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We just started Whispering Cairn with all new Level 1 Witches.
The experimental hypothesis:
Can a group of all Witches, all taking the Coven Hex, make it through and complete the AoW AP?
SPOILERS BELOW FOR AoW 1: THE WHISPERING CAIRN
Rolling for stats generated some pretty generous point buy equivalents...
We have: (will have more exact information next time)
Myself, Elf "Healer" Witch with the Healing Hex, Viper familiar, Plague patron. Very high stats (lowest is my Cha at 12) due to lucky dice.
Human "Archer" Witch, with Ward Hex, unknown familiar, unknown patron. Heirloom Weapon: Composite Longbow makes a LOT of difference at 1st level.
Human "Blaster" Witch, with Healing Hex, Raven familiar, Elements patron. Our savior when encountering swarms.
Half-orc "Melee" Witch, with Cauldron Hex, Monkey familiar, Strength patron. Our "Tank"
Halfling "Rogue" Witch, with Disguise Hex, Compsagnathus familiar, Deception (I believe) Patron. Our stealthy, searchy, rogue-replacement for now.
Our GM is a fairly longterm player in our group, but is coming back behind the screen after a 4-5 year GM hiatus. I thank him & relish the chance to play for once.
Moving down the hall, searching as we go My Elf has a total of +10 Perception, Low-Light Vision, and a Waterproofed Bullseye Lantern. At least 3 other characters have Dancing Lights or Light as cantrips prepared. We are not hurting for any of the things adventurers may need in a dungeon, such as rope, oil, pitons, climbing kits, reach weapons, 10' poles, ranged weapons, and food.
Playing with everyone being smart (lowest Int is 15, I believe) and generally ready for anything, a la 1ed dungeon crawls, is a welcome change for our group.
Our first encounter with some wolves progressed fairly easily. This is likely due to our extensive "Adventurer Preparation" and could have been achieved with any group of PC's. Longspears readied to receive a charge, Enlarge Person on Melee Witch, and readied ranged attacks from Archer & Rogue (arrow & sling bullets, respectively) prevented anyone from being seriously hurt. Melee took a bit of damage, but we easily patched him up via Healing Hex.
Much of the area provided similar challenges, until the spinning sarcophagus room and its beetle swarms. Here, after figuring out about the spinning dais and its role in opening the chambers, we got our first near-death experience. The acidbeetle swarm & bombardier beetle nearly ended Blaster's career early.
Swarmed by the acid beetles, Blaster managed to get one Burning Hands off before falling unconscious. I brought him back to his feet, just in time to see him go down again, nommed on by beetles. Archer had also prepared a Burning Hands, which was used to good effect, despite toasting Blaster as well.
Finally, Rogue managed to land a flask of oil on the swarm before Blaster got to go again. I patched him up via Hero Point casting Cure Light Wounds again, and he knocked the swarm out with his second (and last) Burning Hands spell. We got a Pearl of Power and some Cure Light Wounds potions (pearl used to regain Burning Hands immediately), and proceeded to search/open all the remaining chambers.
We didn't fall for the gust of wind - knock you off a 40' cliff trap, nor did any of us feel inclined to climb into a cylindrical chamber filled with crushed up bones. In hindsight, those were both good decisions.
The second beetle room went much smoother - Rogue managed to land a flask of oil right off the bat, and Blaster Nat-20/Nat-20'd an Alchemist Fire to end the threat.
Before we stopped for the night, we had managed to clear out an underwater cavern, recover both missing Rainbow Lanterns, kill an undead critter, kill a water elemental, and find a stone-blocked chamber. After resting in the sarcophagus room, we proceeded to the stone-blocked chamber, tipped the stone over, and triggered some kind of gas-discharge trap in that room.
We ended there for the night.
Notes:
Level 1 is tough without any armor-wearing and big-weapon wielding brutes. Melee witch, with his greataxe and potions, really put a hurting on a few critters (killing both the Ghoul and Water Elemental with minimal assistance from Blaster via Acid Splash), while the rest of us nickel-and-dime'd enemies with our slings, longspears, and similar.
Heirloom Weapon means a dedicated archer can be doling out 1d8+Str right from the start. Our Archer was routinely hitting for 1d8+4 (+2 Str, +1 Point Blank Shot, +1 Trait from Heirloom Weapon). Once my PC gets his hands on a similar weapon, we'll be doing pretty well for ranged attacks.
Cantrips can rock. Dancing Lights on 3 PC's meant we could leave specific lit spots (like green lights in a 4-square pattern at the entrance to the underwater room, providing a definite "go here to get out" message to Melee). When combined with our other light sources, we didn't have to worry about shadowy illumination, getting lost in the dark, or anything similar.
Healing Hex on 2 PC's, as well as my Cure Light Wounds spells, allowed us to proceed, despite having about 5 combat encounters in a single day (Wolves, Beetles, Elemental, Ghoul, More Beetles) and some damaging trap stuff (exploding sarcophagus when we forced it open).
Hero Points, like usual, meant the difference between dead PC's and just barely successful PC's. We started with 3 (1/2 lvl +3, rounded down), and will be continuing as such, resetting them when we level.
Finally, since we didn't have to spend much GP on weapons & armor, we had almost all the necessary stuff to adventure in a generally safe manner. At one point, we had to climb a 40' wall, and 4 of us pulled out hemp rope, knotted for climbing with grappling hooks attached. Prepared adventurers are alive adventurers, after all. Having plenty of oil and fire sources allowed us to deal with those swarms, as well (I started w/ 5 flasks, Rogue with 4, and Blaster with 10).
We will see just how the "Power of the Witch" plays out in further adventuring. Will be starting a Campaign Journal with this information re-posted, if you're interested in following along.

