Author Topic: Sunless Citadel Adventure Path - Campaign Journal  (Read 45225 times)

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #40 on: March 19, 2015, 12:19:53 PM »
Here, the timeline should be in a more-easily reached spot.  The top of the third page sounds like a good place  ;)

The timeline:

Code: [Select]
June 1st Urolph claims a house
June 2nd Veri dies; party meets Værï
June 3rd Party explores rooms 4 & 5 in the Sunless Citadel.  Sell items and rest.
June 4th Rest at the farm. “Random” encounter with trig blights during the night.
June 5th Meet Meepo, fight goblins in rooms 31, 32, and 33. Meet Yasdrul.
June 6th Explore rooms 28, 29, and 30.  Return to Oakhurst, then sleep at farm; twig blights attack.
June 7th Party rests at the farm; Belack casts Goodberry and Delay Disease.
June 8th Belack casts Goodberry three times to help the party rest and recooperate.
June 9th Fight goblins in rooms 31, 32, and 33; party saves Erky Timbers.  Fight skeletons in room 27. 
They return to Oakhurst for drinks, and to help Erky rest and resupply.
June 10th Erky heals the party. Belack makes Goodberries.
June 11th Party catches the white dragon and returns it to the kobolds.  They kill the water mephit, and sleep at the farm.
June 12th Party heads to Oakhurst, Belack makes Goodberries, and the party sleeps at the farm.
June 13th Party fights Jot the Imp and the “Dragonpriest” troll; party camps in the Citadel after Jot cuts the rope.
June 14th Travel to Oakhurst.  Sleep at the farm.
June 15th Kill Durnn and company in room 41.  Explore down, killing goblins in area 47.
June 16th Encounter shadow in Room 50.  Kill Balsag the Bugbear.  Camp at the farm.
June 17th Travel to Oakhurst, then sleep at the farm.
June 18th Kill the shadow.  Slay goblins and twig blights at the north end of Twilight Grove.
June 19th Slay Belack, and Sir Braford; "save" Sharwyn. Travel to Oakhurst by nightfall.
June 20th Strike out toward Pellak
June 21st Traveling
June 22nd Arrive at Pellak in evening.  Urolph kills the pick-pocket.
June 23rd Belack and Urolph meet Joric the Short and Baron Althon.
June 24th Værï finishes scribing; all three meet with Baron Althon.
June 25th Værï ID's Shatterspike, PC's sell items to Joric and Church of Wee Jas.
They buy magical gear & horses, Urolph visits the Temple of Kord.
Wanted posters are noticed.  Head back to Oakhurst.
June 26th Travel
June 27th Arrive at Oakhurst mid-day. Get fixed MW dagger, Urgrosh. Discover dead milk cow.  Sleep at Urolph's farm.
June 28th Travel through Oakhurst on way to Pellak.
June 29th Travel
June 30th Pass through Pellak mid-day.

July 12th Arrive in Blasingdell near evening.
July 13th Strike out toward the Stone Tooth.
July 14th Arrive at the Stone Tooth near evening; conduct initial assault, killing Ulfe and many orcs.
July 15th Return to the Stone Tooth after camping in the forest. Kill Burdug's female assistants. 
Burdug, Yarrick & three archers will flee.

July 15th (Cont): Investigate room 10, set off trap, kill stirges, kill bear and two Troglodytes, Urolph dies. 
Camp outside the Stone Tooth.
July 16th    Depart for Blasingdell.
July 17th    Travel to Blasingdell, arriving just after dinner time.
July 18th    Conduct trade, meet Igrot. Leave for the Stone Tooth.
July 19th    Travel to the Stone Tooth, arriving just before nightfall.  Fight gricks.  Enter "the Sinkhole."

July 19th (continued):    Værï and Belack are Strength damaged to 0 Str by the Roper; Silar initiates negotiations.
Værï left with Roper for up to 24 hours as the other PC's heal themselves and hunt down live meat. 
The other three camp outside the mountain.
July 20th    Belack wildshapes into an eagle, finds a deer, Charms it, & Wild Empathizes it, allowing him to leash it & they bring it, & a caught rabbit, to the Roper. 
They find the key in the jail cell, hidden in the dwarf carcass' armor.  They camp outside the mountain.
July 21st    Open the door to Durgeddin's forge.  Kill six Duergar, three in the main hall, three in the forge.

July 21st (cont): Kill female duergar in Durgeddin's old bedroom.  Meet Idalla the Succubus, get charmed. 
Igrot and Wolf are killed by the animated rug.  Head back toward Blasingdell.
July 22nd Travel to Blasingdell.
July 23rd Arrive in Blasingdell in the late afternoon.  Meet Fenrick.
July 24th Leave Blasingdell.
July 25th Arrive at the Stone Tooth in the evening.  Fenrick is out of spells, but they go to "save" Idalla.
The succubus charms Fenrick, and is released from her Binding.  She kisses Fenrick, Værï, and Silar (x2).
July 26th Belack prays for a new animal companion, a Wolverine. 
Succubus-inflicted negative levels become permanent, dropping Værï to 4th level, and Silar to 3rd. 
The party clears out dwarf skeletons, the skeletons and wight in the chapel, and the animated table.
July 27th Loot Dwarven sarcophagi.  Silar decides this adventuring is too dangerous, and leaves.
Party fights Nightscale the dragon, and loots her treasure.
July 28th Party returns to Nightscale's lair, finding nothing more (and Belack getting breathed on).
Party departs the Stone Tooth.
July 29th Arrive in Blasingdell in the evening.  Speak with the Mayor, get drunk, hang out with soldiers.
July 30th Værï identifies items, Belack prays for a new animal companion, getting a Dire Bat.
Party departs Blasingdell in afternoon.
July 31st Party arrives in Foxmarsh in afternoon, learns of murdered party, and gathers info around town.  Encounter Kaei.
Aug 1st Follow Lizardfolk tracks, fight swarm and will-o-wisp. 
Attack poison dusk lizardfolk village, then retreat back to Foxmarsh. 
Sleep in Chapel of Pelor; attacked by Sepulchral Thief, Fenrick killed.
Aug 2nd Belack Reincarnates Fenrick as a Human. Party departs for Pellak.

Days Travel miles (where they end the day)
Aug 2nd (1) 25 (Padstow)
Aug 3rd (2) 32 (camp)
Aug 4th (3) 32 (pass through Dimashq after 22 miles)(camp)
Aug 5th (4) 29 (Truelight)
Aug 6th (5) 25 (Shaeja)
Aug 7th (6) 32 (camp - Fharlanghn's rest stop)
Aug 8th (7) 32 (Valiserat Keep)
Aug 9th (8) 32 (camp) - Drow ambush
Aug 10th (9) 32 (pass through Mahiro after 16 miles) (camp)
Aug 11th (10) 38 (Ellis)
Aug 12th (11) 21 (Pellak)

Aug 12th Arrive in Pellak in afternoon; Baron Althon entertains them while his wizard ID's the items.

Aug 13th – Aug 20th Party stays in Pellak, having weapons and armor enhanced with magic.
(+1 weapons for Værï & Silar, +1 Twilight mithril shirt)

Aug 21st Depart Pellak to head back to Foxmarsh.

Aug 21st (1) 21 (Ellis)
Aug 22nd (2) 32 (camp)
Aug 23rd (3) 32 (pass through Mahiro after 22 miles) (camp)
Aug 24th (4) 38 (Valiserat Keep)
Aug 25th (5) 32 (Fharlanghn's rest stop)
Aug 26th (6) 32 (Shaeja)
Aug 27th (7) 25 (Truelight)
Aug 28th (8) 29 (camp)
Aug 29th (9) 32 (pass through Dimashq after 10 miles)(camp)
Aug 30th (10) 32 (Padstow)
Aug 31st (11) 25 (Foxmarsh)

Aug 31st Arrive back in Foxmarsh, sleep the night.
Sept 1st Reconnoiter the PDLF swamp village.  Strategize while back in Foxmarsh.
Sept 2nd Attack PDLF village killing everyone who remained, including the Sepulchral Thief, and attaining Sir Horik's breastplate.

Sept 3rd Travel to Padstow
Sept 4th Leave for Thornward
Sept 5th Travel - fought a trio of flind gnolls
Sept 6th Arrive in Thornward around noon; Track down Davith, and gather info on other topics.
Sept 7th Approach Davith, and get paid; shop
Sept 8th Belack has his shield enhanced to +1.
Sept 9th Depart Thornward (headed toward Pellak)

Days Travel miles (where they end the day)
Sept 9th (1) 32 (camp)
Sept 10th (2) 32 (Thawr)
Sept 11th (3) 32 (camp)
Sept 12th (4) 38 (pass through Truelight after 13 miles) (Shaeja)
Sept 13th (5) 32 (camp - Fharlanghn's rest stop)
Sept 14th (6) 32 (Valiserat Keep)
Sept 15th (7) 32 (camp) - fought a hunting pair of Displacer Beasts
Sept 16th (8) 32 (pass through Mahiro after 16 miles) (camp)
Sept 17th (9) 38 (Ellis)
Sept 18th (10) 21 (Pellak) - Gather info about Carern
Sept 19th (11) 36 (camp)
Sept 20th (12) 36 (Siheftorm)
Sept 21st (13) 25 (Wallsend)
Sept 22nd (14) 35 (Hookhill)
Sept 23rd (15) 32 (camp)
Sept 24th (16) 32 (pass through Ironwall Keep after 8 miles) (camp)
Sept 25th (17) 12 (Carern)

Sept 25th Arrive in Carern in late morning; return relic; Belack tells party of overheard rumor about Ossington.

Sept 25th (1) 12 (Camp)
Sept 26th (2) 22 (pass through Forest Watch after 12 miles) (camp) - Værï buys a warhorse
Sept 27th (3) 22 (Camp)
Sept 28th (4) 20 (Old Tarbee's Farm) - Horseman attacks after 15 miles (5 miles from Farm)
Sept 29th (5) 24 (pass Chapel of the Nine Gods after 18 miles) (Ossington)

