise of the Rune Lords is calling to me as well.
If you have anymore suggestions on how to make Into the Maw and Wells of Darkness work well for my group let me know, as that is the part of this campaign that I have the most concern about.

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Thanks for the insight Brent I hadn't realized you'd already finished the campaign. That's impressive- congratulations! Some of the points you raised I have been a bit concerned about myself. I think they will like Serpents of Scuttlecove and taking down the Crimson Fleet, but after that I'm not sure that they will be that thrilled about trying to save Lavinia and going to the Abyss to do it (frankly, I don't know if they like her quite that much). Nor am I too sure that they will want to deal with Vanthus again after already killing him. I really like the final two adventures in the campaign, but I hope that it doesn't bottom out after Serpents of Scuttlecove because those final two adventures are really cool (IMO).
Furthermore, I don't have any experience running campaigns beyond 16th level, so I'm a little intimidated about that whole business, especially after reading some of the other campaing logs and postings on this sight. We'll see how that all works out. I'm sure we'll get as far Scuttlecove and I really want to see it through to the end, but Rise of the Rune Lords is calling to me as well.
If you have anymore suggestions on how to make Into the Maw and Wells of Darkness work well for my group let me know, as that is the part of this campaign that I have the most concern about.
To be clear PH, our group did finish the campaign, but to say they sort of glossed over the last 3 adventures before Princ of Demons would be an understatement. I think the big problem was that by the time they had to deal with Divided's Ire, they simply were tired of Lavinia needing rescuing. They had always been suspicious of her, and just really didn't seem to care that much what happened to her. The entire adventure just sort of turned into wave after wave of dice rolling as they fought through everything in almost robotic fashion.
In Wells of Darkness, they felt like the information Shami Amoure had on big D was a real let down. Although they loved all the big name NPC's in Enemy of My Enemies, they were disinclined to make alliances with virtually everyone besides the Eladrins. When they fought big D they had done enough stuff to drain like 4 levels or so. The Ghorvash fight was cool because they thought they were fighting the Demon that was in their mind Lavinia from day one. The fight with Big D was awesome because everyone was stoked about taking down the Prince of Demons.
I have another group that is wanting me to run the Savage Tide, but I am strongly considering just running it through Khala as I already mentioned because the first time through, my players enthusiasm really sagged after that up until Enemy of My Enemies and Prince of Demons. All the adventures are well written IMHO, but there are elements of those last adventures my group didn't like very much. For many of them, playing an AP centered around the Isle of Dread was the big draw, and once that was over, they became considerably less interested until the endgame.
Hope it goes well for you. I think this is a great AP, though so few have finished it that I haven't really heard many opinions on those last adventures from other DM's and players.

P.H. Dungeon |

Here is a recent journal entry from Argent.
To: Supreme Mage Knight Seoni Callisto
From: Argent Kirkson
I know that it has been many years since you have heard from me, and that we may not have left on the best of terms. I know that many at the academy never believed that I would amount to much and that I would find my death somewhere on the open seas. To be honest, I have walked close to death since leaving the academy as my travels have led me to the Island of Dread. You may be surprised to learn that I now own a tavern here and am upholding the Greymalkin’s Academy good name. I have joined with a local adventuring group here and have earned their respect with my martial abilities.
The Island of Dread has certainly earned its name. Just recently we had to defend ourselves against some of the local denizens. In the first few seconds of combat my team mates had disappeared, one was invisible and the other had pulled back after taking massive damage. I was left facing not only one large, horrific beast, but was also surrounded by most their raiding party and was the sole target of their sorcerer. Although their melee fighters were hardly a danger to me, as their many attacks missed. Their spell caster did cause me enough trouble to force me to retreat. I know that this battle most likely would have ended in our deaths if it were not for our cleric who was able to bring almost the entire group to their knees with a single spell, but honestly it would have been better to have it happen a little sooner. His action allowed us to turn the tide of battle and we were able to defeat our enemies easily after that. I now have their monstrosity as a trophy in my bar.
I have several reasons for choosing this time to write. I will soon finish studying the Teleport spell and feel that I am coming close to having the ability use it. Furthermore, I have discovered a new spell that is a boon to all those who mix magic and melee; the Steel Dance. With this I am able to cause two long swords to fight for me and keep my hands free for spell casting. I have also gained the secrets of using two wands at once, but have not had the opportunity to test it in battle as of yet.
The trouble is that even though my adventures have been lucrative, things like wands are expensive. I was hoping that I maybe able to return to academy, perhaps as an instructor, perhaps in part sharing the Steel Dance as barter, and in exchange we could work out a deal on wands. If you doubt my ability and only remember the rogue that I used to be, I would welcome a test of my combat skills.
I look forward to hearing from you.
Argent Kirkson

