I think I'll skip this week's game and push it to next week. HOWEVER, I'll see about getting the server up if leadjunkie wants to do some macro work, or anyone wants to hang out and chat.
EDIT: Server is up, for the time being anyway.
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Damien the Bloodfeaster |
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Ah yes, Donav...so we'd only be down 2/5 of our players. Still.
I think I'll skip this week's game and push it to next week. HOWEVER, I'll see about getting the server up if leadjunkie wants to do some macro work, or anyone wants to hang out and chat. EDIT: Server is up, for the time being anyway.
Author: Mother of all Encounter Tables, Bits of Magicka 1-3
Coauthor: Rappan Athuk Reloaded Bits of Magicka: Pocket Items - 2008 ENnies Honorable Mention
Last Edited By: Damien the Bloodfeaster
07/06/09 17:18:06.
Edited 1 times.
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Gem |
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Hopefully, I'll have a functioning laptop by next week (Hopefully) I really want to be there at the end too but I'll understand if you have to go on
without.
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leadjunkie |
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No game tonight Gem. We are just chatting and I am adding macros to your token.
Games I am...
Judging - Wilderlands: The Pagan Coast Playing - Damien the Bloodfeaster's Red Hand of Doom & kenmckinney's Savage Tide "Virtual" Lich
('cuz Yuku's lame)
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Damien the Bloodfeaster |
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Server is up!
Author: Mother of all Encounter Tables, Bits of Magicka 1-3
Coauthor: Rappan Athuk Reloaded Bits of Magicka: Pocket Items - 2008 ENnies Honorable Mention |
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Damien the Bloodfeaster |
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I've updated the XP and loot postings.
Note that, other than Miko's sword, you have not looted the bodies of the fallen priests. Since some of your current spells are time-sensitive (notably the summon monster spells and fly spells) I figured you guys might try pressing on at once rather than pausing to loot. Or were you intending to strip bodies and try teleporting to town, and letting Karl fend for himself in the interim? I'll post the tactical map of where you currently are in a bit. Note that you currently have two avenues of exploration: the secret passage Copper is in (which ends at two doors), and the vertical shaft leading up (which is currently choked 40-feet thick with webs, preventing any view of what might lie beyond them). You also have yet to deal with the blue and black dragons at the entrance, and the bone devil and night hag are presumably somewhere about. There's always the possibility you may have missed secret passages elsewhere as well.
Author: Mother of all Encounter Tables, Bits of Magicka 1-3
Coauthor: Rappan Athuk Reloaded Bits of Magicka: Pocket Items - 2008 ENnies Honorable Mention |
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kenmckinney |
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What happened after I left? Did you kill the last cleric?
Ken |
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DestyNova1 |
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Clerics are all dead. I suggest checking out the side passage before looting and leaving.
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Damien the Bloodfeaster |
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kenmckinney wrote: Trellara dropped her scroll and pulled dimensional anchor as you had asked, readying its use. The warpriest did an obscuring mist spell, but was badly damaged, and one of the bats managed to hit and drop him even with the 20% miss chance (thanks to the haste spell allowing it an additional attack; otherwise both would have missed). The confused cleric got an "attack caster" result, and was dropped by an attack of opportunity from the spider. Copper went down the secret passage the other cleric opened, and came to a T intersection with a door at either end of the T branch. We left off late in round 7. With the two minutes of discussion and prep time, this means your mirror image is going to expire in a couple rounds, and your fly spell in a couple minutes. The summoned centipedes have about 11 rounds left, and the spiders about 13 rounds. I think your haste spell has about six or seven rounds left. The obscuring mist is still up, forming a ceiling of mist five feet above the stone floor of the chamber. Don't forget Donav is still out in the cold cave, below the highest ledge, and will need assistance getting up to your level. Currently only Trellara is flying, as Miko's fly was dispelled.
Author: Mother of all Encounter Tables, Bits of Magicka 1-3
Coauthor: Rappan Athuk Reloaded Bits of Magicka: Pocket Items - 2008 ENnies Honorable Mention |
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kenmckinney |
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the haste spell was from a minimum caster level scroll; it would only have 5 rounds total.