Sept 29th Elder Murows murdered by elf sniper.
Sept 30th Party spends day in the woods tracking the elves; Belack's nose grazed by an arrow.
Oct 1st Party delves into the Great Barrow, Værï takes two negative levels; party attacked by ghostly rider, and "kill" him.
Oct 2nd Party camps near barrow; Værï saves against both negative levels; party reenters the barrow & kill Saithnar. Fenrick takes a negative level.
Oct 3rd Party camps near barrow; during the last watch, early in the morning, the party is attacked by a pack of Hobyahs.
Party investigates Red Horse Hill, Fenrick saves vs. his Negative Level, and the party visits the Silence Keepers, follow elf tracks, & are attacked by animated trees.
Oct 4th The party convinces the townsfolk that evacuation is the best thing.  They retrieve the bodies of the Hobyahs, giving them to the villagers as food.
They continue following elf tracks, and fight Gnarlroot again, and Silar talks with him while Tully is unconscious.
Oct 5th The party finds a note they can't read, collects firewood, then sneak off to explore the woods west of Ossington.
They notice hobyahs are following them, & meet a pixie, who tells them Dyson and the Cuckoo killed the elven delegation. 
They debate camping outside of town, but end up going back, where Dyson has laid a trap for them.  Fenrick and Belack die in the ambush.
Oct 6th Værï and Silar find the elves around midnight, and convince them and Gnarlroot to help him assault Ossington.
They attack before dawn arrives, Værï setting several cottages on fire.  The three remaining faux humans are slain
by Værï as they attempt to put out the fires.  Dyson's tower is empty, the study stripped of anything useful, and the rest has been burned.
Gnarlroot & his animated trees destroy all the buildings, but leave the standing stones alone.  Værï and Silar leave, staying the night at Tarbee's farm, finding Tarbee dead.
Oct 7th - 9th Travel through the forest.  At Forest Watch, Silar departs, and Værï hears news of a Baron calling for adventurers to deal with raiding ogres.
Oct 10th - 13th Værï walks three and a half days to Hookhill, arriving around noon.
Oct 13th Asking about the call for privateers, Værï learns there is a meeting with the baron happening later that day.
Værï arrives for a cocktail hour, meeting Margel, Davben, and Sir Roderick. 
They learn of the ogre threat, and meet the scout, Jorr, who will accompany them to the location of the ogres' hunting lodge.
Oct 14th - 22nd Travel to Fharlanghn's rest stop between Shaeja and Valiserat Keep.  Attacked by ogres during the night.
Oct 23rd - 24th Travel to the scout camp, in a cave a few miles from the ogre lodge.  Jorr shows the party the lodge from a high viewpoint;
the party camps on the overlook, watching the comings and goings of the ogres.
Oct 25th The party waits for nightfall, then Værï sneaks into the entry room invisibly.  He notes the sleeping guards, and the
large number of ogres in the great hall.
Oct 26th The party waits for a raiding party to leave the lodge.
Oct 27th The party waits; a raiding party leaves the lodge around noon.  After dusk the party assaults the Steading of the Skullcrusher Ogre Chief for the first time.
Oct 28th The party rests, recovering from massive hit point damage.  Davben invisibly scouts the outside of the lodge.
Oct 29th The party knocks on the front door, then investigates the outbuilding, then kill the ogres that investigate after blowing the horn.
Oct 30th Davben scouts the kitchen, stealing a sack of grain, & causes a grain dust explosion in the outbuilding, and killing a few ogres.
Oct 31st The party tries to smoke out the ogres by stuffing bedding in the chimneys, but it fails.  They go inside, triggering morningstar pendulum traps, and killing a few ogres in the northeast hallway.
Nov 1st The party makes a stand in the tower.  Davben is grappled to unconsciousness and dragged away.  Værï and the party save him, but Margel falls for a trap, and
gets cut off from the party, in negative hit points.  The party tries to save him, but is unsuccessful.  They retreat, and meet Jonmuir.
Nov 2nd The party assaults the lodge in the morning, creating arrow slits by warping the logs of the doors.  They make a stand in the servants' quarters, killing most of the worgs.
Nov 3rd Davben scouts invisibly.  Aborted assault on the tower.  Ogre raiders return after dark.
Nov 4th Party comes through the front door, killing Ogre Zombies.  They assault the Great Hall, blinding several ogres with Murderous Mist.
Nov 5th Party assaults the servant's quarters, destroying four skeletons.
Nov 6th Party notices trail to portal cave.  Kills blind ogresses, drow guard and lizards.  Nearly killed by Vrock, which they blind with Murderous Mist.
Nov 7th - 10th Party travels to Mahiro.
Nov 11th - 16th Party researches Vrocks, shops for gear, and Værï scribes three scrolls into his spellbook.
Nov 17th - 20th Party travels back to the scout cave near the ogre lodge.
Nov 21st Party assaults the portal cave again, killing another drow, a half-ogre, and finally killing the vrock.  They loot the drow corpses, but notice another vrock in the back cavern, so they quickly leave.
Nov 22nd Party returns to the portal cave, finding it empty of any living creatures.  They discover the portal in the back room.  Jonmuir invisibly scouts out the ogre lodge in eagle form.  The party notices an ogre raiding party leave the lodge.
Nov 23rd Party has traveled and camped overnight, getting ahead of the ogre raiders.  They set an ambush, catching them in Web & Entangle, then blinding them with Murderous Mist.
Nov 24th The party travels back to their scout cave.  Jonmuir checks on the ogre lodge, and sees the drow leaving.  The party gets ahead of them and set an ambush, steamrolling them just like the ogres the day before.
Nov 25th The Party sneaks up to the rear of the lodge around mid-day.  They kill the last worg, & Værï Blinks through the wall.  They enter, and after setting up to draw the ogres to them, think better of it, and start quietly looking around. 
They investigate rooms 8, 9, 10, and 10A, finding a map of the complex, and a letter written in Giant, describing the plans for the raiding campaign.
Nov 26th The Party prepares for a night raid.
Nov 27th 3:00 AM.  The Party kills the Chief, his wife, and both bears.  They slaughter several more ogres, and the Hill Giant.
Nov 27th The Ogres abandon the lodge; party "steam rolls" them with Murderous Mist in the forest.  The party searches the lodge thoroughly.
Nov 28th - Dec 8th The Party travels back to inform Baron Brehorn about the situation.
Dec 9th - Dec 10th The Party stays in Hookhill, researching Sigil, and scribing scrolls.
Dec 11th - Dec 22nd The Party travels back to the portal cave near the ogre lodge, pass through, and arrive in Sigil, as full darkness approaches.  Davben tries to hunt down a library.
Dec 23rd The party shops, and finds vendors to add the Daylight property to several suits of armor. Værï starts scribing spells, and
Gather Info leads the others to The Library of The Lady.  They research Sigil's portals for an hour.
Dec 24th Værï continues to scribe spells, while the rest of the party researches the Demonweb Pits, the Underdark, Drow religious culture, and the basics of Draegloth.
Dec 25th - Dec 26th The party researches the vulnerabilities of Draegloth.  They trail a random drow to the Styx Oarsman.
Dec 27th The party enters the Styx Oarsman disguised as drow.  Rule-of-Three sees through Værï's disguise, and convinces them to drop the act. 
Rule-of-Three offers to help the party, in exchange for a few errands and services rendered. 
He sends them to get a prophesy about Lolth from the Tower of the Eye.  The party battles a Blue Slaad in an alleyway.
They enter the Tower of the Eye, and Sir Roderick convinces Humbart to allow him to ask his question of the Eye, and receives a prophesy.
Dec 28th The party heals up Værï and Davben's Charisma damage, and copies the prophesy, then return to the Styx Oarsman, giving the prophesy to Rule-of-Three. 
He tells the party to travel Yggdrasil to the Beastlands, and Værï shows great interest in the book RoT is reading.
The party is apprehended and questioned by Warden Archons, then they research Yggdrasil & the Beastlands.
Dec 29th The party travels to Yggdrasil.

Jan 3rd The party crosses into the lower layer of the Beastlands around 'mid-day.' They fight displacer beasts and a Wild Hunter. 
They search for a portal and cross into the middle twilight layer, where they camp, and fight off hungry cave tyrannosaurus rexes.
Jan 4th The party searches out the Cat Lady, and learn from her that Thaas is on the night layer of the Beastlands.  They follow a bat around,
eventually meeting the Owl Lord, who gives them an owl guide.  They trek back to the Wild Hunt battle site.
Jan 5th Early morning hours.  The party fights a Wizened Elder Watcher, and they find the resting place of Thaas. Værï grasps the bow, and they escape back to Yggdrasil.  The party walks 6 hours and camps on the World Ash.
Jan 6th The party continues on, meeting Fastmundr, but fail to get the Ratatosk to open up about what is bothering him.

Jan 10th The party reaches the portal to Sigil, and fails again to get any information from Fastmundr.  They return to Sigil.
Jan 11th The party hires a spellcaster to look at Thaas & Spidersilk with Analyze Dweomer.  They contract Kemet & Gbemisola to research the items of legacy.  Meet Gryfalcon.
Jan 12th Værï scribes Resist Energy; Davben & Jonmuir sell water. (Had Thaas 7 days as of AM)
Jan 13th The party learns about Thaas & Spidersilk from the Jackal Lord Scholars. Rule-of-Three tells them to go to the Demonweb Pits to get a spy's report. The party researches the Demonweb again.
Jan 14th The party leaves Sigil, arriving in the Demonweb Pits with Gryfalcon. They kill a chwidencha, a spore bat, and a yochlol, letting one get away.  They use Gryfalcon's teleportation key.  The party wanders around for several miles, fighting various demonic spiders, and stumbling their way into a group of Palrethee demons, who they trick via their disguises, and they walk toward Lissondra's home.  They deliver the books and get her report, then leave the demonweb as fast as they can, then Værï reads the report via clairvoyance.  Yugoloth's ambush the party; Davben is killed.  Archons only offer advice about collecting Davben's blood.
Jan 15th Davben is reincarnated.  Party sells loot and equips Davben.
Jan 16th The party meets with Rule-of-Three, who bribes them to go to Zelatar.  Party starts researching Zelatar, learning much about it by the end of the day.
Jan 17th - 21st The party spends time researching Zelatar, various demons, and buying drugs from a Glabrezu.
Jan 22nd The party researches Graz'zt's layers a bit more, then travel to the 45th layer of the Abyss, meeting a Hezrou who nailed them with Blasphemy.

Also, this past week and next week Værï's player is gone, so I'm using the time to run a side "backstory" adventure for the benefit of Sir Roderick's player.  I've sent them back to the Sunless Citadel, but now it is controlled by a raiding party of drow.  Perfect tie-in for Expedition to the Demonweb Pits, and if the PC's explore far enough, they'll see that the vampire Gulthias is no longer stuck in the Gulthias Tree.

Read about this side-adventure here.
« Last Edit: July 08, 2017, 01:01:50 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #41 on: April 01, 2015, 02:42:06 AM »
We resumed the main storyline tonight with the 34th session of the actual campaign, and we picked up right where we had left off.  The party had assaulted the ogre lodge, killing one ogre out front, then killing the two in area 1a, but not before one of them got outside the party's bubble of silence, and yelled about the intruders.  After three rounds reprieve, the double doors to the Great Hall were opened, and Davben's readied wand of web caught the four skullcrusher ogres on the other side.  Three of the ogres slowly pulled their way forward, meeting their doom.  In the midst of that, another skullcrusher ogre arrived from the side hallway near the front doors, and was dealt with by Sir Roderick.  Roderick then charged forward to slay the third ogre to work his way through the webbing.  This is where we picked up tonight.



Feeling they've got things under control, the party decides to start investigating down the side passages, and all move toward the northeastern doorway.  Then they hear the sound of hounds (actually worgs) howling.  Davben takes a moment to use the wand of web to fill up the area near the northwestern door (near rooms 13 and 14), so that the ogres can't come around behind them as they explore down the hallway between areas 2 and 4.  Not wanting the hounds to come in and fight them from behind, Margel and Roderick go over to close the front doors, and bar them.  There is a skullcrusher ogre standing in the T-intersection just north of rooms 2 and 4, and his readied action goes off, nailing Margel with a thrown rock.  Having been so aggravated about the ogres not hitting once with their rock last time, I altered their Mounted Combat feat to Brutal Throw from Complete Adventurer, giving them a fairly decent chance to hit with their thrown stones (it actually became their attack with the highest modifier).

Initiative is rolled, and Værï goes first, followed by Margel, then Sir Roderick, the ogre, and lastly Davben.

Having seen a large boulder strike his companion, Værï double moves up to the ogre, successfully Tumbling the last five feet so as to avoid the AoO.  Margel continues with his action, and wants to pull the door shut.  I ask him for a strength check, and he passes the DC 17 stength check to close the door.  Roderick rides his mount into the hallway, but Værï is in his way, preventing him from closing the full distance, thus he cannot attack the ogre.  The ogre decides to take a swipe at Værï, as the DM hadn't realized yet that Værï still had mirror images up and running since last time.  I succeeded in rolling a natural 1 anyway...  and the second attack on the full attack missed terribly, too.  Davben flies over into the hallway, and spends some time swapping out the wand for some other item, though I forget what.

Værï proceeds to slash at the ogre, dealing a mere 6 damage, but resetting his maneuvers; then he Tumbles away, back through Roderick's space, which would allow the paladin to close the full distance on his turn.  Margel then decides to spend a round to lift the bar in place on the front double doors (I just used the same DC for lifting the bar into place, as there is no bar mentioned in the module, but having one is completely sensical).  He succeeds, placing the bar, and blocking out the approaching worgs.  Sir Roderick steps up with his steed, striking a few times between his five attacks, and dealing 15 damage.  Rather enjoying the single foe he sees before him, the ogre lays into Sir Roderick, succeeding to crit with two natural 20's in a row (the attack and the confirmation); my variant second confirmation does not confirm, so his attack merely does the normal double damage... something like 30 points.  Everyone hisses with a cringing look on their faces, but Sir Roderick is okay.  Davben fires his eldritch blast, dealing 15 damage.

Værï does something, though I don't recall what; he wasn't threatening the ogre at this point.  Margel then spends his turn picking up his shield (which he'd had to put down to bar the door) and equipping it, then five-foot steps toward the action.  Sir Roderick is a bit worried about his hit points, so he decides to use Lay on Hands to cure himself of 16 damage, and lets his stallion full attack the ogre, hitting with one hoof and its bite, bringing the poor creature to 9 hit points.  The ogre goes down swinging, dealing a hefty blow for 15 points of damage right back to Sir Roderick.  Fifteen points of eldritch blast from Davben bring this foe to his end.

Værï Tumbles forward into the intersection, as he couldn't see what might be threatening from around the corner.  When he stops at the north wall of the hallway, the readied actions of the two skullcrusher ogres at the east and west ends of the hallway go off.  Two thrown boulders; one wiffs on a natural 1, while the other hits one of Værï's mirror images, destroying it.  Margel slowly trudges his way into the hallway, double moving, only getting about half-way up its length.  Sir Roderick rounds the corner toward the eastern ogre; his faster speed will let him close faster than Margel...  After the turn he only goes about 30 feet, half the length of the hall after the turn; he wants to set up a charge for next round, as he was disappointed the turn in the hallway prevented him from charging this round.  Davben flies around the corner and also turns toward the east, blasting the ogre for 14 points of damage.

The eastern ogre decides not to wait on Sir Roderick to close with him, and instead charges the paladin; I think he hit.  The western ogre (standing in the corner of hallway north of room 2, directly south of the secret door) throws another rock at Værï, hitting and destroying another image (leaving him with three or four remaining at this point).  The elf Tumbles through the ogre's threatened area and strikes with Sapphire Nightmare Blade, succeeding on the Concentration check, and thus getting the +1d6 damage, and getting to apply 2d6 sneak attack, as it made the ogre flat-footed (which Værï hadn't realized Sapphire Nightmare Blade does, apparently).  It still only ended up being 8 damage... I did screw something up here; Værï was planning to use Mountain Hammer, but I said he couldn't because the floor was wooden.  In checking after the session ended, the floors are all supposed to be stone... I will have to make it up to him next week somehow.  Letting him Mountain Hammer from here on out will certainly help, though.

Margel continues his slow trek toward engaging the bad guys, double moving toward the west, and stopping just inside the ogre's threatened area.  Sir Roderick's horse attacks, dealing 6 damage, and then Roderick declares he is Smiting Evil.  Natural 20, confirmed.  He had a Critical SmiteTM last week in the side adventure, too... If this is becoming a pattern, I like it!  He deals over 40 damage, killing the ogre instantly.  Davben turns his attention to the western ogre, hitting despite cover, and inflicting 9 damage.

Unlike normal ogres, Skullcrusher Ogres aren't dumb.  They are just as intelligent as the average human.  Seeing one foe in front of him surrounded by mirror images, and one foe not, and having seen two attacks spoiled against Værï because they hit images instead... he choses to full attack Margel, hitting with the second swing.  Værï swings and misses, but resets his maneuvers.  Margel steps forward, getting a full attack, and hitting once for 14 damage.  Roderick delays or something at this point; he doesn't see any foes that he can reach and attack at this point.  Davben fires his eldritch blast at the western ogre, dealing 18 damage.

