War for the Crown Obituaries Thread (Spoilers)


War for the Crown


I'm surprised I haven't heard much about any of you dashing diplomats and highborn nobles having bitten the dust yet. Ah well, I'll kick things off.

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Here's the standard format.

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Name:
Race:
Classes/levels:
Adventure:
Location:
Catalyst:
The Gory Details: (optional)


Name: Breezy Headwind
Race: Sylph (Small-sized, Gnome-born)
Classes/levels: Occultist (Sha'ir) 4
Adventure: Songbird, Scion, Saboteur
Location: The joust
Catalyst: Baron Nicolaus Okerra
The Gory Details: Breezy was the only PC who opted to joust, and after getting an early lead in the first match (earned by lightly jabbing Titus back and forth for four passes, racking up repeated hits without ever dismounting him), ended up against Okerra in her third match.

Okerra got a crit on his first roll. He rolled really high on his damage, and it turns out that nonlethal can spill over and become lethal if you take too much of it. Breezy was dead on the spot.

Fortunately I'd already added the local archbanker to the list of party guests and declared that she was watching the joust and could hit Breezy with a Breath of Life before it was too late (Bartleby paid her in advance to handle emergencies and dodge the scandal).

Breezy went on to meet Okerra in the finals and seized victory with a critical hit of her own. Not long after, she saved Bartleby from assassination and pretty much cemented her position as the star of the evening.

Scarab Sages

I would have posted earlier, but I didn't know this existed....

Before going into name and gory details....just a note that I am running a 6 player game,so I am often adding advanced templates or 1 or 2 character levels to NPC's (or adding more mooks).

Name: Orlen Drungal
Race: Aasimar
Classes/levels: Swashbuckler 3
Adventure: Crownfall
Location: Forgotten Archives
Catalyst: Imistos Gulbend

Background on Catalyst:
Imistos was rebuilt to give him passing trick. He became a unchained rogue (poisoner) 3: Fighter (Freehand fighter) 2. His already awesome bluff and acrobatics became even better to help with the end fight. I did not increase the other 2 halflings in the last room. With Imistos being level 5, he was CR 4 by himself, though without any increase on his equipment (as the assumption was he didn't expect to be teleported and only had what was on him at the time of the teleport). Adding the 2 other halflings likely brought that up to a CR 6 or CR 7 encounter. For a a party of six level 3's and the action economy...it shouldn't be impossible (especially with the other NPC's helping them in earlier encounters, healing and all that). Almost all other fights--even against the Dagio the Great--were handled pretty well with minimal damage or usage of consumables, so I was confident they could handle it.

The Gory Details: The group set of the trap right before....which told the 2 halflings in the next room to prepare, and gave Imistos knowledge that his backup was there. Though I missed on all the daggers--I think out of the 2 people affected by the trap, I rolled 2 daggers on one person and 1 dagger on the other, the highest roll was a 4 (I was thinking this was going to be one of those bad nights for dice rolling).

The group opened the next door semi prepared for a fight. Because of initiative order, all were able to get in to fight the 2 halflings in the room....except for Orlen. He rolled poorly on initiative and was left in the previous room with Imistos...who had delayed to see who was left in the back room (the rest oft he NPC's were in the circular rat room including Imistos who was at the door). With Orlen left, Imistos came out of delay and charged. Because of all the bluffs I had been rolling were in the low to mid 20's nobody suspected him to attack Orlen. Got off a good hit, and that now had the fight in 2 fronts. Orlen (and another person in a round or two) fighting Imistos--who was using passing trick to great effect while the other halflings were getting beat up fast. Because of sneak attacks, Orlen dropped in 3 rounds...at well below his -CON.
Luckily the cleric had a breath of life scroll (conveniently actually written in the scenario) and a snake familiar. He was to far to get to Orlen--was in the other room--but could as a move action pull the scroll and standard action cast it...and I gave him as a ranged touch attack the ability to throw his snake through the 2 sets of doors...figuring the snake could take 1d6 damage as it hits the ground and 5' slithered to Orlen to do the touch attack--as Orlen had dropped right to the left of the door. It worked...so while Orlen didn't die permanently, he was out of the fight). All in all the total rounds of this fight was 6...with Orlen dropping on the 3rd round, and round 5 and 6 were just getting enough people in to gang up on Imistos.