Well, it seems we need to press on! Trellara will keep singing; she can't get the +3/+3 bonus again. We should search the bodies and pick up the magic items, then continue. Ken |
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DestyNova1 |
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I think we should spend as little time minion hunting as possible. Dealing with the dragons/bone devil/hag is bound to eat up at least two sessions. Plus
we'll have at least a 1/2 session dealing with stuff back at town and whatever shenanigans Karl has to deal with if he hides out. I am developing adventure
fatigue and would like to head for the final(tm) confrontation asap.
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Damien the Bloodfeaster |
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Tactical Map
Author: Mother of all Encounter Tables, Bits of Magicka 1-3
Coauthor: Rappan Athuk Reloaded Bits of Magicka: Pocket Items - 2008 ENnies Honorable Mention |
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Damien the Bloodfeaster |
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Server is up!
Author: Mother of all Encounter Tables, Bits of Magicka 1-3
Coauthor: Rappan Athuk Reloaded Bits of Magicka: Pocket Items - 2008 ENnies Honorable Mention |
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Damien the Bloodfeaster |
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Tactical Map
Author: Mother of all Encounter Tables, Bits of Magicka 1-3
Coauthor: Rappan Athuk Reloaded Bits of Magicka: Pocket Items - 2008 ENnies Honorable Mention |
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DestyNova1 |
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I apologise to everyone for my outburst. I am very burnt out on the adventure and am frusterated at our situation since it seemed to me it would was heading
towards a big arguement about who stayed behind when I felt we couldn't spare time arguing about it.
Last Edited By: DestyNova1
07/20/09 21:51:05.
Edited 1 times.
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Damien the Bloodfeaster |
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It would perhaps be helpful if you guys were to discuss your plans for what to do next here on the boards each week, before the next session. That way you can
all be on the same page once you finish a battle (or to figure out how to escape from one).
In the case of your current predicament WRT leaving the Fane, the main problem is that you have five PCs in the group, but the scroll only will take Trellara plus three others, leaving someone behind. The risk of leaving someone behind isn't simply that they might get killed. Rather, they could get captured, interrogated, stripped of gear, charmed, dominated, and turned against the PCs. Do you really want Evil Karl ambushing the party with sneak attacks on your return visit?? These are only worst-case scenarios, but they are a potential threat. Trellara's opinion, I gather, has been to wait until someone dies, whereupon they become an object, and hence she can transport everyone, and the one PC can get raised back in town. This gets everyone out, but someone would be losing a level, and with your current XP totals that could really hurt. Another potential issue is that by the time one PC drops, others might also drop before everyone can gather around Trel. (There's also the fact that if Trellara dies, no one's going anywhere by teleporting.) A third option would have been leaving out the front of the Fane, killing the dragons or bypassing them somehow, and camping out in the wilderness. Before your current battle this might have been a feasible option (e.g., haste/inviso Karl, have him run while the others buy him time, then the others teleport away when Karl has made good his escape, unless they get lucky with the dragon). That might still be an option if you guys can get through the current battle. I'm not sure why the fighter types have been hanging back. WRT the teleport out thing, I did propose one possibility last night. Trellara has a revivify spell on a scroll, which can raise one PCwithout level loss if cast within one round of death. She could give it to Donav, and he could stand by with it. Then someone could kill a fellow PC, Trellara could teleport you, and Donav could revive them. This would require a fair amount of teamwork on your part, and someone has to be willing to take the coup de grace. But it is an option! As for being burnt out on the adventure...sorry Desty, not sure what to say on that. I'd like to think I've included a fair amount of variety throughout the game. Was there something in particular you were looking for that you have not seen? If it seems like this last part has been going on forever, in part that's because we've missed a number of sessions here and there in the last few months for one reason or another. Had we not, the campaign would probably be done with by now. If you have any other suggestions though, I'm willing to listen. BTW, another thing you guys might want to do is, assuming you DO make it back to Brindol, start thinking about how you'll be leveling your PCs, total up your loot, and figure what you're likely to sell and buy. The more of this you handle on the boards now, the less game time is wasted covering it during a session. You might also contemplate what you might yet face in further threats in the complex. Based on what you have encountered thus far, you should have a fairly good idea of the most likely kinds of creatures you may still encounter.