Another ogre stepped into the eastern end of the hallway, from the north, and began throwing rocks at Roderick, hitting with this first one. The western ogre goes out strong, hitting Margel again, and then promptly dying on Værï's blade.  Then, since he was just at the corner, Værï peeked his head around to look north (toward the secret door to room 11).  There is another ogre waiting there.  He takes his readied rock throw, and I give Værï improved cover (+8 to AC) from the attack... Natural 20.  An exasperated sound comes out of Værï's mouth as I roll the damage (the crit didn't confirm).  Margel cast a healing spell on himself, while Sir Roderick takes the straight-line opportunity to charge at the ogre that had just beaned him with a boulder.  But that pesky AoO... the ogre hits Sir Roderick with his large morningstar just before the paladin completes his charge, and the damage is enough to drop Roderick to –1 hit point.  He falls from his steed, but the horse continues forward, missing its charge attack against the ogre.  (I've never had a Paladin or steed-riding PC before, so I didn't even think to look until just now to see if he should have fallen from the saddle or not.  Luckily for him, the fact that he did fall from the saddle probably saved his life).

Well, that turn of events certainly changed things, and lessened the party's confidence.  From this point onward, it felt as if the party was becoming more and more desperate, slowly realizing they had just bit off more than they could chew...  Brutal Throw certainly helped in that regard.  Davben flies to the east, looking to help save Roderick.  The distance is long enough that he can't get to the paladin and activate any curative effects, so he fires an eldritch blast at the ogre, dealing 13 damage.

The western ogre moves south, just moving past the corner, and attacks Værï.  The one on the eastern end attacks the paladin's warhorse twice... the DM feels it would attack the live, biting beast before it, rather than attack the prone and unmoving knight laid at the horse's feet... (see how nice I am?)  Værï and Margel both miss the western ogre.  The warhorse attacks the eastern ogre, hitting once for 6 damage.  Roderick lays there unconscious while Davben heals him with some curative magic from his Belt of Healing.  Davben also had gotten out a wand of some obscure spell from Dragon Magic that makes a duplicate of him for one round (possibly because it is only a 1st CL wand?)  He figures more targets means less of a chance that Roderick will die.

Here is where my DM-deviousness starts to show up...  Remember how I said there was one ogre stuck in that first web, but so far back he had total cover from the PC's?  Well, his other friends in the Great Hall came to free him by lighting the webbing on fire.  Yeah, he suffered a small bit of fire damage, but that started the slow burn through the webbing.  It would take seven rounds for the webbing to completely burn from back to front.  I'm counting eight rounds since the last time the PC's rolled initiative, and there was another round or two of time before that happened...  The webbing has cleared, and the ogres are now going to be cutting off the PC's line of escape...

An ogre steps into the T-intersection from the south (again, this is all in the hallways between and north of rooms 2 and 4), and throws a boulder at Davben (flying targets seem to be the appropriate targets for boulders, don't you think?)  I don't remember if it hit or not, but the PC's were starting to get worried.  The eastern ogre continues to whittle away sizable chunks of the warhorse's hit points, kindly ignoring the now-conscious paladin on the ground at the horse's feet.  The western ogre takes a few more swipes at Margel.  Værï hits for 10 damage, and Margel full-attacks, dealing a total of 16 damage.  Sir Roderick swift-casts CLW's on his mount (recall that swift-cast spells don't provoke AoO's), then Davben tells him to play dead... I inform them that won't work, since the ogre just saw him cast a spell...  Instead Sir Roderick stands and five-foot steps out of his horse's space, placing the horse between himself and the ogre.  I was VERY nice, and allowed being in the same space as the horse to provide Roderick with cover, meaning no AoO's.  The warhorse dealt 10 damage, then Davben dropped the last two charges of his Belt of Healing to cure Roderick... of only 9 hit points.

The eastern ogre continues to lay into the warhorse, while the western one attacks Margel, and the middle one throws another stone at Davben.  Værï deals 11 damage with his single attack, while Margel five-foot steps to a spot between the western ogre and the middle one, then draws and drinks a potion of CLW.  The warhorse was a boss, and critical hit the eastern ogre, dealing 23 damage on its turn.  Roderick and Davben turned their attention to the middle ogre, the one blocking their path of escape, dealing semi-respectable damage.

The eastern ogre laid in a few more hits on the horse, while the middle one turned his attention to Davben.  The western ogre backed away northward; the PC's never saw him after that.  Værï and Margel turned their attentions to the middle ogre, and within another round or two, all the ogres the PC's were aware of, were dead or dying.

They weren't out yet, but I'll have to finish this tomorrow.

I'm back.

After the death of the eastern ogre, the warhorse moves back toward Roderick, and he wants to sweep himself up into the saddle so the horse can keep moving, and doesn't have to stop its movement.  With a DC 20 Ride check for a fast mount, I'll let that happen.  Roderick gets a 19… the horse stops, and Roderick mounts, then readies to attack any foe that comes into his threatened area.  Davben then laid down the killing blow on middle ogre, using Eldritch Glaive.  His second attack missed, but at that point the ogre was at –1 hit point (though he did stabilize a few rounds later…)

Værï moves southward down the hallway, his double move bringing him to just north of the doorway.  He specifically looks for bad guys out in the entry room, and his Spot check (18 on the die) beats the natural 1 on the Ogre's Hide check.  The ogre is in the northeast part of Room 1, between that barrel and the door, with his back against the north wall, trying to Hide, while readying an action to attack the first character who comes out the door.

Margel double moves up near Værï, and the elf gives a silent hand motion to slow up and not pass.  Sir Roderick rides up, heeding Værï's warning, and Davben joins the group as well.  Although I probably erred in my description of ogre attacks previously, enough of them were targeted at Værï to have depleted him of all his mirror images by this point.  Well, with the party all there, and none of them having triggered the skullcrusher ogre's readied attack, his turn came back around, and he decided to take the action to them; he could see them all huddled in the doorway, after all.  The ogre five-foot steps to the east, thus removing any cover the PC's would have, and initiates a grapple on Værï.  Skullcrusher ogres are devious this way, and I even took the spikes off their armor.

With Improved Grapple, the ogre doesn't provoke an AoO, and easily succeeds on the touch attack.  Then his grapple check with a +21 modifier…  Værï rolls his grapple check to resist, failing miserably.  Now, generally if a foe starts grappling, then the party rogue gets to go to town on him, because he loses his Dex to AC… but this time the ogre happened to be grappling the rogue, so no help there.  I deal the measly 1d4+7 nonlethal damage, and then Værï tries to use escape artist, getting a 27.  I rolled a natural 20.  "Forty-one," I say, and Værï wonders why he even tried.  I point out that the 27 could have succeeded. "No, that's basically impossible."  Okay, if that's how you want to see it.

Margel attacks the ogre, missing with a 16 (which technically should have hit, as I had lessened their armor from half-plate to breastplate… but he wasn't using his shield while grappling, but I forgot that.  Oh well, numbers-wise it is the same as if he was wearing half-plate with no shield.  The same would have been true of all the rock-throwers before…  Serendipitous, I guess).  Sir Roderick succeeds on his quick dismount at this point, then moves as far as he can, getting to the side of the ogre, and not provoking because the ogre doesn't threaten while grappling.  He takes a swing!… and misses with a 17.  Davben is in position to use eldritch glaive, and he hits with the first blow, dealing 15 damage… and misses with the secondary attack.  At least those iterative attacks can miss on a 2…

The ogre continues to squeeze Værï, though I forgot that the ogre's BAB of +6 would have entitled it to a second grapple check each round…  And he's only been hit once; he's not that overly concerned about these characters killing him.  Værï tries to escape again, failing, Margel strikes a meager blow, and Roderick five-foot steps around the ogre, gaining flanking from Margel.  His first attack misses with a 15, and so he decides to Smite with his second attack… normal +9 (iterative attack), +1 (Bless), +2 (flanking), and now +2 (charisma mod from smite)… he gets a 17, missing.  Davben shines, scoring a critical hit with eldritch glaive for 22 damage, then hits again for 23 damage (he had activated gloves of arcane something or other, that added +1d6 damage to his eldritch blast), slaying the ogre.

So, now the party needs to get the hell out of here.  They debate going through the door, which is barred (on their side), but has worgs on the other side, or trying to find another way out (maybe up into the watch tower, then out the windows, which are just open-air).  Well, Værï spends his turn standing up from where the ogre had dropped him, and moving to the door.  Margel double moves to the door, and Roderick mounts back up and moves to the front door.  Davben flies a bit to the west, and readies an eldritch blast if anyone comes through the still-open double doors from the great hall.  It is only at this point that they see the webbing is all gone.

At some point earlier than this (probably still in the hall, fighting the eastern, middle, and western ogres), I made a DM HintTM comment that 'you guys really ought to leave soon.'  "We're trying."  "It doesn't really look that way to me…"  After the session, Værï did comment/agree that they have a problem of dividing their attacks too much.  As we wrapped up the session, I even told the whole table that fights will go a lot easier if you concentrate fire; if there are five bad guys, and you each fight your own foe, all five of those foes will still get their actions each round.  If you focus your fire on one or two foes, they'll start to drop faster, which will lessen the number of attacks you face.

Anyway, right after Davben readies his action, a skullcrusher ogre walks into the doorway from the Great Hall, and Davben's blast goes off, dealing 13 damage.  The ogre then throws as boulder at Davben, striking a decent blow.  Værï moved toward the new threat that had presented itself, and uses his Belt of Healing; I explain how curative magic works to heal both lethal and an equal amount of nonlethal damage.  Margel tries to lift the bar on the door, failing the DC 17 Strength check by 1.  Sir Roderick tries to lift the bar on the door, failing the DC 17 Strength check by 1.  Margel tries to argue for some bonus because they are both trying to lift it one right after the other; I point out that is what the Aid Another action is for.

Davben wants to slow this ogre down, so activates his gloves of entangling blast (MIC), and it was a good time to use them, as his eldritch blast damage was a crappy 7, which was divided to 3 by the gloves, but the ogre is entangled (moves at half speed, -2 to attacks, -4 to Dex, etc) for three rounds.  Well, lucky for the ogre, Davben is only 20 feet away.  He moves his half speed of 15 feet, then grabs Davben right out of the sky, bear hugging him for 1d4+7 nonlethal.  Værï finishes closing the distance and attacks with Sapphire Nightmare Blade, hitting and getting sneak attack for 17 damage.

Margel delays this time so he can aid Sir Roderick in lifting the bar on the door.  He successfully aids with an 11, but Sir Roderick fails with a 16.  There has been a lot of failing with a 16 tonight; enough that I remember it, and find it funny.

Davben is still holding his wand of Instant Diversion, and activates that as a swift action (the only magic items you can't activate in a grapple are spell completion [ie - scrolls], so he's fine on that front), though I'm not exactly sure what his intended purpose was, and then he gets frustrated that he can't do anything else.  He wants to use eldritch glaive; you can't attack with a reach weapon in a grapple, and you can't use your invocations because they have somatic components.  'Well then I'll just blast him with a ranged eldritch blast.'  You can't use your invocations in a grapple, because they have somatic components (he doesn't believe me and spends the next round trying to find where it says that; I then read the Weapons and Armor heading for Warlocks, where it states it plainly.)

The skullcrusher ogre continues to squeeze Davben, and I make a comment about how they REALLY need to get out of there, and how their dallying means I get to start pulling out the fun things.  Two trolls exit the double doorway from the Great Hall, and one stops to take a swipe at the Instant Diversion image (after they reminded me it was there; hey, it did something after all), while the other circles around to the south, now threatening both Værï and the grappling pair.  Værï five-foot steps back away from everyone and casts invisibility on himself (maybe in an attempt to start running?) While Margel sees his previous attempt at helping Roderick as a waste, so he does something better, and casts Bull's Strength on the paladin, raising his Strength to 22.  Sir Roderick rolls his strength check to lift that bar… and gets a 16.

Davben activates the wand of Instant Diversion again, and then he asks to pull out his wand of Web; it was getting a bit late in the evening and it simply slipped my mind that pulling out something like that requires a successful grapple check… so I let him do it as a move action. (I'll need to clarify that in the XP email tonight…), and he activates it, centering it about 15 feet south of the wester double door to the Great Hall.  Since the web has to be between two diametrically opposed surfaces, the southeastern part of it collapses on itself, but it makes a "front edge" diagonally between the northeast corner of the tower, and the east side of the double doors, and filled in behind that, capturing the troll that had stopped near the doorway to attack the Instant Diversion image.

The skullcrusher ogre gets another squeeze on Davben, and the troll, having seen where Værï was when he turned invisible, stepped forward and took a few ineffective swings at the elf.  The webbed troll would have ignored the image in front of him (to protestation of my players), since he had just killed one and seen it disappear, then another reappear when the grappled man said some magic "abracadabra" words.  However, he was webbed in place, so he spent his turn attacking said image.

Værï decided it was time to get Davben free of the ogre's grip, and reveled in the +2 to hit granted by being invisible, hitting with Sapphire Nightmare Blade, and with a total of 5d6 damage and his magic rapier, dealt 28 points of damage, which was just enough to put the ogre to –1 hit points.  Margel fails his attempt to lift the bar on the door (getting a 15), and Sir Roderick also fails the lift the bar, then abandons the door, riding over toward the unwebbed troll, just entering its threatened range.

Finally free, Davben stands up from where the ogre dropped him, and then is grumpy he can't use eldritch glaive (which is a full-round action), instead he just fires a normal eldritch blast at the troll, missing entirely.

The troll directs a full attack at Sir Roderick, whiffing with the first claw, but striking with the second one, and the bite.  Værï Tumbles up to the troll and hits for 5 nonlethal damage, resetting his maneuvers, and Margel FINALLY succeeds on lifting the bar off the door with an 18 on the strength check.  Sir Roderick then full attacks the troll, both himself and his horse hitting multiple times.  A total of four hits raises the troll's nonlethal damage to 66, and it falls over, unconscious.

Davben then stows his wand and pulls out a scroll of Obscuring Mist, which he will cast while over at the front door, to cover their retreat, and give miss chances to whatever hounds are howling outside (they don't yet know that they are worgs).  Margel then notes that he could cast Obscuring Mist instead, but the action is done.  Then the trolls go, and the prone one regenerates 5 hit points, which is enough to make him conscious.  Rather than waste time standing, he just attacks from prone, but fails to hit anyone with any of his attacks.  The webbed troll makes his strength checks and slowly pulls himself out of the web he was stuck in.

