Erylium


Rise of the Runelords


So fighting Erylium was a huge pain for my party so since she fled I think it would be more fun that instead of her returning to her catacombs that she starts following around the party and just messing with them.
Like stealing a coin pouch at night. Set off alarms. Fight them while there fighting someone else and than running away again.
Any other ideas.


Burnt Offerings spoilers:

Spoiler:
Well she could (if she can overcome her fear of open spaces) perhaps flee all the way to Thistletop to team up with Nualia, as there is a shrine to Lamashtu there where Erylium might feel at home, at which point she can resume harrassing the PCs once they get to Thistletop. (Although this could be very dangerous for the PCs if the players aren't on top of their game, engaging in some of the fights there whilst being sniped at by an invisible flier.)


Charles Evans 25 wrote:

Burnt Offerings spoilers: ** spoiler omitted **

that not a bad idea, have her come in if the party doing to well in the next fight to mix things up than flee and heal.


Velvetlinedbox wrote:
Charles Evans 25 wrote:

Burnt Offerings spoilers: ** spoiler omitted **

that not a bad idea, have her come in if the party doing to well in the next fight to mix things up than flee and heal.

I decided that after she was forced to flee from the party and her kingdom. Her greatest desire was to recharge the well. So some mysterious murders were happening to residents of sandpoint. A whole farming family killed by someone with a tiny dagger.

It forced the players to return to the catacombs and find her. It made for a wierd fight in the anti gravity room.


I'm trying to decide what to do with Erylium at this point as well. She was up against 6 PCs and pretty well kicked their butts. She successfully used shatter against the barbarian's pride-and-joy greatsword, which started him raging. She was out of his reach and went invisible in the next round, leaving him enraged with nothing to hit.

At this point invisible Erylium flies over to the runewell and drops a bit of ber blood into it to generate a sinspawn; about the same time the barbarian decides if he can't hit the quasit he'll go trash her [un]holy font and starts hitting at the runwell with the stub of his sword. Sinspawn emerges, he kills it. Then, remembering from earlier encounters that the 'spawn regenerate, he goes into the runewell to drag the 'spawn out and dismember it. Result: he takes 10 points of cold damage and becomes wrathful. Since he was already raging, no one notices until he attacks the party's bard, switching to the party's sorcerer once the bard is lying unconscious.

A couple other party members are forced to attack the barbarian to keep their friends from dying under "friendly fire" while Erylium flies around near the ceiling casting bleed on the downed PCs each round. Once they knock out the barbarain, that's half their party down and Erylium fully recovered from the sorcerer's magic missiles -- the only damage she'd taken. The party cleric said they'd stumbled into the cathedral by accident, they were just exploring and couldn't they just take their wounded and go? Little chance Erylium would agree, but I allowed a small chance and rolled for it: natural 20, so Erylium laughed and taunted them but allowed them to leave.

The PCs were down there looking for evidence of a second upcoming goblin attack and have no idea Erylium is involved in any way, so they may decide they don't need to go back to the catacombs.

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Damon Griffin wrote:
A retelling of an awesome encounter that was way better than when my PCs went through it.

Sounds perfect to me. I'd let them forgo facing her again unless they want to. She can continue to brood over her kingdom, perhaps making more sinspawn as she sees and is able, what with the limited liquid in the runewell. If the PCs put the pieces together that she was involved after fighting Nualia, they can go back before Skinsaw starts (or even during the murder investigation , which would recharge the runewell, by the way). If not, they have to go there later anyway in Sins of the Saviors.


As mentioned above, the PCs in my game just ran through the Catacombs. Next stop for them should be Thistletop, but for some reason they're itching to visit the Old Light and Chopper's Isle first, convinced that the "lower chambers" mentioned in Tsuto's journal are as likely to be there as anywhere.

I can let them do that, though I may have to steal from Denek's campaign journal for the purpose, but I haven't read very far ahead in the AP and I want to be sure that a visit to those sites now won't compromise any encounters or discoveries scheduled for later.

I'll start reading ahead tomorrow, but if anyone can save me a little time and point me to any relevant future sections of the adventure, it would be much appreciated.

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