P.H. Dungeon |

Well we were again missing a player today, and another couldn't make it until later. Thus, the party decided to try to post pone their expedition to taboo island. Thus, they found some other activities to pass their time on the Isle of Dread, which resulted in me doing a lot of winging it.
Game Session #26
Breca: Cliff Dwarf, Cleric 8/Demonwrecker 5
Argent: Air Gensai, Fighter 2/Swashbuckler 3/Wizard 2/Abjurant Champion 5/Eldritch Knight 1
Mikhaal: Whisper Gnome, Spellthief 12/Sorcerer 1
Vossler: Half Elf, Hexblade 13 (player was absent)
Game Session #26 (part 1)
About one week passes as the heroes spend time selling off loot acquired from the skinwalkers they defeated, and they continue to help oversee the development of Vessarin. During this time Breca and Argent decide to take a trip to the Olman village of Tanora to see if they can gather more information about the threat posed by the skinwalkers on the central plateau. In Tanora they discover that things have changed a little since their last visit. The hut that belonged to Requota the zombie mistress has been burned to the ground in a mysterious fire. The later find out that the fire happened over a week earlier, and she along with her zombie servants and apprentices died in the fire.
Due to her death, zombie masters from the villages of Mora, Panitube and Burawoa have journeyed to Tanora to pay respects and help install a new zombie master. When Breca and Argent arrive via a teleport spell, an important meeting is taking place between J’kel, the female chief of the Tanorans, and the three visiting zombie masters. A large retinue of zombies is stationed outside the hut where the meeting is happening, but Breca and Argent are both welcomed and brought before the council. The zombie masters consist of: Tecutquo- a hunched, withered and ancient man from the Burawao tribe, Marlhuti- a strong, young zombie master that looks more like a warrior than a priest, and Decuantus- a thin, young woman, with scraggly hair, and teeth filed to sharp points. Of the three Decuantus is the most disturbing. She is the new zombie master of Mora and replaced Veldrin after his second death. Though her appearance is frightening, it is the animated crawling claws that constantly scuttle about her body like oversized spiders that truly disturb Argent and Breca.
The council greets them with respect and J’kel notes that it has been some time since they have seen any outlanders and asks how things are fairing since the destruction of their colony by the demon magic. Breca explains that things have improved, but he is concerned about the threat posed by the skinwalkers and is here to see if there is anything that the Olmans can tell them that might help them defeat the fiends.
Unfortunately, J’kel and the zombie masters can offer them little. They don’t know how long the skinwalkers have existed on the island, but know that they have only been sighted in the lowlands in the past year or so, and that they have only in the past few weeks been spotted in the vicinity of the great wall that protects the Olman villages from the dangers of the island’s interior. J’kel explains that recently a skinwalker warband attacked and killed several of the sentries stationed on the wall, but the skinwalkers were ultimately repulsed back into the interior. The Olmans fear that more raids are coming, and they ask if Breca and Argent can offer their aid. Breca and Argent both agree to assist in hunting down skinwalkers in the region, but mention that they have one more item of business they must deal with before they can help. As the pair prepares to leave J’kel lets them know one more minor piece of information. She tells them that the body of winged zombie (Vanthus) that was gifted to Requota by Veldrin was never found in the ruins of the hut. This seemed odd to her, and she wonders if it has something to do with the Requota’s death. Breca and Argent keep their speculations to themselves, saying little in response, but they wish the Olmans well as they transport themselves back to Vessarin.
The next day Argent awakes in a sweat after having a nightmare about a sexual encounter with Decuantus and her crawling claws- somewhere in the dream Veldrin’s skeletal mother also showed up, mostly just to watch (luckily Argent only needs to sleep two hours a night). Shaking off the dream, he and Breca set about teleporting to the ruins of the Raksasta temple, from where months ago they borrowed weapons to help defend Farshore. There they find the skeletal remains of the giant anaconda that nearly killed Breca and other members of the party. With some effort they sever the skull of the snake and force it into the portable hole. Argent decides that it will eventually make a great trophy for the Parrot Docks. Next they windwalk into the shrine and there they garner an audience with its Feathered Serpent guardian. Breca humbly requests that the Feathered Serpent share any knowledge it has about the demonic forces that infect the Isle of Dread. Unfortunately, the Serpent can tell Breca little other than what Breca already knows. The visit proves unfruitful, though they part on good terms, and the feathered serpent gives the pair its blessings.