Now....because of Book 1...EVERY Character AND Player has a hatred of halflings, and are all thinking about taking a ranger level to get favored enemy halflings in the rest of WftC....


Pathfinder Adventure Path Subscriber

Obituary threads are some of the most entertaining parts of adventure paths. The laughs I got out of reading the Shattered Star obituary thread were unreal.


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Name: Urag Bonerattle
Race: Half-orc
Classes/levels: Skald 2
Adventure: Crownfall
Location: Hall of the Protected
Catalyst: Walcofindes
The Gory Details The fearless skald, after failing literally (not figuratively) every skill check thus far in the campaign, heroically took point when exiting Senator Voritas' safe room, only to immediately fall prey to the walcofindes. A surprise round followed by the (top of the initiative order) undead's full round brought the man low, as his teammates looked on in horror. Shortly thereafter, the rest of the party retrieved the letter from Kalbio's parents from Urag's corpse, and were considerably more saddened by that than the loss of their useless skald.

Liberty's Edge

Name: Charolette
Race: Dhampir
Classes/levels: Rogue 5/ Shadow Dancer 4
Adventure: The Twilight Child
Location: Encircling Bower
Catalyst: Killing Prince Carrius
The Gory Details: The first to arrive on the scene with the prince, and then proceeded to kill the prince instead of 'wasting the princesses time with a fake'

Ironically, having shadow stepped into the room, they hadn't disabled the trap and when trying to leave was struck blind as the group in turn killed the rogue for being too blood thirsty


Pathfinder Adventure Path Subscriber
Michael Talley 759 wrote:
Ironically, having shadow stepped into the room, they hadn't disabled the trap and when trying to leave was struck blind as the group in turn killed the rogue for being too blood thirsty

Uh, that... surely did a number on your campaign. How did you deal with the resulting fallout for the events of the later books?

Liberty's Edge

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magnuskn wrote:
Michael Talley 759 wrote:
Ironically, having shadow stepped into the room, they hadn't disabled the trap and when trying to leave was struck blind as the group in turn killed the rogue for being too blood thirsty
Uh, that... surely did a number on your campaign. How did you deal with the resulting fallout for the events of the later books?

My wife being the GM and new to game mastering has asked me a few ideas for fixing this issue, the easiest answer was a simulacrum, the Immaculate Circle fearing putting all of it's eggs in one basket created a Simulacrum and left it with the cult of the twilight child.

It did have the undesired effect of keeping emotional links to the child prince non-existent but kept the rest of the adventure fairly intact for the group.

The blame fell on Maxillar Pythareus for the creation of a fake prince carrius to rule as a puppet for him. (we haven't finished the campaign quite yet)


Pathfinder Adventure Path Subscriber

Alright then. Good thinking.


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Name: Gabriel (son of Gabriel) of House Sanctus
Race: Aasimar
Classes/levels: Oracle (4)/Paladin of Vildeis (1)
Adventure: Songbird, Scion, Saboteur
Location: The Pumphouse of Stachys
Catalyst: Going against six ghouls at once

Name: Knight Aurella Hadris
Race: Human
Classes/levels: Cavalier (5)
Adventure: Songbird, Scion, Saboteur
Location: The Pumphouse of Stachys
Catalyst: Going against six ghouls at once

The Gory Details: Two days after arriving in Meratt, the party decided that they should check out the pumphouse. Onora had told them that the townsfolk were talking about "The Lurker" that lived near there and was eating people. The party also thought that getting the pump working again should be top priority because draining the swamp would allow all that fertile land to be utilized for more productive farming...