Turin the Mad |

Don't forget the "buffing" and "re-rolling" and "penalty" hexes. Your coven's biggest worry is likely to be dealing with "heavy hitter" critters of the undead persuasion. I would think that the coven can rapidly ratchet their known spells up simply by sharing as many spells as possible with each other.
This didn't derail your KM campaign did it?

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Re: KM, not at all.
2 friends consistently bailed on GM duties for our Friday "casual game", (Artemis & Ganon's players, actually) so another player (Rilani's controller) took up the mantle.
A brief optimization vs. characterization discussion later, and the single-class party challenge arose.
A couple weeks later, we have a steady Friday "beer & pretzels" style game fulla withes.
Since I get to play, instead of DM, I am rather stoked about it. Plus, AoW, ya know.
Ps....plague patron + coven caster level increase = tasty. I can't wait!

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Melee (once I have everyone's names it'll be easier. Either that or get some better nicknames) ended up wearing a suit of masterwork leather armor we found in the WC
Whether he keeps wearing it when we have spells again remains to be seen.
We may branch out into PrC's later (Arcane Trickster & Eldritch Knight most likely) but that won't be for a while.

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had an awesome, 1000-1500 word CJ all typed up, and Chrome closed. Now, I am sad. Hopefully, I can muster the energy to redo the work tonight.
Until then, our cast of characters (all Witch 1, going through the Whispering Cairn):
Gargomel "The Sneak", Halfling with Deception patron and Cat Familiar; Disguise Hex
Ellis "The Archer", Human with Agility patron and Cat Familiar; Ward Hex
Topher "The Brute", Half-orc with Strength patron and Monkey Familiar, Cauldron Hex
Wheeler "The Planeteer", Human with Elements patron and Raven Familiar, Healing Hex
Ravana "The Healer", Elf with Plague patron and Viper Familiar, Healing Hex.
Ultra Condensed version:

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Have you gotten any good use out of the Coven hex yet? What sort of spells and hexes would benefit from a caster level boost?
As a matter of fact, yes.
Everyone now has a good selection of offensive/defensive/utility spells (and will have more when we have more time), but that's just an outcropping of the "witches can share spells between familiars" rule.
As far as Coven goes, it's super nice for low level Healing Hex. So long as 3 others can take standard actions, our 2 Healing Hex casters can pump 1d8+5 instead of 1d8+2. Likewise with my cure light wounds spells.
The best use, so far, has been for mage armor and dancing lantern. Both are long-duration spells, but for low level that means 1-2 fights, at best. Now, with a duration of 6 hours for each, they become "fire and forget" spells, as intended. This use of mage armor actually saved Wheeler last game, as he received a crit from something nasty (owlbear? other critter maybe?) but managed to avoid the confirmation by exactly 1. Without the MA spell, he likely would have been toast.
It's only going to get better from here, too. Healing Hex turns to 2d8 at 5th level, so 2d8+9 right off the bat. Likewise the various stat-buffing spells, flight spells, and (i REALLY can't wait for this) animate dead.