Værï casts lesser orb of acid at the prone troll, hitting despite the penalty to attacking a prone target with a ranged weapon, and dealing 13 acid damage, and knocking the troll unconscious again.  Margel then abandons the door as well, and starts slowly lumbering back toward the other PC's (who are roughly 20 feet southwest of the double doors to the Great Hall), and casts some spell, though I forget what.  Sir Roderick is not sure what to do; this is the first time he's fought trolls, and the whole regeneration thing threw him a bit.  He was split on attacking the prone troll, or heading over to attack the one that had just freed himself from the web.  I suggested having the horse make a hoof attack on the prone one, then moving to attack the other with his sword.  Liking that idea he attacks with a hoof… and misses with a Nat 1.  So instead he just full-attacks the prone troll, hitting three times for 10, 15, and 18 damage; that troll isn't standing any time soon.

Davben moves out of the area, and the space between the two trolls is now clear of any PC's, so Davben asks how tall the ceiling is… about 25 feet.  So, another web is cast (the wand had 14 charges to start with… this makes four that have been used so far in this assault, and one other was used earlier, IIRC), and a 30 ft by 30 ft cube of webbing locks all the trolls down.  Both trolls succeed on their saves vs the web, and the conscious troll makes gets over a 20 on the strength check, and starts slowly pulling himself through the sticky strands.  The other one just regenerates.

Værï begins moving over toward the main door, and Margel reverses course, heading back to the door.  In the round since he'd left, another skullcrusher ogre had arrived at that T-intersection between and just north of rooms 2 and 4, and his readied boulder throw strikes Margel with a critical hit.  Margel then finishes his action by casting obscuring mist.  Sir Roderick moves to the door, and I'm nice about not enforcing the half movement speed for poor visibility.  He gives the door a mighty push… (well, it should be a pull, actually) …and fails with a 16.  They argue for allowing the warhorse to assist, and taking pity on them, I ask for the horse's strength score and roll a d20, getting a 19 on the die.  Roderick doesn't see me roll, and rolls a d20 himself, failing to get a 10, and looking disheartened. The players quickly (and vociferously) tell him that I already rolled it, and it passed.  A modified 18 pulls the door open, and then the worgs attack.

The worgs aren't overly difficult opponents for the PC's, and the one or two times they actually hit, they failed to trip anyone.  Davben flies over to the northeast doorway and casts another web, filling that hall and preventing that ogre from being a problem as they make their escape.  On Værï's turn he tried to move through Sir Roderick's (and Butch's) space, and then Tumble through the worg's space, and failing to succeed on said Tumble check ends his movement… in an occupied square; he falls prone.  He still has a standard action left, though, and hits despite being prone, dealing 7 damage.  Margel attacks around the one still-closed door, missing both times due to cover.  Roderick and his steed lay into the worg in front, the horse dealing 14, which included a crit, and Roderick dealing 18 with the first attack, dropping that worg, then hitting the other in the 10-foot-wide doorway for another 8 damage.

The worgs shift over 5 feet each, so they all can attack, and I get a hit or two on Værï's prone form.  The obscuring mist didn't actually cause anyone to miss due to concealment, but it did block line of sight from further than 5 feet.  Davben flies through the doorway, the worg's AoO missing with a Nat 1.  An eldritch blast hits the third worg for 18 damage.  Værï asks about standing and moving out of Roderick's space; he can do it, he'll just get an AoO for it, which misses.  Margel continues to miss due to cover, and Roderick kicks butt once again, I think downing both worgs that were blocking the door.

Davben got a bast off on the last remaining worg that I somehow had delayed until after his action (or I just muffed some of the series of actions above; I probably am forgetting another round of combat with several misses involved), but regardless, upon the single remaining worg's turn arriving, the worg bites at Davben, then runs off to the southeast.  Værï cries for him to take his AoO, but Davben doesn't have a melee weapon in his hand, as the fog prevented Eldritch Glaive from being useful.

The party finally leaves, then makes their way toward the tree line, where they have horses tied up.  Værï goes as fast as he can, and Roderick goes faster, intending to get Margel's horse and bring it back to the cleric, because Tin Can Margel can only run at 60 feet per round.  Davben paces the cleric so he doesn't get left behind.  I give one last boulder throw to the ogres as the PC's are retreating, and rolling randomly I target it at Margel, which is appropriate.  It scores a decent chunk of damage (it might have been a critical), and drops Margel down to –3 hit points… but Margel has Diehard (he said he'd learned his lesson, for whatever that's worth).  This slows Margel to 20 feet per round, and he starts casting cure minor wounds on himself to get up to 0, and then downs a potion of CLW (which they only had because of the Sunless Citadel reboot I ran them through with the drow), getting back into positive hit points.

They make it to their horses, and hear the worgs being let loose to track them, but they make descent time on the horses, and I coax them into taking some precautions on covering their trail back to the scouting camp.  I actually asked them what they would like to do to cover their trail, and they looked at me dumbfounded, saying no one was a druid anymore…  I hold their hand and suggest they ride their horses in a stream for a ways to stop the worgs from being able to follow the scent.  They make it back to camp, and as we ended the session, Roderick had 10 hit points (of 80), Margel had 9 hit points (of 66?), Davben had 44 of 52, and Værï wasn't too bad off, and using up his Belt of Healing actually got him back up to full.

Given the amount of healing they need to recover, they have decided to rest at the scouting camp for a full day, then prep spells the day after to assault it again.  Værï doesn't mind this, as it will give him time to add a scroll to his spellbook (he mentioned after the session that he'd had almost no time to do that in game of late…  I internally roll my eyes, as their adventures of late have not been on a hard timeline at all.  Nothing has stopped him from taking a day to sit in an inn and copy a spell.  Still, it will be good for them to rest, and Værï plans to put one of Davben's scrolls of web into his spellbook.

We quickly allow Davben to do a bit of scouting under fly and a potion of invisibility, and he learns there are two other doors to the main complex.  I show him a cropped version of the lodge map, so he can see the worg yard, and the two doors leading to area 19, and the double doors near area 8.  He does this scouting during the day of rest, so they can plan their assault a bit better.

Then they discussed some tactics; what worked and what didn't.  Concentrating fire was mentioned, and Værï suggested they stay out of the 10-foot wide hallways, as it doesn't give the party room to maneuver…  The DM finds that thought interesting, because that just leaves them going into the Great Hall… or through one of the doors from the worg yard.  Margel mentioned needing to prepare more curing spells; his levels in Ordained Champion means he can spontaneously convert spells to those of the War Domain, but he can no longer spontaneously convert to curing spells.  This was a big hindrance to them tonight.  Davben also showed some wisdom, mentioning that their entry into the lodge won't be as easy next time (very true; next time the ogres will be on alert.)

Even though they dropped seven ogres the first session, two of them stabilized, and three of the seven they dropped tonight stabilized as well.  The trolls will be just fine… the ogre's numbers are still enough to be very difficult.  The Great Hall is probably still an EL 13 or 14.  They haven't even seen the Hill Giant guest or the Skullcrusher Ogre chief yet.  Nor have they seen the chief's wife (who in preparation for tonight I made a Primordial Giant Skullcrusher Ogre with two levels of Warlock, getting the spider climb and summon swarm invocations; I had been worried the ogres were ending up being push-overs).  Going at the Great Hall in a frontal assault, is not going to go well in their favor, especially since some of the surviving ogres and trolls experienced how effective grappling the party was.  If they go storming into the great hall, the 18 ogres there will just grapple the crap out of the party.  Davben will have height to use for flying in that hall, but that's the only advantage they will have.

The party even discussed leaving camp and going to the nearest town to buy supplies.  The nearest town is three days away, however, and that would definitely give the raiding party time to come back.  So, that idea was nixed.  Davben mentioned just hanging out 200 feet above the worg yard and picking them off with eldrtich spear.  Margel identified them as worgs once the front door was open, so they know they are intelligent enough to speak.  The high-flying sniper would probably take out a few worgs, but then they'd cry to be let inside.  They might try it though.

It'll be interesting to see what they plan to do next time.  Like I said near the beginning of this post, they were overconfident, and it almost got two of them killed.  But that's good, it should give them a healthy respect for how dangerous these ogres can be…  Next time I won't divert attacks to the warhorse when the paladin is down.  They will be vicious with the party, as they should be.  It's always a very fine balancing act making the PC's fear the monsters, without killing the PC's and ruining the fun.  The threat of death has to be there, and stupid tactics can lead to death, but kill too many PC's too often, and the players might stop coming.

One last thing.  Since it will be about 48 hours before the PC's attack the lodge again, I think I might have the drow emissary arrive… the drow priestess that is from the first encounter of Expedition to the Demonweb Pits…  She doesn't want to see her plans dashed by some upstart heroes… so she'll stick around to help defeat them.  But, maybe I'll hold off a bit more.  At the pace the PC's are going, they'll have to make at least two more forays into the lodge to kill all the ogres.
« Last Edit: July 07, 2017, 11:10:02 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #42 on: April 15, 2015, 02:06:18 AM »
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Tonight was the 35th session of the campaign, and the party spent the first part of the evening resting, healing, and copying a scroll into a spellbook.  As I mentioned last time, the party was rather beat up, so they took the next entire day to rest up, with many of Margel’s spells going toward healing effects.  Værï successfully studied the scroll of Web that he had gotten from Davben, and the next day he prepared spells, then copied the scroll into his spellbook.  They made plans to set about attacking the ogre lodge after nightfall, much as they had done so 48 hours earlier.

Also, during that day of rest, we revisited that scouting mission Davben went on at the end of last session.  He decided to go for flying 200-feet up and sniping at worgs.  He first activated a wand of entangle, with filled about half the worg yard (area 22), and captured about half the dozen or so worgs in the yard, though all succeeded on their saves (only DC 11).  The worgs start howling and yelling (they learned previously that they do have language skills, thanks to Margel’s Know (Arcana) check), and then Davben fires off his first Eldritch Spear.  Within a few rounds there are ogres that step out of the double-doors near rooms 8 and 9, and start throwing boulders at Davben.  Then a few more come out the front doors.  He ends up killing one worg, and gets hit a few times by boulders, then leaves, meeting back up with the party, and getting healed.

The ogres had not been idle these two days.  In that time the drow emissary arrived, the 5 skullcrusher ogres that had stabilized in negative hit points each healed 16 hit points, and the drow priestess expended 9 charges from her wand of cure moderate wounds to heal them somewhat (leaving the wand with 25 charges), and all the cure potion loot that had been sprinkled throughout the adventure was used to raise their hit point totals further.  All the skullcrusher ogres changed out their breastplates for the suits of spiked half-plate they are normally statted with (what good is an armory if it doesn’t have other options?)  They also used the morningstars from the nine deceased ogres to set up several traps at the exterior doors to the lodge.  Here is the stats I gave them:

Quote
Swinging Morningstar Trap
CR 3; mechanical; touch trigger; manual reset; Atk +10 melee (2d6, Large Morningstar, plus drow poison (DC 13)); Search DC 26; Disable Device DC 22. Market Price: 2,600 gp.

Now, the craft rules for this are utterly ridiculous, and would require months to complete.  If you want a justification, let’s just say that these ogres have been attacked before, and merely reactivated dormant traps that had had their morningstars removed.

So, the party is all rested up and prepped with spells scribed by about noon on the second day, but wait for nightfall again.  Since I’ve failed to keep track of the lunar phases, I merely rolled 1d20 + 1d8 to determine where we were in the lunar phase, getting a 15.  Considering the lunar phase to start with a New Moon, that meant we were basically at a full moon, giving Værï an advantage in the low-light vision department (but also the ogre watchman in the tower, since all giants have low-light vision).

The party wishes to sneak in as another giant comes out to relieve himself, and so they wait.  Fifteen minutes pass, then thirty, forty-five, and hour.  By the time ninety minutes has passed, they realize no one is coming out.  So, they approach the front door, doing so relatively silently, but the ogre in the tower sees them easily, thanks to the moonlight, though he does not yet sound the alarm…  They approach the front doors, and Sir Roderick gives the door a push… it refuses to open.  They were worried this might be the case, since they knew the door could be barred.  The idea of shattering the doors or the bar are brought up, but they are just too large to be affected.

Somewhere along the line they had discussed taking up a defensive position in the tower, and just waiting for all the ogres to come to them.  The idea of using a grappling hook to climb up the exterior of the tower is mentioned; Roderick and Margel’s armor check penalties are high enough they could both potentially fail badly enough to fall while Climbing, so that idea is discarded.

So, Roderick decides to just knock on the door.  A small opening is slid open, and ogre eyes stare out at the party for a few moments, then the opening in the door is slid shut again.  Well, there goes any pretense of surprise.  So, Værï starts swinging around to the west, then north around the left side of the map.  He’s looking for other ways in, and I note the chimneys that are visible from the kitchen area.  The idea of Climbing in those is brought up, and shot down again due to falling potential.  I mention they could knot the rope, and then they should be fine… but they still opt against it.

The idea of stopping up the chimneys with something to smoke out the ogres is considered, but they don’t have the materials to do that currently.  Swinging further north, they come around to the north gate of the worg yard.  There is a single worg in the yard, and some coordinated attacks by the party take it out in two rounds, but not before it has howled, notifying the entire lodge that something is out there.  Davben flies over and shatters the metal brackets for the bar on the gate, and the party moves in.

Rather than going into the main lodge without the element of surprise, the party decides to check out the outbuilding (areas 23 - 25).  Sir Roderick and Davben each attempt to detect evil and magic through the door, noting no such auras, and then the party opens the doors.  They find the entire structure empty, and in area 25 Værï discovers a small treasure: 300 gp and 3,100 gp-worth of gems.

In room 23 there is a horn on the table, the kind you would blow to signal an army in battle.  They decide to up-end the table for defensive cover, placing it just west of the door to room 24, then they blow the horn and close the double doors, and wait for ogres to come to them.