So off they went. No boat because the citizens were unfriendly and didn't want to loan them their barges to make the trip easier. And they went during the day. Cue fighting the Lurker, followed by them thinking they had cleared the entire area. Our party also doesn't have any stealthy scouts. So the clunky new paladin and loud bard trundle through the front doors and wake up the six ghouls that were slumbering heavily. The party was quickly swarmed... They managed to take down three ghouls and pop a channel to do damage to the others before FINALLY someone started failing the paralysis checks. Down went the cavalier. Down went the paladin leaving squishy bard and investigator in the back row.

I didn't quite realize what a coup de grace at that moment (with players still at half health but totally helpless) meant, so luckily my partner pointed it out (being a new GM) before I rolled the dice and condemned them all. Cue twenty seconds of me solidly panicking about leading them all into a possible TPK (but to be fair they didn't do their scouting). I figured that the ghouls were too feral to stop attacking the paralzed people and at least go after the still moving creatures, so I kind of deus exed it using Marjorine and her fantastic backstory.

Considering she was in the next room and was supposed to come in within a few rounds, I had her come in and exert some sort of control over the ghouls, so that the bard and the investigator could pull their friends out of the room and around the corner to safety. 3/4 of the party wanted to run back to Stachys to figure out how to tackle what was going on at the pumphouse, but the freshly minted paladin of Vildeis couldn't allow undead to live. Intra-party debate about tactics ensued and proper use of consummables happened, and the party decided to charge back in and finish off the beasts. I was nervous as all hell. I intervened once, but I wouldn't do it again if one of them was going to die in this second round. Luckily their logic and planning was sound and they took out the ghouls with only Aurella getting paralyzed again, which wore off by the time Marjorine had finished telling her sob story to the party and asked to be put to the paladin's sword. Of course she couldn't hold back her instincts the entire time and she eventually attacked. They still managed to kill her, but again the two heavy hitters were paralyzed and the investigator was able to finish her off before she was able to pounce on anyone else.

They managed to live to tell the tale, but 3 out of 4 contracted ghoul fever... So... to be continued?

(PS I didn't realize how awful ghouls were. Paralysis sucks and I rolled high.)


Waldergrave Venomous wrote:

I would have posted earlier, but I didn't know this existed....

Before going into name and gory details....just a note that I am running a 6 player game,so I am often adding advanced templates or 1 or 2 character levels to NPC's (or adding more mooks).

Name: Orlen Drungal
Race: Aasimar
Classes/levels: Swashbuckler 3
Adventure: Crownfall
Location: Forgotten Archives
Catalyst: Imistos Gulbend
** spoiler omitted **
The Gory Details: The group set of the trap right before....which told the 2 halflings in the next room to prepare, and gave Imistos knowledge that his backup was there. Though I missed on all the daggers--I think out of the 2 people affected by the trap, I rolled 2 daggers on one person and 1 dagger on the other, the highest roll was a 4 (I was thinking this was going to be one of those bad nights for dice rolling).

The group opened the next door semi prepared for a fight. Because of initiative order, all were able to get in to fight the 2 halflings in the room....except for Orlen. He rolled poorly on initiative and...

The Imistos fight at the end of the entire underlevels is brutal as is. Not surprised people have died. My party made it out with single digit hit-points and all spells and abilities spent for the day. Made great suspense for what they might face when they got above ground and saw the bloodshed and were completely spent.


Iris2142 wrote:
(PS I didn't realize how awful ghouls were. Paralysis sucks and I rolled high.)

Lol yeah, ghouls are an enemy that is mostly balanced for their CR except for that one powerful trick they have. They have to connect with their claws, the DC 13 Fort save vs. paralysis isn't too high, elves are immune, and ghoul fever is beatable, but DANG is it easy to fail those saves at low levels.

One easy way around ghoul TPK's is to make the paralysis only hit you once per day (like a witch hex) and for a single round instead of 1d4+1 rounds.