wraithstrike |

had an awesome, 1000-1500 word CJ all typed up, and Chrome closed. Now, I am sad. Hopefully, I can muster the energy to redo the work tonight.
Until then, our cast of characters (all Witch 1, going through the Whispering Cairn):
Gargomel "The Sneak", Halfling with Deception patron and Cat Familiar; Disguise Hex
Ellis "The Archer", Human with Agility patron and Cat Familiar; Ward Hex
Topher "The Brute", Half-orc with Strength patron and Monkey Familiar, Cauldron Hex
Wheeler "The Planeteer", Human with Elements patron and Raven Familiar, Healing Hex
Ravana "The Healer", Elf with Plague patron and Viper Familiar, Healing Hex.Ultra Condensed version: ** spoiler omitted **
Lessons I learned.
Use Lazarus(a firefox plugin that recovers things even if your computer turns off), assuming the bugs are removed again or save it in a text editor. Even if Chrome had stayed up this site has a bad habit of eating people's post, normally the long ones.
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Lessons I learned.
Use Lazarus(a firefox plugin that recovers things even if your computer turns off), assuming the bugs are removed again or save it in a text editor. Even if Chrome had stayed up this site has a bad habit of eating people's post, normally the long ones.
I will have to look that up.
The application closing was likely my fumble fingers hitting alt+x or ctrl+x while trying to copy the text before posting. I, too, have been burned by the post eating monster before.

bodrin |

Age of Worms. What fun! Will be reading this single class party forum with interest. I'm at Kings of the Rift at the moment, with 9 players of 17th lvl and they have taken the hits from some very big adversaries.
One player is onto his 10th character. Interesting to see if there are no Witch fatalities!

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Age of Worms. What fun! Will be reading this single class party forum with interest. I'm at Kings of the Rift at the moment, with 9 players of 17th lvl and they have taken the hits from some very big adversaries.
One player is onto his 10th character. Interesting to see if there are no Witch fatalities!
Oh I fully expect some fatalities.
Also, we'll probably only have 2 (maybe 3) of the 5 PC's as straight witch. Rogue>Arcane Trickster & some levels of fighter seem likely for our Sneak & Brute, respectively.
I am not sure if Archer has a plan for character beyond feats, though.

wraithstrike |

bodrin wrote:Age of Worms. What fun! Will be reading this single class party forum with interest. I'm at Kings of the Rift at the moment, with 9 players of 17th lvl and they have taken the hits from some very big adversaries.
One player is onto his 10th character. Interesting to see if there are no Witch fatalities!Oh I fully expect some fatalities.
Also, we'll probably only have 2 (maybe 3) of the 5 PC's as straight witch. Rogue>Arcane Trickster & some levels of fighter seem likely for our Sneak & Brute, respectively.
I am not sure if Archer has a plan for character beyond feats, though.
I just realizes you were a player. I am glad I did not post any spoilers. The next chapter will be very entertaining for me to read, not that this one won't be.

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psionichamster wrote:I just realizes you were a player. I am glad I did not post any spoilers. The next chapter will be very entertaining for me to read, not that this one won't be.bodrin wrote:Age of Worms. What fun! Will be reading this single class party forum with interest. I'm at Kings of the Rift at the moment, with 9 players of 17th lvl and they have taken the hits from some very big adversaries.
One player is onto his 10th character. Interesting to see if there are no Witch fatalities!Oh I fully expect some fatalities.
Also, we'll probably only have 2 (maybe 3) of the 5 PC's as straight witch. Rogue>Arcane Trickster & some levels of fighter seem likely for our Sneak & Brute, respectively.
I am not sure if Archer has a plan for character beyond feats, though.
Thanks, I appreciate that.
Since I usually GM, its nice to get a chance on the other side occasionally. When that means an AP from 1-20 that I haven't already read (basically only SC & AoW) even better.
I do have some advance knowledge via obits & some piecemeal CJs, but I'll be trying real hard not to let that influence my actions. I do know I'm stoked to play some more.