Despite the baron having mentioned that these ogres seemed more cunning than normal, the party still assumes these to be average Monster Manual 1 ogres, and has no idea these are skullcrusher ogres with intelligence scores just as high as an average human.  Still, the ogres do send a few individuals to investigate.

First, one ogre leaves the main lodge from area 19, then peeks around the corner created by the southwest part of area 25, and nails Roderick with a boulder.  The party decides that’s not good, so they shut the doors and wait.

Two skullcrusher ogres open the double doors and step into the room, while a half-ogre warrior 2 readies a longbow attack from outside the door.  Several PC’s also readied actions, with Margel and Værï firing at the ogres.  Roderick delayed in order to charge, and Davben readied to fire off a web once one of the ogres stepped in closer.  As the ogres go, and the first steps another 10-feet into the room, the warlock centers the web just inside the doorway (providing exactly 20 feet of web between the party and whatever is outside in the courtyard, meaning total cover), stopping the ogre just inside the edge of the web.  Roderick charged and dealt 30 damage between himself and his steed.

At this point I note for the players that the ogres are no longer wearing breastplates, but spiked half-plate, and have shields.  The ogre then grapples Roderick and pulls him off his horse.  After a few rounds that ogre is knocked into the negatives (but stabilizes), as is the second ogre, also stuck in the web (he couldn’t get out of that damn web, literally to save his life, but thankfully he also stabilizes.

Heh… I just remembered that the webbing was then set on fire to clear it… meaning those stabilized ogres would have burned to death.  I forgot about them because I’d moved their mini’s off the table to make room.  Oops.

As the web is burning through, the party takes cover behind the table and readies actions.  The web burns away, and then five skullcrusher ogres approach from out in the courtyard.  The PC’s are given improved cover (+6 bonus to AC) due to the giant-sized table they are looking and firing over, but the ogres soon back out of Davben’s visual range (60-foot darkvision), and are then taking only being attacked by Værï, who can see them just fine in the moonlight.  Although the ogres also only have 60 foot darkvision, they can easily target the party due to the torches they are holding…

The cover provided by the table stops a lot of the boulder throws that would have otherwise been hits, but after a few rounds the party decides that Værï getting one attack each round, versus the five boulder attacks the party is taking each round (one per PC and the mount), and they decided that wasn’t a great idea.  Værï heads out invisibly and uses silent image to make an image of a wall 20-feet tall by 50-feet wide.  Each round he moves it to keep it between the ogres and the party.  One of the ogres succeeds in disbelieving the wall, and throws boulders as the party retreats, but the wall did keep most of the ogres from being able to attack the PC’s as they fled.

At some point in that defensive stand in area 23, a single worg came rushing into the room, attacking Værï, but missing due to the cover provided by the corner of the table.  They killed it quickly.

The next day Davben decided to scout around a bit while invisible.  The fireplace in area 18 isn’t lit at this point, and the chimney is a 5-foot square, so he flies down through there and peeks around, seeing that area 18 is a secondary kitchen area, mostly filled with crates and bags of foodstuffs.  He steals two sacks, slipping them into his handy haversack; one is flour while the other is some sort of grain.  He peeks into area 17, and sees a busy kitchen filled with about 20 orcs and a half dozen ogres.  I show him this image from the adventure:



Davben returns to the party, who are waiting at the tree line (300 feet away) with the information, and Sir Roderick starts taking about using the grain to make an explosive situation down some of the lit chimneys.  Since it is now the middle of the next day, and there would logically be a few ogres sleeping in rooms 24 and 25, I mention that the chimneys from those two rooms are emitting smoke.  Davben returns invisibly to start slowly dumping grain down that chimney.

This is a creative idea, and I give it a chance to work.  Since grain dust will only produce an explosive environment when at the right air to dust ratio, I give it a 20% chance to work for each 20% of the bag he dumps down a chimney.  The first fifth doesn’t work, but the second one does.  I treat it like a weak fireball, dealing 3d6 damage in a 20-foot radius from the center of the fireplace.  This is enough to slightly damage the two ogres sleeping in that room (they were nearest the fire), and then the party rushes in after Davben shatters the brackets on the eastern gate.  As the party takes up defensive positions outside the double doors to 23, the doors open and two ogres step out coughing and waving smoke away from their faces.

The ogres charge at the party, the first grappling Roderick off his horse, but the second one FAILS his grapple check to maintain the hold on Margel.  These two ogres were treated as unarmored, since they had been sleeping, and they were soon dispatched.  Another pair of ogres came out of the double doors near room 9, and sidled to the west to throw boulders at the PC’s.  Davben pulled out his web wand and sealed the doorway with it, actually catching one of the ogres as well, since it could stick between the lodge’s wall and the ground.  Margel had started moving toward the ogres, then the stuck one critted him with a boulder, and the other charged him and hit…

The party moved in to engage the charger, after a full attack that completely missed Margel, that ogre fell, and the stuck boulder-thrower didn’t last much longer.  The party took the time to coup de grace all four of these ogres, so the one that stabilized won’t be coming back.

They rested the night and came back the next day.  They went back to area 24, found it empty, and pilfered the mattresses and blankets, using them to stuff shut the chimneys in areas 17, 18, and 19 (only the one in 17 was burning at the time) after unsuccessfully attempting to get a grain-dust explosion to erupt in the kitchen fireplace.  Then they waited to ambush the ogres in the worg yard… but no one came out.  A listen check allowed Davben to hear muffled shouting from inside, and they surmised that the ogres just put the main cook fire out.

Finally realizing that they would have to enter the main lodge, the party decided to enter the double doors near room 9.  Sir Roderick and Margel work together to push that door in, setting off the trap… two swinging morningstars (one for each 5-foot section of the door’s ten-foot width).  I finally have drawn them through the trapped doors… both miss.  But, as a part of the trap, triggering it has activated a thin line leading to a bell that is 40-feet from the door (so it would still work even if the PC’s were under Silence…), so it is rung and the ogres are notified that someone has entered.

I draw the halls they see before them, and they debate whether to go south down the hall, or to check out the double-doors to the west.  Davben fires off another Web, sealing the hall and doors to area 10, and the party waits.  A skullcrusher ogre and a half-ogre warrior 2 step around the corner from the great hall (so standing in the intersection between areas 5, 6, 8, and 9).  A few readied attacks go off, and someone is hit with a boulder.  Sir Roderick uses Ride-by-Attack to severely injure the skullcrusher ogre without suffering an AoO, and Værï, having turned invisible in preparation of foes arriving, moves into the intersection.  Both see the doors to the Great Hall open, and I grab every single d20 I have on the table before me (six), and say that’s how many boulders are coming that way on the ogre’s next initiative count.  Amazingly, every boulder missed Sir Roderick.

Both of the ogres in the intersection are killed this round, but Roderick’s horse had to five-foot step west to get at one, so he can’t retreat like the rest of the party starts doing.  Værï and Davben take shots at the still-living, but unconscious half-ogre, not wanting to leave it to get healed.  Roderick gets critted by one boulder, and then the party retreats quickly, as the end of the night has arrived.

They did a decent job of being creative and trying to draw their foe out… but these ogres aren’t dumb.  Next time they’re just going to have to buckle down and head into the lodge.  They ended up killing three worgs, one half-ogre, and seven skullcrusher ogres (well, actually I killed two of those…), so they are starting to whittle down the forces inside.  Before long the chief is going to have to start forcing the females to don armor and help in defending their home.  I also need to make use of the drow cleric…  She might well start creating skullcrusher ogre zombies or skeletons.

Also, they just advanced the timeline by three days.  They are starting to worry about the raiding party returning… (mwahahahahaha).  This also gave the injured ogres more time to heal; I’ll have to figure out exactly who is alive and at what health for next time.

It’s interesting how their tactics have to change due to the party being a “nonconventional” composition.  They mentioned something about teleporting out if they holed up in a room with only one exit, and the ogres trapped them inside… but Værï pointed out he has no teleportation spells (he only casts as a 4th level wizard).  Dimension Door would drastically change how they could approach this quest.
« Last Edit: July 07, 2017, 11:10:52 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #43 on: April 22, 2015, 02:14:03 AM »
Reposted Map:
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Tonight was the 36th session of the campaign.  The party rested the night, debated taking two days to have Værï scribe his scroll of protection from arrows into his spellbook, decided not to, and set out to assault the lodge again first thing in the morning.

Constantly having an overwhelming desire to control the battle situations, they decide that they will make their stand up in the watch tower.  Davben and Værï approach from the north, and swing around the west side of the complex.  Prior to setting out, Værï had knotted a rope that he attached to a grappling hook, so he could climb up into the watch tower after Davben set the hook.

Margel had cast silence on a stone and given it to Davben, so their approach was silent.  So, I just had them make one Hide check as they approached the watch tower from the southwest corner of the lodge.  Davben failed the check by 1 after accounting for distance, but the two PC’s beat the ogre’s initiative easily.  Værï delayed until Davben set the grappling hook, and the warlock flew up to the window, set the hook (Use Rope with a +10 for being right there), and he tosses the silence stone into the middle of the tower’s top floor.  The ogre tries to ring the warning bell that is up there, but the silence prevented it from doing anything, so he then drew a boulder from a sack near his feet.

Davben flew around to a position where he could see the stairway down easily, and webbed it with his wand (only 3 charges remaining after that), while Værï continued his climbing ascent.  The ogre threw his boulder, hitting the warlock despite cover.

Davben flew around to the north side of the tower, so the webbing wasn’t in his line of fire, and used eldritch blast to inflict 10 damage.  Værï finished his climb up the knotted rope, then attacked somehow, probably casting a lesser orb of acid (he was just outside the sphere of silence), hitting for 14 damage.  The ogre marched on over to Davben, reached through the window, and started a grapple.  After that it just took about three rounds for Værï to kill him.  Davben did use up two charges on his Belt of Healing in that time, however.

With the tower guard defeated, Værï and Davben continued with the plan, set the web on fire, then cast Light “on the tower.”  Well, one log of the tower’s construction started to glow, at least.  This was the signal for Margel and Roderick to approach the front door.  Værï then cast invisibility spells upon himself and Davben, and also a Mirror Image for Værï.  They snuck down the tower’s stairs, and at this point I forgot that the ogres had trapped the stairs with more of their swinging morningstar traps… oh well.

They get down to area 1 and see two ogre guards awake near the front doors.  They invisibly and silently walk on over, and Værï takes the Silence stone so that Davben can actually use Dark Utterance (which says you speak a word of the Dark Speech… there’s no way that can work in Silence) to shatter the brackets for the bar on the front door.  They position themselves, and Værï readies an action to attack the south ogre when the door bar drops.

Here’s where I think they really dropped the ball.  If they had positioned the Silence correctly (maybe requiring two instances of the spell), and caught both of these ogres in a web so they couldn’t easily flee the silences… they could have continued to sneak around quietly, as they had originally intended to do four or so sessions ago.

Instead, Davben shatters the bracket, Værï’s readied attack goes off, and a round later the other PC’s are at the door, and Roderick gets the door open in the first round of trying.  The battle with these ogres doesn’t last all that long, though the north one was able to yell for help.  They then head up into the tower and prepare to take the ogres one at a time as they come up.  Værï and Margel ready attacks on those that come up through the stairs, and Roderick backs up to charge.  Davben flies outside the tower, on the west side, looking east down the stairway.  They put the Silence stone away.

Before too long they start to hear a *clomp,* *clomp,* *clomp,* up the stairs, and Værï starts to wonder what horrifically large creature this could possibly be…  On a failed Spot check, Davben only notes that it is an ogre coming up the stairs, and he blasts it for 14 damage.  Initiatives are rolled, and everyone but Sir Roderick goes before the approaching creature.  Margel and Værï maintain their readied actions, and the warlock blasts for another 10.  The creature steps up, its head cresting the floorboards of the tower.  Værï’s successful Spot check notes that the ogre looks less-than-fresh… it’s a zombie skullcrusher ogre.  After only one of the readied attacks hits, the zombie finishes its climb up the stairs, and then Roderick attempts to Turn it, failing miserably; but his horse five-foot steps and full attacks, hitting only once.

Davben blasts for another 11, and Margel attempts to Turn, also failing miserably.  Værï hits for 7 damage after the DR, and the zombie took a full attack on the paladin’s horse, missing with all three attacks (includes a shield bash).  Roderick lays into it, and between him and his horse, the undead is destroyed.

Davben then sets in wait for another foe to come up the stairs… and then the attack came.  He made his Spot check and saw two ogres coming toward him from outside the tower.  One was a female (the ogre chief’s wife, a warlock) who was climbing on the roof of the lodge, and hit him with a Mortal Baned eldritch blast, and then the other ogre air walked over to Davben, and utterly failed on his touch attack to start a grapple.

The concept of being grappled in mid-air, where his party mates couldn’t get to him, terrified Davben, but with the ogre right next to him, there wasn’t much he was going to be able to do…  Most of the other PC’s spent their turns moving, retrieving items form packs, or possibly attacking the chief’s wife.

On Davben’s next turn, unable to withdraw, he five-foot stepped and attacked with eldritch glaive, hitting once for 16 damage.  Then the ogre chief’s wife maneuvers to get a good look in through the tower’s windows, and reads a scroll of Web.  Everyone’s reactions were about what you would expect… defeatism and jovial curse words.  The air walking ogre (which unbeknownst to the PC’s is the “Sub-Chief”) botches his first attempt to grapple Davben, but succeeds on the second attempt.