Scarab Sages

Iris2142 wrote:
The Imistos fight at the end of the entire underlevels is brutal as is. Not surprised people have died. My party made it out with single digit hit-points and all spells and abilities spent for the day. Made great suspense for what they might face when they got above ground and saw the bloodshed and were completely spent.

Oh, I fully 100% agree...the group (remember 6 players) basically walked through ALL fights up to and including the rat...and had basically hogtied/ripped off/persuaded Mimips to help...so effectively it was a party of 7 (almost 8, as the 1st level cleric that they saved in the main escape room was channeling to heal). Though they had almost no consumable (spells/abilities) left, just basic hack and slash at that point.

If I hadn't upgraded Imistos at all...that fight would have hardly been a speed bump to them. Now it is one of those stories the group often talks about (more so than a certain halfling end boss..which was just a slight speed bump (and I did add 2 war priest levels to her...sigh).

Also...has anybody else noticed their group having a chant of "I HATE halflings" and "Kill all the halflings", no matter if they are good or evil? ;-P


Waldergrave Venomous wrote:
Iris2142 wrote:
The Imistos fight at the end of the entire underlevels is brutal as is. Not surprised people have died. My party made it out with single digit hit-points and all spells and abilities spent for the day. Made great suspense for what they might face when they got above ground and saw the bloodshed and were completely spent.

Oh, I fully 100% agree...the group (remember 6 players) basically walked through ALL fights up to and including the rat...and had basically hogtied/ripped off/persuaded Mimips to help...so effectively it was a party of 7 (almost 8, as the 1st level cleric that they saved in the main escape room was channeling to heal). Though they had almost no consumable (spells/abilities) left, just basic hack and slash at that point.

If I hadn't upgraded Imistos at all...that fight would have hardly been a speed bump to them. Now it is one of those stories the group often talks about (more so than a certain halfling end boss..which was just a slight speed bump (and I did add 2 war priest levels to her...sigh).

Also...has anybody else noticed their group having a chant of "I HATE halflings" and "Kill all the halflings", no matter if they are good or evil? ;-P

Yeah my group is LG, LG, NG, and CN (basically nothing fun happens, jk), but yes every time I introduce a character now they all shudder if I say the person is a halfling. I think equal to the "I hate halflings" chant is "I hate spiders." I didn't realize how much of an arachnid theme there was in book 2. One character developed arachnaphobia after nearly dying to the fantionette in book 1, then in book 2 you come across Opilio, the entire Telus barony + Baron Telus, then when Jambis gets back on its feet there are still spiders around because apparently they make for good animal husbandry, then Ehlers in the tower is gross and spider-like. My player intentionally put the frightened condition on himself during that fight due to arachnaphobia and was entirely out of combat for four rounds allowing his companions to take most of the damage lol.

Liberty's Edge

Iris2142 wrote:


Yeah my group is LG, LG, NG, and CN (basically nothing fun happens, jk), but yes every time I introduce a character now they all shudder if I say the person is a halfling. I think equal to the "I hate halflings" chant is "I hate spiders."

While they haven't run into halfling rogues yet, my Beginner group in Mummy Mask has all in their opinion gained a fear of pretty much all Vermin, not just spiders.

:) if your PC's hate and fear these things, then as a GM your doing the job right. :-)


Name: Entire Party
Classes: Witch 2, Sorcerer 2, Bard 2, Fighter 2
Adventure: Crownfall
Location: Forgotten Archives
Catalyst: Telling Imistos to stand watch.
The Gory Details: After delving for a while into the forgotten archives, the party decided they needed to rest to regain spells. They figured their best option was to return to the safe-house they teleported into earlier, bring the nobles with them, and use the provided beds. The nobles didn't like the idea of resting and complained, preventing the party from getting any rest, so the party Witch used her slumber hex to put them all into a magical sleep, except the halfling Imistos, who they trusted instead to guard them while they slept... He took his time and quietly coup-de-grace'd each of them in their sleep, one by one, with none of them making the DC0 perception check any of the times to hear open combat with their -10 penalty of being asleep.