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Take 2 on the journal entry for 4/8/2011. Now with File>Save functionality
Our cast of characters remains the same, all Witches, all level 1 at the start of the night. We would level to 2 about ¾ of the way through, with everyone staying straight Witch for now.
We started in the midst of action right away, having just unblocked the passage into the “Lair of the Architects” and triggering a gas-trap in the lower elevator room. Favoring the unknown to choking poison gas death, we rushed further into the dungeon. Flanking us in niches along the walls, faceless, androgynous statues stood with cupped hands forming a bowl of kinds. We had hardly glanced around before a horrible aberration floated out and attempted to zap, then choke Wheeler.
The dice gods frowned down on the GM this night, for the first of many Nat-1's showed for the monster's ranged attacks. Composed of floating eyeballs, hands, and stretchy rope-like tendons, the creature moved for the grapple/choke/submission win. Before it could land a blow, however, Gargomel covered the critter in lamp oil, Ellis plugged it with an arrow, and Wheeler crisped the critter with burning hands.
Just past the ambush point, the temperature of the dungeon dropped significantly. Self-proclaimed “Dungeon Expert” proved extremely useful, as he identified the Brown Mold with a glance. He then pulled a flask of “Alchemist Frost” and waxed the dangerous fungus with a single well-placed throw. A few 5' square patches survived, but not for long.
No longer in danger (for the moment), we searched the square, column-centered room. Along the way, we uncovered a bunch of hidden and/or interesting dungeon features. Ravana turned up a hidden switch on the south face of the column, which we left for a bit after circling the mechanism in chalk. To the west, the room opened into another chamber. This one looked like some kind of huge bedchamber, with a floating “sleeping platform.” Having learned well enough not to climb on, we left it alone and continued our search, turning up some minor treasure.
Across from the bedroom's entrance, a large pillar filled a niche in the central column. A bit of shiny chainmail peeked out from beneath the pillar, but no means of moving it were found for the moment, so we pressed on. To the north, a dry fountain stood inset in the central column, with a dark passageway leading further to the north. We bypassed this way and checked out the (no longer blocked by cold-producing mold) eastern room.
The chamber turned out to be a workshop, filled with mundane and magical tools. We, of course, filled our pockets to the brim, considering even whether to take the workbenches and heavy metal altar. The benches, we left, but the altar we marked for later recovery.
Across from the workshop, another fountain stood against the central column. This one, far from dry, contained a thick, viscous orange goop. Looking like technicolor vomit, only Wheeler proved brave (or foolish) enough to taste the liquid. Proclaiming it safe and tasting like gravy, the Planeteer bottled a bit of the goop before we moved along.
To the north, I failed to take decent notes. Nothing of real importance presented itself.
From there, we returned to the central sarcophagus room safely, and took some time to decide what our next plan of action would be. I suggested we hang the colored lights, which everyone agreed with. Once we did that, a strange sound rang out, but no visible changes occurred. We turned the sarcophagus through all its positions, but nothing had changed there, either. Wheeler suggested we experiment with the “crushing room” elevator, but none of us wanted to volunteer. When he suggested one of our familiars would serve as a good subject, we all just looked at him funny. Finally, we settled on an unseen servant from the wand we had just acquired. Sure enough, the room squished it. The entire party, including all 5 familiars, just looked at Wheeler with an expression of “told you so.”
From there, the only way we hadn't fully explored was the previously wind-trapped hallway. Up the ropes we climbed again, preparing for the worst. As it turned out, this was exactly what the lanterns unlocked, and we progressed unmolested until finding a large, strange room.
A large pit covered the floor, with metal spheres filling it to within 10 feet of the ledge. A 5 foot wide bridge spanned the distance between the entrance and a metal door set in the far wall. Ravana and Gargomel tied themselves off to safety rope, fastened to pitons driven into the stone hallway. The rest of the party remained at the entrance side of the bridge while the Sneak and Healer moved along the bridge.