Værï thinks on his feet, pulling out a flask of alchemist’s fire, and throws it about 10 feet away from himself, lighting the webbing on fire.  Margel is stuck, and Roderick can only move slowly, and has no ranged weapons (none at all…)

Davben slowly gets the life squeezed out of him as the fire slowly eats through the webbing.  Once a large enough area was clear of webbing and fire, the chief’s wife’s delayed action happened, and she summoned a swarm of bats to inflict damage on Værï, Roderick, and his horse.  Roderick dismounted and walked through the clear center, pushing through the webbing on the far side of the room to get to the window facing the ogre bitch.  Margel never got free on his own, having to wait for the fire to clear him, and Værï started casting lesser acid orbs at the chief’s wife once he was free of the webs.  After only two rounds of inflicting damage (the second round only damaging the horse), the ogre wife scampered back up the roof, running away and dropping the swarm.

Roderick went back to heal himself and his horse (lay on hands plus swift-action CLW), and I’m sure Værï healed himself after the fire damage he took.  At this point the action split into three different areas, as Davben succumbed to the grappling damage (thankfully a mix of lethal and nonlethal), falling unconscious.  I gave the ogre a 50% chance to throw Davben at the rest of the party like a boulder, partly because it would be funny, but also because I didn’t really feel likely killing anyone tonight.  The dice weren’t in their favor, however, so the ogre took off with his unconscious form.  Værï jumped out the north window of the tower, onto the roof, chasing after the ogre wife that had just crested beyond the peak of the roof (I really shorted how long it should have been to the peak, but it was on accident).

So, Davben is being carried off, Værï is chasing the badly injured ogre wife on the roof (Værï’s first lesser orb of acid on her was a critical… she wasn’t doing well), and that left the two tin cans in the top of the tower, unable to chase after Davben’s captor.

Dealing with the armored warriors first, Margel and Sir Roderick descended the stairs.  At the base of it Roderick was hit with a boulder, as an ogre was waiting just south of the door to area 12.  Roderick won initiative, charged him (drawing another boulder, which missed, from an ogre to the east in area 1), dealing 25 damage.  Margel followed after, entering that hall northwest of area 1, and then the other ogre moved in and missed in his swing at Margel.  A few good hits from Sir Roderick and his steed killed the giant at the end of the hall, and Margel had damaged the other ogre a bit.

The ogre swung his morningstar, scoring a critical on Margel, then opted to use his second attack to start a grapple.  This worked out well, as it cleared Margel out of the way, allowing Roderick to use Ride-by-Attack.  Within another round or two, and a pair of Smites (one of which critted), the ogre was dead.  Margel was unconscious by that point, and a CLW (thankfully, at the start of the night, Davben gave Sir Roderick his wand of CLW) got him conscious again.  The two continued to heal themselves as the moved east, toward the still-open front doors.

Meanwhile, Værï slowly made his way to the roof’s peak, and looked over, hoping to see a target to attack.  Unfortunately, about half-way down the other side, the orge wife had taken the time to read a scroll of Obscuring Mist, blocking his line of sight on her retreat.  The elf boldly ran toward the mist, and burst through the other side, happy he wasn’t attacked in the mist of it.  He sees the ogre wife just climb down the eaves, and hears the door to hall near areas 8 and 9 slam shut.  Then he sees a great and wondrous thing; a rare creature, thought extinct, shows itself.  The DM’s MercyTM is displayed, as a Spot check reveals the Sub-Chief air walking with Davben’s unconscious body over the roof of area 19.  When he frets that there is nothing he can do… The DM’s MercyTM shows itself again, and after calling for an intelligence check, I ask him what spells he still has prepared… “Web!

The elf moves forward just a bit, placing himself in range.  Then, as the Sub-Chief steps down into the worg yard, near that exterior door to area 19, he casts his last 2nd-level spell, catching the sub-chief and Davben in the northwest corner of area 22.  Værï runs along the roof, and with the sub-chief’s failed reflex save, then needing to spend a round breaking free of the webs, then opening the door to area 19… the elf has just enough time to drop down from the roof, into his own web, to get in the way of the sub-chief’s push out of the web and through the door.  Feet on the ground, Værï strikes with Mountain Hammer, dealing 10 damage.

Værï still has two mirror images running by this point, and the ogre sub-chief likes his chances.  He drops Davben and tries to grapple Værï, instead taking out one of the images.  Then he whiffs the second touch attack.  Then Værï makes a gambit… instead of attacking the ogre, he takes advantage of Davben being prone on the ground, within reach, and uses his Belt of Healing to bring the Warlock back to consciousness.  He only has to roll 8 points healed, slightly less than average, to remove enough lethal and nonlethal damage for Davben to join in the fight… he rolls 3 points healed…

The sub-chief then succeeds in grappling Værï, and things start to look bad… maybe this will end with a TPK tonight…

By this point Margel and Roderick had reached the east end of area 1, and very nearly decided to go through the door to the northeast, into the T-intersection hall where they almost died the second session of this assault.  My question of “are you sure you really want to do that?” got them to rethink that plan, especially after a check to detect evil showed that there was evil waiting on the other side…

Instead, they decide to ride around outside.  Margel left his horse at the tree line (~300 feet away), but not tied up; he whistles for the horse, and it comes running.  Sir Roderick rounds the corner and runs north, then pushes open the gate on the eastern end of area 22, then moves in enough to see the webbed grapple fight happening over near area 19.  He runs over, and Margel follows behind.  A full round of attacks from Roderick and his mount drops the sub-chief to –9 hit points.  Margel dismounts and jumps right into the web to start healing Værï and Davben, and Roderick heads over and pushes open the north gate (remember, Davben shattered the brackets for the bar last session), getting it on the first try.  Værï dismisses the web and moves toward the gate to leave, the party successfully surviving this assault (just barely)…

The door to area 19 was opened by the Sub-Chief.  He had yelled for help.  When the web was dismissed, the ogre waiting in area 19 with a boulder decided to throw it, hitting Margel.  The session was coming to a close, and they were ready to retreat and rest up.  They’d just barely recovered one of the PC’s from certain death…

Margel charged the ogre standing to the east of the fireplace of area 19.  As soon as he crossed through the doors, three more ogres (really, the women from the kitchen) who had been waiting, unseen, in the southern part of the room, threw boulders at him, hitting twice.  The AoO for closing with the ogre near the fireplace failed, and Margel hit for some amount of damage.

A round of actions occur, and the fireplace ogre takes a bit more damage.  Just before Margel’s next turn, those three who had triggered readied boulder throws the round before get to go… one of them moves up and closes the door, trapping Margel in room 19, and trapping all the other PC’s outside.  The other two moved up and both hit, inflicting enough to bring Margel to –6 hit points.  Keep in mind he has Diehard, so he decides to remain conscious, but wants to collapse and play dead.  I ask him for a Bluff check (I wasn’t going to make it overly hard)… Natural 1.  Yeah, those ogres can tell you were faking.

That’s where we ended for the night.  I told Margel that it might be a good idea to bring another character next week… Though Davben thinks he can fly in through the chimney (he can) and save Margel (that’s debatable).  It will be interesting to see what they come up with.  If Margel dies here, I don’t feel bad about it at all.  They had just barely succeeded in saving everyone, then he took the bait for a trap…  If they get through this truncated version of the Steading of the Hill Giant Chief and I’ve only killed one of them… well, that’s me being a very kind DM, if you ask me.

At this point, they’ve basically depleted all the ogres in the Great Hall.  I’ll have to count my numbers again, but at this point, if I replenish all the other guard posts, there won’t be any skullcrusher ogres in the Great Hall except the Chief and his wife.  I still think it’ll take another two sessions to finish this up, but they are getting near the end.
« Last Edit: July 07, 2017, 11:11:26 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #44 on: April 29, 2015, 07:54:52 PM »
Reposted Map:
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So we started last night, the 37th session of the campaign, with Roderick attempting to open the door from the worg yard (area 22) to the servant’s quarters (area 19).  The normal DC is a 17 to open the doors, but the ogre on the other side is holding it shut, too, so I would roll a Strength check on the part of that ogre and use the result to modify the DC for the door.  It wasn’t straight-up additive to the DC 17 strength check, but it would add to it somewhat proportional to what the ogre rolled.  It was sort of an on-the-whim way of doing it, but in the end it worked out pretty well.

Værï has a crazy idea… he wants to use Silent Image to make the inside of area 19 (or at least part of it) pitch black.  Not darkness, per se, but just filled with blackness.  At first I wasn’t going to let this occur, because he couldn’t see inside the room (isn’t line of effect required for that?), but a perusal of the PHB seems to indicate you only need like of effect to the point of origin… So I let him create one cube of the opaqueness on the east side of the closed door, and extend the area beyond the door to the west.  I’m still not sure if this should have actually worked, but I didn’t want to delay the game any longer than I had already, so I let it work through the door.  The four ogres were pretty well lined up straight west of the door, so all of them fell within the area, but since the ogres are inside the opaqueness, they are interacting with it, and automatically get a save.  The Bait ogre and one of the serving giantesses made their saves, seeing through the illusion.

Davben pulls out a wand of Swift Expeditious Retreat, then casts that and flies up near the top of the chimney.  The non-blinded giantess noticed that Margel was faking, and so proceeds to grapple him, dealing 11 points of nonlethal damage; since Margel is already stable at –5 hit points, he automatically falls unconscious.  The Giantess moves south toward the double doors, and after Margel’s Lesser Vigor heals one point of nonlethal damage, the Bait Ogre moves to the double door, and opens it, then yells for help.

Roderick and his horse try a combined four times a round to push the door open.  Roderick and his horse both get good rolls (23 and 22) on their Strength checks, and the Ogre did poorly (2 or 3 on the die), so I allow that to push the door open enough for Værï to Tumble through on his turn.  The two ogres nearest the door are “blinded” by the silent illusion, so he didn’t really even need to do that.  He disbelieves his own silent image and then reads a scroll of Web, centering it on the double doorway.

Davben flies down the chimney and fires an eldritch blast at the giantess holding Margel, but inexplicably forgets to use Eldritch Chain on the one that opened the door, just southwest of her.  The giantess holding Margel made her save against the Web, but she is only able to push 5 feet to the southeast, starting to skirt around the ogre that opened the door.  One other giantess pushes back against Roderick, overpowering him and pushing the door shut again.  When Værï cast Web he had to end concentration on his Silent Image, so all the giantesses could see again.  The final one takes a whack at Værï, destroying his last mirror image.  Margel heals another point of nonlethal damage, and the ogre who opened the door spends his round breaking free of the webbing.

I’m missing a round in here, and somewhere around this point Davben pulled out a scroll of Ray of Exhaustion, and caused the ogre holding the door shut to become exhausted.

Roderick can’t get the door back open, and Værï takes a swipe with his rapier at the ogre holding Margel.  Davben scores a 20-point hit on the giantess holding Margel; then the warlock uses his Swift Expeditious Retreat wand to retreat back to the west of the fireplace, hoping its cover will save him from the coming onslaught.  The webbed giantess decides to drop Margel within reach of the Bait ogre near the door, and starts moving toward Davben, but only after the middle giantess (not the one who dropped Margel, and not the one on the door) started a grapple with Værï, making good use of her improved grapple feat.  She inflicts a hefty 10 points of nonlethal damage.  Margel heals another point, and the Bait ogre picks up the cleric.

Roderick still fails to get the door open, and Værï heals himself for a small bit with his Belt of Healing.  Davben hits Værï’s captor and the webbed giantess, chaining his blast between them, then pulls out another wand.  The grappling giantess knocks Værï unconscious, then drops him and moves toward the poorly-hidden warlock, taking up position in front of the fireplace (expecting the flying pest may try to leave the same way he came in).  The formerly-webbed giantess also moves up to the warlock, and hits him for a sizable chunk of damage; Davben now has 1 hit point.  Margel heals another point of nonlethal, and his new captor steps five feet southward with him.

Now the party is fretting there will be a TPK.  Roderick is still outside, Davben is getting pummeled and likely will be ganged up on in the next round or two, and the other two PC’s are unconscious…

Roderick’s horse succeeds in pushing the door open about five feet (so, open less than 45 degrees; it’s hinges are on the north side), and the paladin dismounts through the open doorway, then five-foot steps so the door no longer provides the giantess with cover.  He hits her unarmored form for 13 damage, easily striking her AC, and I point out that using his Power Attack feat could chew through her hit points a lot faster, since she’s so easy to hit.  He’ll give that a try for the first time next round.

Værï continues to lay there unconscious, and Davben takes a gamble… He could have attacked with Eldritch Glaive and gone down fighting, but instead he activates his wand of Obscuring Mist, then steps back into the fog… the giantess misses her AoO!  The two giantesses move forward to try and find Davben, but he’s moved around quite a bit (he activated his wand of Swift Expeditious Retreat, too), and they don’t find him.  The Giantess near the door hefts her rolling pin and swings it at Sir Roderick like a club, hitting for 15 damage (Værï pointed out that’s the damage values he gets with 5 dice of damage…)  Margel continues to heal ever so slowly, and the ogre holding him gets a natural 20 on his strength check, which combined with is Strength of 27 is plenty to move 15 feet southward, and beyond the view of the PC’s.

Roderick deactivates his ring of force shield as a free action, two-handing his longsword and Smites while using Power Attack for 6… he deals 35 points of damage, and on the second attack he slays the ogre outright.  His steed pushes into the room, and takes a position between Værï and the fog-shrouded ogres to the northwest.  Værï just lies there, and Davben casts from his wand again, bringing more fog, and then darting east toward his companions (he had seen Roderick get inside prior to casting the first obscuring mist).

Roderick heals Værï with a Battle Cast CLW and a second CLW, and within the next round the party decides that Margel is a lost cause, and they high-tail it out of the ogre lodge.  They nearly saved Margel.  Just 16 hit points remained on the one dragging him away… but then they almost had a TPK, too.

They have not yet learned of Margels exact fate, but it was a good thing I told Margel’s player to bring a new character…

So the party retreats as Margel is carried off into the depths of the lodge, and they actually aren't all that bad off for hit points; mostly it was the nonlethal damage that was dragging them down.  A CLW's spell each is enough that the hourly healing of nonlethal damage will get them back to full by the next morning.  So they retreat to their cave encampment, and plan to just rest until the next morning before heading back to assault the ogres again.