I don't mind killing characters (and actually killed two before the campaign start as I ran Honor's Echo as an introduction to the campaign), but party wipes end the story, so I usually allow a rollback during wipes so things can continue. In this case, I rolled it back to just as the first one of them was being coup-de-graced and gave the witch a nightmare of being stabbed in her sleep, and let her get a new perception check (she had a +8 bonus and didn't roll a 1 this time) to hear open combat. She awoke and screamed loudly, rousing the party, before stabilizing their dying friend. She decided she had her patron to thank for this vision of the possibly grizzly future, which came in handy later that session...


Name: Entire Party
Classes: Witch 2, Sorcerer 2, Bard 2, Fighter 2
Adventure: Crownfall
Location: Forgotten Archives
Catalyst: Swarms
The Gory Details: Having reached the circular halls of an old senatorial chamber where committees could debate and students could learn, the party heard the voice of the self-proclaimed Dagio the Great. Not finding him, they attempted to leave and were set upon by swarms of rats. Panicking, the casters were too distracted to successfully cast spells and were quickly devoured by the rats, leaving only the fighter standing with his sword. He swung again and again but was quickly downed by a combination of the swarms' numbers and Dagio's Acid Arrow.

This time, I blooped them back to just as they walked into the room, with the witch receiving another vision from her patron of the party being devoured by a swarm of angry circles. Warning her team, they made a dash for the exit only to find the door locked as Dagio the Great announced himself and sent the swarms charging in. Things looked bleak as the witch was immediately downed and the others were injured, but this time, the casters were no too panicked by the rats and through a combination of sleep and color spray were able to keep the swarms at bay before focusing on the swarms with their spells and the fighter's sword. With just Dagio remaining, they engaged in a duel of magic and bows until only the fighter remained standing and, through the use of potions, he was able to return his unconscious team to their feet.


Name: Endimion Graniteson
Race: Tiefling (Dwarfborn)
Classes/levels: Psychic (Psychic Duelist) 7
Adventure: The Twilight Child
Location: The Church of Abadar
Catalyst: Being a good person
The Gory Details: After several near misses, my campaign's first obituary! (the Guardian Scroll, the Clockwork Soldier, and a random encounter with a Dire Tiger all got a PC to dying (the scroll actually got two: that grapple check and bleed is a bit ludicrous at low levels) but no actual DEATH deaths until now.)

Chief Enumerator Abrun Palliettor went down in a single round to being flanked by invisible rogues who rolled well on damage. Due being at negative hp with bleed damage, the party was fairly worried about his ability to survive his next turn. The party ALSO had no magical healer, so Endimion went up to Abrun, and sucked up an attack of opportunity to non-magically treat the bleeding with the heal skill... which put him right next to the rogues, who went next, and thus got two flanking sneak attacks, one a crit, dropping him straight past negative con hp and killing him.

Once the rogues were defeated by the party's Gunslinger and Phantom Thief, as payment for their services in defending the temple against attack, Abrun offered an at-cost raise dead and Restoration on top of the loan of Scofflaw Hunter, as well as the promise of another at-cost Restoration in a week's time.


Name: Nyssa Piper
Race: Human
Classes/levels: Knife Master Rogue 3
Adventure: Scion, Songbird, Saboteur/Down the Verdant Path
Location: The First World
Catalyst: Wild Hunt
The Gory Details: The main PCs decided to send in their agents to investigate Lauchlein Lake, and so a secondary set of lower level adventurers trucked out to look around. After getting on the Swan Maiden's good side, they offered to help clear up a little problem for her in order to form an alliance with Stachys. The Swan Maiden's main problem was a First World breach that had formed near the standing stones on the lake's shore, where a bleachling gnome had crossed over whilst fleeing the Wild Hunt. The party, not really knowing what to expect, agreed to help the gnome get their color back from the first world.

