Askar Avari
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Hi there folks.
In brief, my PCs have been level 12 for quite some time, but have done nothing more with Jorgenfist than scouting its exterior. Meanwhile, they've done two dungeons, plenty of sleuthing, and have figured out the main hook of Book 5 - there is a place called Runeforge with the tools they need to defeat a Runelord and their servants. They've spent something like 6 of the past 12 sessions with Lucretia to some extent, and have pieced together a pretty good idea of what is really going on (to the degree that they anticipate something like the Leng Device is in play.)
They have finally, finally decided to go to Jorgenfist (8 weeks in-game since defeating Barl), although they're currently in a phase of downtime to destroy the runewell of wrath, enchant weapons, and so forth.
In order to simplify the path to Mokmurian, I want to say that the surface and first floor of Jorgenfist are cleared out, leaving only the remaining Therassic Monastery filled with enemies.
My question is: if Mokmurian's forces have been marshaled and begun to march, how can they be stopped, either before or after Mokmurian's defeat? My current thought is that Conna has remained in Jorgenfist as, essentially, a prisoner, and if the party brings her along with proof of Mokmurian's defeat, that could stop them.
Without Conna's help, I think the party will need to defeat Galemir, Seleval, and Zaelsar at the very least. Ideally, I'd like to include the earthquake that strikes Sandpoint to somehow be included, to mark the exact moment that the runewells are experiencing a surge of power. Additionally, if they wait long enough that Mokmurian's forces begin a siege, I would like to have them up against a Rune Giant Warrior, although I'd build this as a special encounter where different limbs have different HP...
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TL;DR
I'd really like some advice on how to handle Mokmurian's forces having marched from Jorgenfist without him, and how they can be stopped either before or after he has been defeated.
| Mudfoot |
Someone will be in charge of them. Take out the leader(s) and the rest will dissolve into a squabbling mob that will go in various directions. By this time, your PCs should easily be able to harass and erode a moving army of giants in complete safety. The giants are just brute cannon fodder with little or no magical support. After they've taken 30% casualties with no effective defence, the giants will give up. Obviously they'll go and flatten some defenceless villages and farms, but essentially they're done.