We hadn't got more than halfway across the room before small iron spheres launched from the walls, trying to knock the balancing witches from the bridge. Gargomel, being very dodgy (and Small) managed to avoid being hit. Ravana, despite his Elven dexterity, took a fist-sized metal ball to the midsection and fell into the ball-pit below. Foresight once again proved to be our savior, as Ellis was able to rush over (dodging his own metal ball attack) and assist Ravana out of the pit. The Healer, meanwhile, healed himself via Hex and spell, before noticing movement and sound from elsewhere in the pit.
That increased everyone's haste, as noone wanted to be in the pit while something nasty and unknown circled around with them. Just before the critter broached the surface of the balls, Ravana managed to climb the rope steadied by Ellis. The monster turned out to be another aberration, this one successfully identified as a Grick. Possessing a climb speed of its own, it clambered up the convenient rope to threaten Ellis with tentacle and beak.
Unfortunately for the critter, it picked on the exact worse Witches of the group. Gargomel and Ellis, both boasting AC's approaching 20, staved off the grick's flailing appendages long enough to land a few telling blows and dose it with oil, in preparation for Wheeler's second burning hands for the day. The smoking corpse slid off the bridge soon thereafter.
With the immediate danger apparently gone, Topher took it upon himself to search the rest of the ball pit. While down there, Ravana and Gargomel spent some time trying to piece together just how to get through the metal door. No handle, no keyhole, and no hidden catch presented itself, stumping the witches for the moment. Shortly, Topher let out a cry of fear before his voice faltered entirely.
When next he spoke, another creature's voice spoke from the Brute's body. A restless spirit had taken possession of Topher's body, temporarily, and proposed a deal of sorts. In exchange for returning its corporeal remains to the family plot, this ghostly spirit would use its incorporeal form to pass through the metal door and unlock it. Everyone but Wheeler thought this a great idea. The Planeteer's objections rested on the trustworthiness of the spirit, as well as the lack of beer-drinking and wench-chasing this plan would afford him. We took his objections under consideration, but decided the reward to be worth the (relatively minor) inconvenience, and dug the bones from beneath the iron balls. We also turned up some neat minor treasure while down there.
Regrouping, we grabbed all the portable treasure we could carry, including the 200 lb red metal altar, and beat feet for Diamond Lake. While there, we sold and traded our newfound wealth, turning it into even better adventuring tools. Ravana managed to pick up a composite longbow and some nice alchemical arrows, Wheeler made a bunch of potions, and everyone restocked on oil, alchemical fire, and assorted adventuring equipment. We also all leveled, everyone staying Witch and taking Coven for their 2nd level Hex. We also shared a bunch of spells around, with Wheeler spending almost his entire day in town feeding spells into his raven.
Once rested, and now armed for bear, we set out to find the ghost's family burial plot. That proved easy enough, except that someone had recently disturbed the graves, carrying off the bones via wheelbarrow. Wheeler was all for just dumping Mr. Ghosty's remains and calling it a day, but Topher knew (via some kind of possession/ghostly connection) that would not serve to complete our quest. Off we went, searching the family house for clues (or valuables), but turned up some gricks only. We readily dispatched the green aberrations, once again with judicious application of oil and fire.
From there, we also encountered a wounded momma owlbear, guarding her cub. Topher learned the danger of charging into combat with big strong monsters, being nearly rent in half from an AoO, followed by a Bite/Claw/Claw routine. He went from 19 HP (his max) to -10 post haste, causing everyone to worry for his life. The rest of the group managed to finished the beast off, after sleep took the cub out of the equation, and once again oil & burning hands won the day. We broke there, after identifying the dismembered arm of a certain Gerrain Vest. A good Knowledge(Local) check let us know he had some dealings with a corrupt mine owner named Balabar Smenk, whose men are known to frequent Diamond Lake. Our next goal: determine the link there, and turn up the missing Ghost-Family bodies.