Fast forward through all the insanity a trip to the First World entails, and the party found themselves fighting the last member of a band of the Wild Hunt, having taken the rest of them by surprise. The leader, a glaive-wielding satyr named Clortho, was completely surrounded when he managed to get off a Fear spell with his horn, and everyone but Nyssa the neutral evil thief panicked and fled.

The rogue was equipped with a pair of cold iron daggers, the only cold iron weapons in the party. She and the satyr fought a narrow battle of five foot steps all over the map for ten straight rounds before the rest of the party was finally able to return from their cowering - just in time to watch Clortho deliver a max damage glaive critical to Nyssa, practically cutting her in half and killing her instantly. While the rest of the party was able to dispatch the satyr shortly thereafter (with the unexpected help of a Glitterdust spell that came alive as a flying squid), there was nothing they could do for Nyssa. So they followed what they believed she would have wanted, stripped her gear and left her to rot in the First World.


Name: Gene
Classes: Sorcerer 4
Adventure: Scion, Songbird, Saboteur
Location: Forgotten Archives
Catalyst: Trapped with the Iron Lash's Spiked Tail
The Gory Details: After a wonderful first day at the tanager jubilee followed by a restful night (for all but the party's alchemist), the party got ready for the morning hunt. After meeting their quarry (a human who sold "spoiled milk" to Count Bartleby and was dressed as a buck), the party was quite confident the hunt would be a piece of cake, especially if all the other nobles were hunting also. They schemed as to how they might track down their quarry quickly and then hunt down Titus' prey and set off into the wood with a plan. When they found their quarry fleeing the Iron Lash, the fighter charged in its direction while the bard shot it with a bolt. The Iron lash surprised them by taking flight and moving to the center of the hunting party and lashing out with its tail. The witch put it to sleep, but it awoke from the falling damage, so as the party scrambled to arrange themselves, the witch used web to trap the Iron lash in place. While the web kept it from moving about too much, the sorcerer was still in range of its tail and it hit him hard. While the rest of the party attempted to use ranged attacks, the sorcerer couldn't escape the web and the Iron Lash's tail struck again, bringing him from conscious to dead.

Scarab Sages

Going to add this again, group of 6 players, so adding things like advanced templates, or 1-2 character levels to NPCs (and changing the classes/levels of such to make more sense).

Name: Ser Ignacio
Race: Human
Classes/levels: Magus (blackblade)
Adventure: Songbird, Scion, Saboteur
Location: Stachys?
Catalyst: Duchess Veleto Lotheed

I was wondering if I should post this or not. Since it was a PC wanting to write off his character (was not liking Magus's one spell Johnny feel, especially with bad dice rolls), but since it was such an awesome story, felt it was worth it.

So, the Duchess found Ser Ignacio...interesting at the Jubilee, which of course meant she was keeping an eye on him everytime they went into Birdsong, or Lotheedar. Eventually (near the end of Act II, but before Act III, when the group HAD to split the party to go deal with final talks with some of the other Barons/Baroness), the PC in question "stayed at Stachys to guard it". This was where The Duchess came and nabbed him to bring him to the Palace of Birdsong, off screen killing him and using his body as an art piece.
Well, that was about 2 weeks before the assault. When they get to the Duchess (who was rebuilt to be level 6 Rogue level 3 Assassin) was wailing about the ruffians breaking into her home (playing the part with a high roll on the Bluff), the PC's were calming her down...about 30 seconds of talking (hint, hint). When right at that moment, 2 of the PC's not talking to her open the other 2 doors, one to her "child", and one to the "art room". Well, they found Ser Ignacio, flayed and toyed with, and the child was crying, and the Duchess got off her Death Attack. Hit, but the PC was able to (barely) make the save.

All in all...this fight was the one of the 2 that in Book 2 they were all talking about. The other was Baron Telus (who they "broke the curse" with).

I don't normally like PC death, but when a PC asks to be written out, it is often in a permanent way. I get their permission first (usually they come to me and ask to have their character removed because of either not liking the character, or in one case, the character getting too "dark" and affecting IRL the players mentality). When this happens, I usually make certain they understand it is for storytelling purposes on the death.