Margel's player used his head in making his new character, and opted for a Druid.  First, he had seen the effectiveness of Belack through the first seven levels of the campaign.  Second, he could still do a decent job of offering some healing to the party.  Third, a druid was a very easy character to introduce to the party as they are hiding out in the midst of the wilderness.

Davben got a natural 20 on his Listen check, and noted there was something moving around near the cave.  He flies out and up into the canopy, and soon he sees a small humanoid riding by on the back of a bear.  The perceptive halfling notes the watcher in the trees, and soon the other party members come out of the cave, and party introductions are made.  Jonmuir the druid was just passing through and hanging out in the area.  He'd noticed the lodge a day or so previously, and initially showed little interest in joining the party in their fight against the ogres.  "They are attacking villages and farms!"  "So?  Nature is still safe…"

Then Davben does a great job of handling Jonmuir and his character, pointing out all the great and massive trees that would have to have felled to build that massive hunting lodge.  Jonmuir is willing and ready in a moment.  The party continues to rest, and the new druid forages for some berries, and makes 12 Goodberries, portioning them out equally to the party members.

The party is now composed of:

Værï Able the Elven Rogue 2/Wizard 1/Warblade 2/Unseen Seer 3
Davben the CN Human Warlock 8 (this was Belack)
Sir Roderick Cardiff of Blackpool, the LG Human Paladin 8 (of Heironeous?)
Jonmuir of the Yosemit tribe, the (Neutral Good?) Ghostwise Halfling Druid 8

Yes, I see what he did there with the name of his druid...  Also, though I had restricted them to the "generic D&D books" for their characters, I also started encouraging them after the recent near TPK to make use of non-PHB character races and subraces.  Ghostwise halflings are only published in FR material, but they are by no means game breaking; 10-foot language-dependant telepathy isn't going to harm a thing.

With their new companion, the party devises a new way to approach the situation at the hunting lodge.  Without Margel, they have no means of casting Silence any longer, so they opt not to enter through the tower again, as the dinner bell alarm up there will alert the whole lodge as soon as they are spotted.  Instead they devise a plan where Jonmuir will use wood shape to create gaps between the vertical logs of doors, creating arrow slits through which the party can attack their foes at range, while having great cover.

So, the party approaches the lodge and wood shape the door into the servant's quarters (Area 19).  I screwed up here, because it should have beed dark in the room, which would have hindered the attacks of everyone but Davben, but oh well.  The created slits to the outside daylight should also have alerted the giantess inside, but that's my fault for forgetting it.  The bright colors on the map always trick me into forgetting the inside is dark except where there are fires… and being early morning, that fire had died down quite a bit.

Anyway, the party all see two ogres in the beds on the west side of the room, and one giantess standing near the beds, tending to the wounds of the sleeping ogres (they are the injured giantesses from their attempt to save the unconscious Margel).  Everyone but Roderick (who still doesn't have a ranged weapon) attacks through the created arrow slits.  Værï deals 8 damage with his bow, Davben deals 16 damage, and a produce flame from Jonmuir strikes for 7 damage.  Then the party (except Roderick) beats the ogres on initiative, and another eldritch blast, arrow, and produce flame brings the giantess into the negatives.

By this point the injured giantesses have woken and stood up, and they move toward the double doors leading south and open it.  They've yelled, both with the doors closed, and opened, but the ogres elsewhere down the looooooong hall don't hear them, thanks to distance and ambient noise in the kitchen.

Værï fires an arrow at one of those ogre maids, dealing 1 damage, followed by Davben dealing 17 damage with an eldritch spear.  A produce flame for 7 damage brings this giantess to 23 hit points, which coincidentally is the HP total for the other injured giantess.  One of the giantesses is able to retreat down the hall, yelling her head off, while the newly injured one stayed in the room (maybe she was the one that spent her action opening the door; I forget), and took another 3 damage from an arrow, 17 damage from an eldritch blast, and six more from the produce flame dropped her to –3.

At this point the party wants to open the door, and Værï can see the bar blocking the door shut.  I allow an open lock check to get it off (there are gaps in the door, after all), but I errantly didn't force him to also (or instead) make a Strength check to get the bar off the door.  Oops.  Oh well… they get into area 19, and upend some the beds for cover about 10 feet north of the double doors.

They look down the length of the hall and after readying some ranged attacks, they see the door to area 21 open, and kill the first of two half-ogres visible through the door.  The half ogre in the back launches an arrow at the party, then steps to the east, and another ogre steps into his place, firing an arrow, and then another half ogre steps over his dead comrade, and launches another arrow.  They miss terribly.  A skullcrusher ogre cook steps out from the kitchen and flings a boulder down the length of the hall, but misses as well.

The party takes their turns attacking the half ogres as they fire and shift out of the doorway.  Jonmuir's produce flame attacks are stymied by the distance between the party and the doorway to area 21; he opts not to move in front of the cover to make use of the spell.  After 4 or 5 rounds, four of the five shifting half ogres in area 21 is dead, and the other decides to remain in hiding.  The shifting ranks of boulder-throwing cooks score a hit or two with some boulders, and only one is hit for 2 damage from an arrow.

The delaying tactic had worked though, giving time for the chieftains wife (the warlock) and a pair of half ogres to sneak around through area 22.  Since he didn't have a ranged weapon, Roderick had positioned another bed to block the shut exterior door (they didn't want to lock themselves in again by barring the door), and then took up a position to just detect evil through the wall (the 3-foot logs creating the wall are at the verge of blocking the detect ability, but their curved nature would provide areas that aren't quite 3-feet thick, so it worked).  He detects evil approaching, and moves to ready an attack on anyone entering through the exterior door.

After a whispered conversation in giant is muttered outside the door, a longspear shaft is slipped through one of the arrow slit gaps, and the bed is pushed over, then the chieftain's wife attacks Jonmuir with a Mortal Baned eldritch blast.  The other party members had remained vigilant with readied attacks facing south down the hall, but now Davben gives that up, and he flies up and starts taking shots toward the door, but the cover it grants the chieftain's wife protects her.  Værï and his mirror images march over to the door and fires his bow point blank into the chieftain's wife.

Roderick tries to pull the door open, but finds he can't; the half ogre is pulling on the outside handle, keeping it shut.  The chieftain's wife then summons a swarm of inky blots with hungry maws (i.e. - bats) over Davben's flying form, dealing swarm damage and starting bleeding damage.

The party masses over near the exterior door, and Davben nails the chieftain's wife for 20 damage, while Jonmuir uses Fiery Burst on the swarm of bats, destroying them, and Værï starts to focus fire on the half ogre that is holding the door shut.  The chieftain's wife summons another swarm over Davben and Værï, then (errantly on my part, since Summon Swarm should have a one round casting time), spider climbs up the wall and onto the roof, leaving the party to deal with the swarm.

A Fiery Burst to the swarm destroys it, but deals 13 damage to Davben, and two subsequent eldritch blasts kill the half ogre that was holding the door shut.  Still bleeding, Davben flies over to look down the long southern hallway, and sees the entire pack of worgs headed their way, driven from behind by a skullcrusher ogre wielding a whip.

The party quickly takes up positions, with Roderick and Jonmuir's bear flanking the doorway, and the rest taking cover behind the beds they'd set up.  The front line of worgs charge forward, the two outer ones snapping at Roderick and the bear from around the corners, and Roderick being injured and pulled from his horse (I did mess up and not realize that Roderick should have been able to use a Ride check to oppose the trip attempt, rather than a straight Strength check, but now we know for next time.)  The party engages the worgs, and the bear grapples the worg that attacked it.  Jonmuir finishes moving to position behind cover, and then wild shapes into a brown bear as well.

Davben trades eldritch spears for thrown boulders with the whip-wielding skullcrusher ogre as he slowly advances down the hall.  It takes several rounds, but all the worgs but one, who retreats to area 21, are eventually killed (Roderick got some extra practice using Power Attack along the way), and the whip-wielder turned to flee at 11 hit points, but a massive blast from Davben drops him straight to –10.  At that the evening came to a close, and the party decides to pack it in and retreat for the day.
« Last Edit: July 07, 2017, 11:11:48 PM by ksbsnowowl »

Offline Braininthejar

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #45 on: May 01, 2015, 07:00:25 AM »
I wish I had taken enough notes to make my campaign journal this detailed...

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #46 on: May 04, 2015, 08:52:46 PM »
I wish I had taken enough notes to make my campaign journal this detailed...
Damn message board ate my reply...

This journal is the only form of note-taking I really do about my campaign, aside from an occasional note next to a large HP change in a monster's HP tally, something akin to "FB" (for fireball) or "crit smite" (for a paladin's critical hit with a smite attack).

The secret to preserving the details is to start writing the journal update immediately after the game is finished and the players leave (being an insomniac helps me here), keep clearly-deliniated hit point tallies for each encounter (and know generally the kinds of damage that your PC's can routinely pull off), and finish writing the update within 24 hours (48 at most) of the session ending.

So there is a little more substance to this post, I went through after last session and tallied up all the remaining foes in the ogre lodge:
    Attrition numbers as of 4/29/15:

    Add 4 (uncontrolled) skullcrusher ogre skeletons locked in room 19.
    Add 2 (controlled) skullcrusher ogre zombies in the Great Hall (or as the front door guards?)


    Total remaining:
  • 5 male skullcrusher ogres
  • 7 skullcrusher maids
  • 1 skullcrusher giantess
  • 5 skullcrusher cooks
  • Chief (Skullcrusher Sergeant from MM3)
  • Chief's Wife (warlock 2)
  • two brown bears
  • 19 half-ogre Warrior 2's
  • 1 worg
  • 31 orc slaves (two injured)
  • 12 Eneko Warrior 2's (skullcrusher children)
  • 1 Hill Giant
  • 3 Trolls
  • 1 Drow Cleric 8
  • 2 Drow Barbarian 5's
Looking at that amount of foes, it will probably still take my PC's two or three sessions to clear them all out (I know I said exactly the same thing two weeks ago), but it will also depend how my PC's go about doing things.  The cooks and maids won't put up much of a fight, and would generally get torn apart by Sir Roderick's Power Attack.

If they start to engage in a more typical approach to adventuring (go kill monsters room by room), things will probably go a lot faster.  The now-overly-predictable (these ogres do have Intelligence 10) tactic of trying to draw the ogres into an ambush seriously draws out how long it takes, on a per foe basis.  They've done it so much that at this point the ogres will fall into a defensive posture in the Great Hall.  At first warning of a PC incursion, all the ogres will fall back there.  In the end it will have made the finale harder on the PC's...

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #47 on: May 06, 2015, 03:11:22 AM »
Reposted Map:
(click to show/hide)

Tonight was the 38th session of the campaign.  They rested the afternoon after their previous assault, and Jonmuir decided to wildshape into an eagle and check to see if the raiding party was near to coming back.  In eagle form he can hustle and in one hour cover 18 miles, so he goes that far down the only path of note, the one they saw the raiding party leave on back on October 27th (it is now Nov 2nd).  Satisfied that they won’t be back before tomorrow, he takes two hours to return, and the party finishes resting, healing, and Værï finishes leveling and picking his new spells (Blink and Arcane Eye).

The next day Værï casts an invisibility spell on Davben, and the warlock does a bit of scouting ahead.  He flies down the chimney to area 19, noting there are four forms laying in the beds in that room, and there is no fire lit in the fireplace.  Next he goes out to check the roof above the Great Hall for some type of chimney to sneak in through.  He finds a smoke hole in the roof, about 70 feet above the ground.  It’s not overly large (maybe a foot or so), and is covered by the eves of the highest section of the roof, to prevent rain from getting in, so getting a good angle to make a bow attack or something like that would be very hard, unless you wanted to go to the trouble of tearing up the roof, which would likely bring attention upon you.  Still, he sticks his head in and peers down, quietly observing the room’s occupants.  I give him an accurate count of the bad guys in the room:
  • The Chief (wearing nice armor and sitting at the head table)
  • The Chief’s wife (the warlock, who the party immediately decry as “that bitch”) sitting beside her husband
  • A Hill Giant sitting at the head table
  • Three drow sitting at a humanoid-sized table beside the head table
  • Two bears (laying in front of the head table)
  • Six Skullcrusher Ogres (four female, two male)
  • Three trolls
  • Twelve “Smaller Ogres” (half-ogre Warrior 2’s)
Davben’s player looks at Roderick and they both say “we hate drow.”  Then I point out the cold chimney to area 10, and Davben glides down that chimney for a quick look around, finding a large table, a few chairs, a half-dozen stools, and the walls and floor covered in furs and hides; I explain it looks like a meeting or planning room of sorts.  With that, he does a quick fly-by of the watch tower (there is an ogre there), retreats back to the party, and they plan their assault.

For whatever reason, my players have had some weird obsession with entering through the tower.  They devise their plan to approach it.  Davben will fly up and toss the silence stone inside (using up their last scroll of that wonderful spell) after Roderick had climbed most of the way up the tower’s exterior using spider climb (supplied by Jonmuir).  Davben would then secure the grappling hook with knotted rope that he was holding, and Værï would climb up while Jonmuir flew in as an eagle, and the druid and the non-elves took out the guard.

It’s 10:00 am, and they sneak around the west side of the lodge.  I just require one Hide check opposed by the guard’s Spot as they close the distance.  The ogre rolls well, getting an 18.  Værï gets a 31, Davben a 19, and Jonmuir an 18 (but factor in distance, and the fact he’s an eagle)… Sir Roderick rolls… a 2, which after armor check penalties, is a –3.  The ogre sees him before the silence stone has been put into place, and he immediately rings the dinner bell, warning all the ogres that intruders are afoot.

Disheartened that this went so poorly, the party just retreats for the day.  They’d only used up one scroll (though admittedly a situationally valuable one) and two daily spells, but they gave up, and decided to abandon everything.  Jonmuir hung around in eagle form and watched for another hour or so, noting another ogre coming up to speak with the guard about five minutes after the party departed.  Then he continued to watch the area throughout the day and night.  About 2 hours after nightfall, the raiding party returned… now I have 10 more ogres to reinforce my ranks!