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Witch's Diplomacy?
I though I had gotten our last game's log in here...apparently not
Take 3!
Back in Diamond Lake, we dug around and talked to locals, finding out the men we were looking for hung out at a beautiful, upscale tavern with the name The Feral Dog. As it turns out, beautiful, upscale, and even "tavern" were inappropriate for the establishment. Run-down dive, or even "wretched hive of scum and villainy" fit much better.
Heedless of the likelihood of communicable diseases present, not to mention pests such as lice, Ravana led the way into the bar. Intent on maintaining a "low profile," the 165 year old elf donned his fake beard and did his best "old human" impression. Unfortunately, the -2 total modifier to his Disguise skill worked against him.
Who'd'a'thunk, eh?
Inside, Topher took the opportunity to get plastered and Ellis stood by the door, looking very "Bouncer-ish". With a few chosen words and some rounds purchased (which Topher also tossed back), Ravana was able to ascertain a few points of interest.
1: Our target's name (Kullen) and description (big, bad mamma-jamma Albino Half-Orc)
2: Kullen usually ran with a gang of thugs, capable of some serious mischief
3: The Feral Dog served as his normal "after work" hang-out, but his afterhours demeanor was usually worse than while on the job for Smenk
4: Some recent run had really irked the half-orc, setting him in even worse mood than usual. At least one of his crew may have contracted a fatal case of dead as well.
Armed with this knowledge (all for the cost of a few cheap rounds and some time spent chatting up the old drunks) and a warning "not to get too close to Kullen," Ravana laid out his plans to Topher & Ellis (the others stayed out of the discussion, for fear of compromising the delicate situation).
They'd wait until Kullen got in, had a few drinks, then Ravana would approach with a offer to join the gang. Hopefully, he'd jump at the offer, and the party'd get invited up to old Smenk's place. Barring that, he might intimate just where the "Quest Item: Old Stinky Bodies" could be located.
Sure enough, Kullen showed up. Right on time, and flanked by 3 toughs of assorted specialty. The Hero Points flew fast and loose, and a few rounds later, Ravana had most of the info needed. Smenk had sent Kullen's Krew to snatch those bodies, during which time they lost at least one of their number. Unsatisfied with the end result, but incapable of doing anything about it, sullen Kullen sulked.
Rejecting the Elf's offer of joining up, Kullen nonetheless remained receptive to potentially hiring Ravana & his gang (thus far successfully hiding amongst the rest of the patrons or out of sight outside) if needed in the future. The Elf pitched them as a "specialist team," capable of various dangerous tasks, but kept everything very vague. We did not manage to learn Smenk's location, though.
Deciding not to press the issue any further, Ravana took his leave of the bar, with Ellis falling in step right behind. Once out of the establishment, Wheeler decided to use his own "diplomacy" to see about getting the why's and wherefores from the surly half-orc.
"Diplomacy," in this case, meant holding up the severed arm of Kullen's fallen comrade, and asking "Hey, this belonged to one of your guys, right? We gots some questions for you!"
Needless to say, Kullen hauled off and decked the Planeteer, and the fight was on.
Unfortunately for Kullen, Wheeler had positioned himself so as to allow a burning hands to catch all 4 enemies. Also bad news for them: Ravana, Ellis, and Wheeler all got to act before anyone but the enemy spellcaster. Once again, coven proved its worth. Combined with Wheeler's Varisian Tattoos, the +2 caster level resulted in a 5d4 cone of fire, roasting all of the foes for 16 damage.
The enemy caster dropped like a bad habit, Kullen & the fightery types took it on the chin, and 15' of the bar turned to charcoal in an instant.
From there, it became an easy enough job to fill their archer with arrows of our own. Topher, rising from his drunken stupor, contributed with a fantastic Grapple against the bow-wielder. Stepping next to the archer, he nabbed him by the back of the head and introduced his skull to the remains of the bar behind him. Dealing a whole bunch of non-lethal damage, he dropped senseless.
Kullen himself proved a bit of a challenge, but between Ravana and Wheeler's longspears, Ellis's arrows, Gargomel's sling stones, and finally a Topher greataxe swing, he went down without further incident. The whole incident took no longer than 2 or 3 rounds, with all of us just fine, and all of them down, bleeding, or dead (the caster bled out while downed.)
Settling up with the barkeep for some 200gp (out of Wheeler's pocket, natch) for the damages, the party began hauling the fallen to a more secluded spot. Around the corner, and behind a butcher's shop of some kind, we found our perfect interrogation spot. Tied to a sewer grate and propped against the flagstones, Kullen received a few swift kicks to the ribs from Ravana, followed with a healing hex.
Realizing he was overmatched greatly (not to mention trussed like a Thanksgiving turkey and at spearpoint), Kullen quickly gave up the goods. Smenk had a house at the outskirts of town, and had requested his gang provide a bunch of bodies recently. They were, in fact, exactly the bodies we were looking for.
A brief discussion later,
(highlights)
Ravana: "So, this guy Smenk buys bodies?"
Wheeler: "I guess so, why, you wanna sell him the dead guy?"
Ravana: "Well, we do happen to have 4 fresh ones right here" <nodding his head to the conscious Kullen, dead wizard, and still breathing mooks>
Wheeler: "I think that's kinda....evil....don't you?"
Ravana: "Oh. Oh well, if you say so, I guess..."
the party set off to meet this elusive Balabar Smenk.
The house of Smenk itself proved fairly easy to infiltrate and raid. At least, it was until we got to the man himself.
In a really tough fight again Smenk and a few undead allies, the big guy caught some lucky high damage arrows from both Ellis and Ravana right off the bat, putting him out of the fight for the first couple of rounds.
Wheeler tossed off a few Alchemist Fire spiked burning hands while our ill fated Witch Tank Topher tried to stand in melee with some kind of undead beasty. He got a few good licks in, before the slams brought him to unconsciousness. From there, we went into desperation mode.
Unable to sleep anyone, Gargomel resorted to his usual "chuck oil and fire" tricks. Ravana followed suit, until able to heal Topher, adding rounds of burnination to a few flaming zombies. All the while, Ellis tried to stay out of melee threat, shooting arrows and cursing DR/Slashing.
Finally, after more than 6-7 rounds, the last zombie crisped up. Smenk, realizing the gig was up, surrendered. We broke there for the night, victorious but battered.

