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This thread is dedicated to the Heroic (or un-Heroic) escapades of your Party, PC, DM, or what have you.
Nice, dramatic, intense combaty fun times that you'd like to share.
Last night, we ran through most of Howl of the Carrion King. Not to spoil the whole adventure, but we fought gnolls. A bunch of them.
On the way back from a "haunted" waterfall, we assault a small, ruined fortress with 8 or 10 gnolls and flinds inside. Sneaking up to javelin and Alchemist bomb range, we start exploding gnolls. I (Gnome Paladin) Smite a flind, and the fight's on.
We killed all 8 regular gnolls, and both flinds, in the process almost losing our Cleric/Monk/Bard. The Alchemist's bombs and increased splash damage was the key there, as the enemies bunched up to be exploded.
Flinds are nasty, though, especially when they can dodge around to engage your squishy spellcasters.
Later on, after clearing most of Kelmarene SWAT style, we hop up on this stage-thingy. Bad idea, it turns out. Big baddie up top starts yelling about intruders, offering a bounty for our heads, and the buggers swarm us.
An Ogre, several Bugbears, and wave after wave of Gnolls assault us, but we hold firm. The Witch threw Web and Fog Cloud, blocking LoS and movement to most of the 2nd and 3rd wave of mooks, while we chopped limbs, heads, and blew everyone up.
Highlights include:
a Nat-20 Crit on the Ogre with a 2d6+5 Alchemist Bomb. I'm pretty sure he failed the Ref to not catch on fire as well.
Paladin Crits on Big K at the end, on a smite, for non-lethal damage. Doing some 34 damage bypassing any kind of DR.
Witch's Cat ran around in our first fight, patching everyone up with CLW spells. (Channelling touch spells)
The whole Battle Market shebang took 2 hours, of an 8 hr session, to run. At the end of the night, we had killed some 36 gnolls, 3-4 flinds, a harpy, some snakes and
I may be missing some bodies in there, but we didn't lose anyone permanently. I thought it was an awesome and well-written adventure so far, and we seem to be keeping pace with the Plot vs. Combat vs. Resources game rather well.
Just for reference, our party consists of:
Gnomish Paladin
Halfling Witch
Human Alchemist
Human Cleric/Monk/Bard -taking more cleric levels for now...
Dish out the dirt, ya'all
-t

DM Doom |

Eh, What the hell...
Our recent run of Legacy of Fire was near the end of Howl of the Carrion King and one of the more interesting sessions I've had to date.
It started with the little side adventure included in that volume. I had not intention of running my PC's through it but seeing as I hadn't finished the Pathfinder Terrain for the Ruined Crypt of Kelmarane I decided to do it so I could buy an extra week of assembly time. That was the prior week and they were near the end. The rest is below.
[spoiler=Howl of the Carrion King]
The PC's went to the ruined temple of Nethys at Almah's bidding in the hopes of finding any magic that might be used against the evil beneath Kelmarane. They ran into a mad hermit whom they followed there. He guided them through the ruins warning them away from the trapped statues and informing them of some of the denizens but as they went deeper they began to notice the magical effects that occasionally cropped up. The first was a wall of darkness. Their guide wandered straight through, they weren't so ready to step into the unknown. After determining that it was just a strange magical effect they entered and were immediately set upon by two wooden sphinxes. After which they realized that their guide was nowhere in the room and there seemed to be no exit. This, naturally, tipped them off and they began to search.
The session picked up with them heading into a hallway filled with strange statues spilling out hallucinogenic vapors. The cleric of the group got a particularly potent whiff and began to notice one of the statues was looking at him. It began speaking telling him that his friends were plotting against him. He promptly attacked the nearest one: the party wizard.
Now the amusing thing about this is that the party wizard is a naive young man who is perpetually and irritatingly chipper. He's come to look on M'chawi, the Mwangi voodoo priest (a combination of cleric and Pact Binder) as his best friend despite the mans creepy nature and occasional playful (?) threats. Having this perceived best friend haul off and clock the frail wizard with his mace sent him scurrying up the ceiling and curling into a fetal position almost immediately.
Shenanigans ensued as the confused priest had to be grappled, pinned and subsequently tied up by the party Paladin. The PC was a good sport through most of this though that changed when he had to deal with the new grappling rules. He prefers opposed rolls for such contests but alas... They eventually hauled him out of the room and calmed him down deciding they'd explore other parts of the temple.
Coming to a secret entrance that lead to passages further filled by that gas the party rogue took a chance and after covering his mouth and nose with a wet rag (I decided that gave him a +2 bonus to his save) crept into the passage to scout ahead. There he found their guide praying and mumbling under a floating ruined barge that seemed to slip in and out of existence. Under the impression the man had tried to lead them into a trap he took aim and fired at the unsuspecting hermit... and missed by a hair. He was certainly expecting the man to attack, but he wasn't expecting him to turn into a were-leopard and charge after him. The battle was fierce but eventually the PC's prevailed and returned to Kelmarane after looting the place.
There they took a day to heal and prepare for their expedition into the crypt to fight the evils that were contained therein. They didn't get terribly far this session but they did have an amusing first encounter:
They came to the well in the first chamber. With the handle-less door and the strange gong they were quite puzzled as to what to do. After noticing something odd about the floor of the well the rogue slipped down to take a peek. The fighter and paladin followed after to try their luck with their knowledge architecture and engineering as well as knowledge dungeoneering. Eventually coming to the conclusion that the floor would descend if properly triggered. The fighter, after making a knowledge dungeoneering check told her companions that she's heard puzzles like these sometimes have the solutions hidden in plain sight. The wizard, upon hearing this, picked up the mallet and hit the gong. The door slid open and the well descended but there was one further effect:
This summoned two fire elementals.
While the most melee oriented members of the party were 40 feet below at the bottom of a well. The encounter ended up with both the voodoo priest and the wizard on fire, the wizard was rolling around on the ground trying to put himself out while being curbstomped by the elemental in question while the cleric was running around attacking his elemental friend. Eventually the three melee types arrived in time to finish off the elementals (the wizard had begun just casting spells at his fiery friend from the ground) and were eventually doused when the Paladin cast create water over them.
Another Note: Not sure why I wound up doing this but, apparently on a whim, the PC's have picked up a miniature companion. He's not really there but whenever their minis are on the battle map I place a 'death' mini behind one of the PC's. I might have this mean something in game I might not. Until then it gets some nervous laughs.

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Ill move this over Here
Again with Nethys
As the group entered the room from the wrong end, Haidar stood atop his "hallucinatoryly grandiose barge" and Told the adventurers he would not let them have his families treasures. Jumping down he failed a jump check took damage then changed into Werelepord form. that was his first turn. The next to go was the groups Fighter. Tanglefoot bag to the FACE. Haidar rolled a 1 and auto-failed. the group proceeded to poke the s~&# out of him from afar using 2 long spears a scorpion whip and Magic form our arcane caster. It took them 5 rounds just before the tanglefoot wore out a final killing blow ended Haidar's suffering.
He never got to attack ANYONE.