Now into book 3, where I get to see if I can drive characters insane, or maybe get them stoned. Just worried about the fact they are not really up to storming a garrison (not the right build of classes really).


Name: Finn
Classes: Bloodrager 4
Adventure: Scion, Songbird, Saboteur
Location: Random Encounter in the Jumblewood
Catalyst: Hungry Fog

Name: Wilbur Post
Classes: Cavalier of the Order of the Beast 4
Adventure: Scion, Songbird, Saboteur
Location: Random Encounter in the Jumblewood
Catalyst: Hungry Fog

The Gory Details: After learning of Baron Telus' affliction and curse at the hand of witches, the party decided to explore the nearby jumblewood to seek them out, hoping to cure the Baron. While exploring they met a few creatures, like giant skunks and depressed ents, before eventually stumbling across a strange fog. Deciding to explore it up close, Finn was quickly devoured by the hungry thing, and though it was slow, the team was hampered by the difficult terrain. Wilbur Post decided to try and lure the fog away from the rest, trusting his horse, Mr. Ed, to outrun the fog, but while he did save the party, Mr. Ed was burdened with heavy armor and the difficult terrain slowed him so that the fog eventually caught up to the cavalier and his steed.

They've not been seen since.


Name: Bai Hat Ingoma
Classes: Bard 4 Vivisection Alchemist 1
Adventure: Scion, Songbird, Saboteur
Location: Lake Pensaris
Catalyst: Conscripted by the General
The Gory Details: After hearing tale of the general, the party paladin, Emily Tiberan, decided to fish him up and take him as a trophy. Spending a few days tracking it down, they found one of the generals favorite fishing spots and decided to attempt to fish him up. After a few hours without success, and with everyone else in the party trying, Bai Hat decided to help despite her fears (Her player has been grappled and eaten by sea monsters twice in previous campaigns.) A natural twenty brought the curious general from its depts, and rolling highest on initiative, bit and grappled the fearful Bai Hat. While the others tried to help her, and tried and failed to use liberating command to free herself, she was quickly swallowed whole and eaten by the big fish.

The paladin kept channeling to keep her alive, healing the general in the proses, until the general swallowed Emily too, who found that Bai Hat had already died in the belly of the beast. Emily took it upon herself to kill the general from the inside and rescue her body before the General could drag them to the depths.


Name: Esdras Sellenson
Race: Human
Classes/levels: 14/Court Bard
Adventure: The Reaper's Right Hand
Location: The Hall of Final Deeds, Axis
Catalyst: Brutal, con draining catoblepas breath

The Gory Details:

The party gallantly agreed to help Lieutenant Fanalyx figure out where the corruption was coming from in the Hall of Deeds. After fighting the first two waves in the Hall, the party encountered the catoblepas. Esdras usually hangs in the back, being the bard, in order to keep his squishy squishy self out of battle and buff his companions with his amazing voice. However, the catoblepas trampled past the party to get behind them, putting Esdras on the frontline as the beast opened its mouth and breathed out, engulfing the whole party.

An investigator (now immune to poison) and a paladin were unaffected. Our cavalier failed the save, but managed to make the three required saves round 3-5 of the poison. However, our poor poor bard kept failing and failing his saves, reducing his constitution severely (I was rolling rocks). Bard just couldn't make the save. He was sitting at 1 con before someone managed to shove a delay poison down his throat.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

... So did the PC actually die, or was it just a terrifying near-miss?


Bellona wrote:
... So did the PC actually die, or was it just a terrifying near-miss?

Terrifying near miss. I just didn't feel like it was a fitting death for a PC. If they'd forgotten about the delay poison and hadn't removed it in time, I would've had no qualms about killing him in the middle of the night when it wore off.

Watching his friend wither away and nearly die in front of him without anything to be done gave the paladin a complex though, so the scare served its purpose.

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