Turin the Mad |

Hopefully, we can resume this game next Friday.
I can't wait to see what further chaos and property damage we cause!
Bring on the Diamond Lake Undesirables!
You mean you guys aren't the Diamond Lake Undesirables?!
:-P
Hopefully you are able to engage in mayhem, foolishness and general brigandige ... er, "adventuring" ... this Friday night!

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psionichamster wrote:Hopefully, we can resume this game next Friday.
I can't wait to see what further chaos and property damage we cause!
Bring on the Diamond Lake Undesirables!
You mean you guys aren't the Diamond Lake Undesirables?!
:-P
Hopefully you are able to engage in mayhem, foolishness and general brigandige ... er, "adventuring" ... this Friday night!
I don't know what you mean...:)
Between Wheeler & his pyromania, Topher's public drunkenness, & Ravana's eventual army of undead, I fully expect to deal with mobs of citizens sooner or later.
That's OK though, since I'll be stocking up on onyx soon.
Friday I'll be out of town (yay for time off work), but they have my character sheet if the rest of the group wants to rock & roll. I expect not, though. Next week, though looks good.

hogarth |

Having lost 4 characters in the Age of Worms, I wish you're (awesome) group all the luck in the world. That AP is killer.
Our party just finished a Pathfinderized version of "Three Faces of Evil", and there are some fairly deadly bits. We had 1.5 deaths in that module (1 permanent death and 1 PC saved by action points) and a number of very close calls.

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Sayer_of_Nay wrote:Having lost 4 characters in the Age of Worms, I wish you're (awesome) group all the luck in the world. That AP is killer.Our party just finished a Pathfinderized version of "Three Faces of Evil", and there are some fairly deadly bits. We had 1.5 deaths in that module (1 permanent death and 1 PC saved by action points) and a number of very close calls.
I can't wait until I get some decent Summons or Undead Minions to soak up some hits.
Yeah, I'm not looking forward to some of the heavy melee and craziness later on, without a real Healer or Tank type character.
We will see, though.