Author: Mother of all Encounter Tables, Bits of Magicka 1-3
Coauthor: Rappan Athuk Reloaded Bits of Magicka: Pocket Items - 2008 ENnies Honorable Mention |
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kenmckinney |
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I like Damien's suggestion re: the revivify spell.
Here is a suggestion: Trellara and Donav both delay; Donav delays to cast the revivify scroll and Trellara to teleport us out. Then we fight until someone drops (might as well kill as many bad guys as possible, right?). Trellara then teleports us all out and Donav casts revivify on whoever drops immediately afterwards, avoiding level loss. For this to work though, we have to essentially fight in a square formation -- Trellara has to be able to touch everyone who is teleporting. I have been hanging back because I have a single spell slot left and I need it to cast Magical Savant and guarantee getting the teleport spell off. I also have a grace point I could use for this purpose. If I move forward I will probably lose my last spell (which is a 4th level slot) to the field, so I might as well cast it before that happens and hope not to get unlucky on the teleport. Keep in mind that if I am sickened when we TP out I will also take a -2 to my UMD check. One option would be for me to help us regain the momentum by moving to the front and casting Shout for 9d6 Sonic damage in a 30ft cone. I don't think Devils are resistant to sonic damage. They would get SR, but my caster level is decent. I have mirror image up so I would likely survive for a round doing this. The downside of this approach is that it will introduce the chance of us being unable to teleport out, which would likely result in a TPK. I have a fair bit of healing; I actually have a Heal scroll that I haven't used. So you guys could fight it out with the devils, coming back when you are low on HP. I also have a caster level 12 scroll of Shield of Faith that will give someone a +4 deflection bonus to AC; most of you already have deflection bonuses though. But, the truth is, our party only has one real way to do damage and win fights and that is by the fighters fighting. You guys have excellent ACs and are just about at full HP. I see no reason that we can't win this battle if you engage the enemy. |
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kenmckinney |
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BTW I do have two protection from Elements Scrolls left if we decide to flee and fight the dragons. I also have one scroll of Flight left, and one caster level
9 scroll of Haste.
I may use the Haste scroll in the current battle, but in our current tactical situation it seems like a waste -- we're currently only able to engage the barbed devils and they can probably be killed with a full attack without haste. Ken |
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DestyNova1 |
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I pulled Miko back because Copper called for a pull back so we could take advantage of the tight halls and bottleneck the devils. This seems to have
back-fired since the Eyrenies(sp) are pelting us with unholy blights. Plus I wanted to nplay conseritivly since I don't want to risk Miko too much since
I'm piloting her for someone else.
As for burn out, the biggest reason is time because things have gone on so long and we are hunting down every Moe,Larry and Curly instead of cutting off the Red Hand's head. If we bring down the leader, I doubt any followers are going to hang around. That is what I was expecting of these last few sessions: kill the chaff inbetween us and the leader, then a big finishing battle. |
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Damien the Bloodfeaster |
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Well, you have to get to the leader first...and you can bet the lair's not set up so that you can just ignore all his minions and make a beeline for him.
Don't underestimate the erinyes, by the way. They are by no means pushovers. The bearded devils are more in the lines of cannon fodder. The erinyes' tactics are pretty clear at this point--as Desty mentioned, there's no reason they can't use their meatheads to bottleneck the passage while they hit you with two unholy blights a round. The spells don't do incredible damage (only 5d8), but that quickly adds up over time, especially with two of them doing it, and their own minions immune to the effects. You guys also run the risk if you spread out of having someone getting charmed. The only problem I see with Ken's strategy (wait until a PC drops from enemy action) is that by the time it happens, everyone else may be so weakened from unholy blights (likely including Trel and Donav, if you plan on keeping people in a square/box formation) that more than one character may fall, possibly even including one or both spellcasters. It's a risk to consider in your tactics.
Author: Mother of all Encounter Tables, Bits of Magicka 1-3
Coauthor: Rappan Athuk Reloaded Bits of Magicka: Pocket Items - 2008 ENnies Honorable Mention |
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kenmckinney |
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We don't know where the leader is. How are we supposed to make a beeline for him?
Are you suggesting that Damien should alter the module to suit your personal preferences? I am completely against that. Ken |
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