The Raiding Party’s numbers were over and above those in the lodge once the party started their assault.  I justify it as incentive for them to plow through the thing at a pace greater than one or two encounters in a day.  Well, it didn’t incentivize them enough, it seems, and now I get “reinforcements” to play with.  If they’d cleared it out within eight days, they wouldn’t have to worry about the returning party bolstering the survivor’s numbers…

The next day they begin to plan their entrance through the top of the tower, again…
I ask for intelligence checks, and Davben succeeds at getting a 15. 
“Why are you constantly trying to enter through the top of the tower?  That makes no sense.”
“But the doors are barred.”

Another intelligence check of 13 by Davben…

“You do recall that you shattered the brackets for the bar on the front door, right?”
“Oh.”

With that, they decide to gather outside the main door to area 1, and Jonmuir wood shapes a lower corner of the door inward, creating a roughly 3 ft x 3 ft opening.  Davben gets down and looks through, noting there are guards flanking the door.  After watching for a short while, he notes that they aren’t conversing, they are motionless, and they smell pretty bad… “zombies.”  The warlock blasts the southern zombie with an eldritch blast, and then we roll initiative.

Værï wins, using Aid Another to assist Roderick in opening the door.  Then the zombies start to move and groan, but have nothing to attack.  Then Davben uses his wand of instant diversion to send a copy of himself crawling through the hole.  Sadly for him, he was unclear on how far he wanted it to crawl, so in my mind it just crawled through the hole and stopped; so far it hasn’t provoked an AoO yet.  Davben may have fired at the north zombie at this point, though I’m not sure.  With Værï’s assistance, Sir Roderick pushes the door open, though it takes the Paladin two tries (two move actions) to succeed.  The south door swings open, and I once again forgot to have the morningstar traps go off (I can’t seem to ever remember them…)  Butch the steed moves through the door and turns north, provoking an AoO from the zombie against Sir Roderick as he closes (then discussion ensues about being more clear exactly where Davben wants his little images to wander off to in the future).  I can’t recall if the AoO hit or miss, but the horse’s hoof dealt a blow to the zombie (though it was damped by the undead creature’s DR).  Jonmuir shifted his position slightly, then cast Produce Flame.  His bear moved in and failed to hit the north zombie.

Værï casts Blink, and moves into the room alongside the open door, steping around it to face the zombie behind the door.  The zombie strikes at Værï, missing, while the northern one swings at Roderick’s horse, missing.  Davben steps into the room, thankful the open door provides cover from the southern zombie standing on the other side of it, and blasts the northern zombie, hitting for 11 damage.  Sir Roderick hits once with his sword, dealing 14 damage, though his horse doesn’t fare as well.  Jonmuir wildshapes into a bear, and sets his pet bear on the northern zombie with a full attack, striking once for 14 damage, but utterly failing to initiate a grapple.

It takes them three more rounds or so to slog through the zombies, but it’s not an overly interesting fight.  They are only zombies, after all.  Værï hits with a Mountain Hammer for 20 damage, and Sir Roderick’s sword deals several instances of damage.  In the midst of all that fighting, the two half-ogre guards that were standing just inside the double doors to area 11, they heard the fight, and they informed the Chieftain and the others in the Great Hall that the PC’s were here.  So, the chieftain, his wife, the hill giant, and the six skullcrusher ogres that were in the room all readied actions to throw boulders at the interlopers when they opened the doors from area 1.

Davben cast Obscuring Mist about 40 feet south of the double door, so the party would have a safe place to retreat to so as to avoid being targeted by thrown boulders.  Værï made himself invisible.  Sir Roderick forgot to detect for evil through the doorway, and right on cue, a few rounds after the zombies were destroyed, the paladin opened the western door (taking two attempts to get it open).  Nine readied boulder attacks came flying his way.  I hit with four or five of them, including a critical hit from the Chieftain or the Hill Giant guest.  Sir Roderick was dropped to –1 hit points, but he stayed in his saddle (just barely… 73 on a 75% chance to stay in the military saddle).  His steed then took its turn, retreating over toward the door leading outside.

The Chieftain, his wife, and the Hill Giant are all still at the head table (where “Great Hall” is written on the map), but they threw their boulders anyway, mostly hitting despite the range penalty.  Their bears are in front of their table, and the drow are at their table just off to the east (partly hidden by a pillar).  The six regular skullcrusher ogres are lined up where the long hallway opens up to the great hall proper (just south of the room number “11”), five in the front row (the two on the sides partly obscured behind the corners), and one in the back row (on the “11” square).  All the other occupants of the room are hidden off to the sides.

Given the readied actions and the momentary break in combat we went ahead and rerolled initiatives.  I just put the Ogres at the top, their readied actions having just triggered, and Roderick just after them.  Then Værï, Davben, and Jonmuir.  They had devised a good plan, bringing back the “steam roller” that Belack had coined several months back, making use of Murderous Mist (SpC).  Værï peeked around the door, still invisible, and conjured a massive web over the head table, catching the Hill Giant, the Chief, his wife (“you said that wrong… It’s pronounced ‘bitch’”) the female drow, and the bears in the web.  Most of them made their saves, and over the next few rounds they would fairly easily break themselves free.

Still, the steamroller must commence!  I don’t recall what Davben did here, but Jonmuir moved forward out of the fog, reaching the verge of the open doorway.  I ask for a Spot check, but he doesn’t notice the half-ogres hiding to either side of the doorway (no one has actually crossed the doorway yet, so seeing them would be hard).  His movement was maxed out for a single move, and he didn’t have the range to plant the Murderous Mist on the front rank of ogres yet, but he debated casting it anyway.  After I implied that they would scatter as soon as they saw a cloud of fog rolling forward toward them, he opted to instead conceal their position, casting Obscuring Mist, centered on the open doorway (the left door).

At this point the head table spent their turn breaking free of the Web.  They all succeeded in breaking loose or fully extricating themselves.  The ogres standing at the end of the hall had no clue what was coming, so they just readied actions to throw more boulders as PC’s showed themselves.  Sir Roderick bled to –2, and Værï stepped forward to cast a second Web on the front ranks near the number “11.”  He was no longer invisible, but he did benefit from Blink (a discussion ensued on if the miss chance from Blink and the concealment of the obscuring mist would each apply; remembering the rule from the Rules Compendium I did not allow them to, and just gave him the 50% miss chance afforded by the Blink spell.  So far I’d been giving incorporeal foes only one percentile chance in this campaign, which aligns with that rule.  I may well go back to the pre-Rule’s Compendium interpretation, which would allow each miss chance independently).  Regardless of me only allowing the one miss chance, all six boulders missed Værï (and missed all his mirror images too, I think).  His Web is cast, and about half the ogres fail their saves.

Davben exited his concealed position on the edge of his cloud of fog, and used his Belt of Healing to bring Sir Roderick back to consciousness at 10 hit points.  Jonmuir moves forward into the southern hall of area 11, and plants that Murderous Mist right on top of the front rank.  He rolls 9 damage, and more importantly, every single ogre failed its save, and is blinded (permanently).

The two half-ogres guarding the door were waiting to catch some PC’s in the room, but with the Obscuring Mist, neither could see Værï when he entered the hall.  The western one did see Jonmuir as he passed the open door to cast his murderous mist spell, so now he took the opportunity to shut the door.  This didn’t freak the PC’s out near as much as the first time they saw this happen to them, and Sir Roderick laid hands upon himself and swift-cast a CLW via Battle Blessing, then his horse moved over to the door, pushed it open on the first try.  He opted to stay in the saddle though, rather than dismounting to get in the way of the door being closed again.  Værï exited, Davben started moving toward the exit, and Jonmuir also exited.

Damage was tallied over the course of rounds against the ogres stuck in the Web, and I rolled to ensure all the leaders got out of danger.  The party retreated, but not before Davben and Jonmuir flew up to peek in through the smoke hole.  They saw all the front ogres still stuck in their web, while all the leaders seemed to have gotten out just fine; none looked blinded.  The leaders were scattered around the room, and the two PC’s opted to attack the Hill Giant and a troll that was conversing with him.  An eldritch spear followed by a Flame Strike dealt a small bit of damage to them (both saved vs the flame strike), and earned a retaliatory Web from the chieftain’s wife (using Davben’s dropped wand from just before Margel was killed) centered on their heads.  Jonmuir still had Produce Flame running, so he set the small web alight (it only had room to spread under the eves of the roof), dealing 7 fire damage to the both of them as it burned them free.  Then they retreated before anyone else could arrive to assault them.

They rested and came back the next day (Nov 5th), and due to the time constraints of the session, opted to assault a side room, rather than start another big fight that we wouldn’t be able to finish tonight.  Another invisibility spell allowed Davben to slink down the chimney of area 19 again, noting three forms in beds, and one standing in the southeast corner near the door.  The previously-warped arrow slits in the door had been patched over with boards nailed in place.  Another warp wood spell popped a few of the boards free, and the PC’s decided to steamroller the occupants of this room, too.  They get the Web in place over the three in the beds, and the Murderous Mist is set off.  Then Roderick pushes the door open (again I forgot the morningstar traps…)  Initiatives are rolled at this point, and Værï barely beats the skeletons in the room (as that’s what all the four foes are) who get a Natural 20, going second with a 25.

Værï hangs back and casts Blink on himself (IIRC), and then the standing skeleton charges at Roderick, attacking while the paladin still has cover from the door jam.  Natural 20, confirmed.  A nice chunk of the paladin’s face is now decorating the skeleton’s morningstar.  This is also the first time they can see for sure that at least one of the creatures in the room is a skeleton.  That critical was the most interesting part of this fight, aside from the full attack from Sir Roderick and his steed producing exactly enough damage to destroy the charging skeleton.  How’s that for revenge?  Værï and Davben eventually moved into the room, making ranged attacks (bow and blast) vs the prone skeletons in the beds (not yet realizing they are skeletons), with all the bow attacks missing (prone armored targets are hard to hit at range).  Jonmuir flings some fire in at the north skeleton, setting the webbing on fire.  Davben notices that none of the creatures in the beds are screaming in pain from the scalding mist or the fire, and deduces that they too are undead.

After the center-point of the murderous mist has moved beyond the western wall, Værï moves forward to engage the northern ogre in melee, who was now free of the fiery web, and sitting up in bed.  A claw attack or two is all he suffered over a few rounds (amazingly, it avoided blindness for several rounds), while Sir Roderick started detecting for evil through the southern doors, noting none.  Another thrown fire attack from the druid lit the webbing on the southern skeleton on fire, and a hefty charge attack from Sir Roderick slays it.  The three “sleeping” skeletons all died blind, and useless.

The party is now lamenting the prospect of having to face all the ogres AGAIN as undead.  Unbeknownst to them, I’m limiting how many onyx gems the drow priestess has; she’ll probably only be able to make one or two more.  Notice how my PC’s didn’t kill a single living foe tonight?  I thought that was interesting.  Their plan to blind the ogres was a good one, and will severely hamper their ability to engage in anything except reactive melee.  Still, when the drow priestess prepares spells after nightfall, Remove Blindness will be prepared a few times.  There will still be three that are left blind tomorrow, though.

I enjoyed this session a lot better, because the PC’s are finally starting to strike forward into the lodge.  Sure, there was danger, but they survived, and both Davben and Sir Roderick will have leveled for next session (they are staying straight paladin and straight warlock).  I’ll have to figure out where I want to restock the ogre reinforcements for next time.  I’ll probably just put them back in the main hall, and move the still-blind cooks back into the kitchen.
« Last Edit: July 07, 2017, 11:16:57 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #48 on: May 20, 2015, 04:21:39 AM »
Tonight was the 39th session of the campaign.  After recapping the events of last session, the party retreats back to their cave to rest and recuperate.  Both Sir Roderick and Davben leveled to 9th (Værï had leveled the previous session, though I forgot to mention it), so the party consists of:

Værï Able the Elven Rogue 2/Wizard 1/Warblade 2/Unseen Seer 4
Davben the CN Human Warlock 9
Sir Roderick Cardiff of Blackpool, the LG Human Paladin 9 (of Heironeous)
Jonmuir of the Yosemit tribe, the (Neutral Good?) Ghostwise Halfling Druid 8

As the session gets started and they begin talking of their plans for assaulting the ogres, I prompt their movements around the lodge (they are headed for area 19, where they killed the skeletons last time) to the “back side,” and have Værï roll a Search* check and Jonmuir roll a Track check.  They both get above a 15, so they notice as they come across what was once a faint game trail, but now has evidence of ogre movement upon it.  Within the last day or so, five to ten ogres have traveled along this path, hacking the trail wider to accommodate their girth.

They have started to worry previously about the ogres giving up and retreating, and taking all the loot with them (since the party has opted to go in for direct assaults that draw the attention of everyone in the lodge, they have never had time to loot any of the ogres.  Aside from some coin found in the outbuilding, they haven’t gotten any loot from this adventure yet), and given the relatively small number of creatures that seem to have gone this way, they excitedly decide to look into it as a possibility to take out some of the ogres when they are separated from any reinforcements.

Jonmuir wild shapes into an eagle and follows the trail, hustling to cover it quickly (it’s not at all hard to follow).  In a half hour or so he has followed the trail nine miles (the PC’s are following slowly on foot), and finds where the trail leads to a cave…

This is me inserting the second encounter from Expedition to the Demonweb Pits a touch early.  In the published adventure, the drow priestess and two drow barbarians (plus four MM1 ogre zombies) are supposed to attack the party at night in the Traveler’s Rest building beside the main trade road.  Then the PC’s are supposed to find a letter that the priestess keeps on her person, as well as a journal, both of which hint to Sigil and a business located there.  The PC’s then easily back-track the drow raiders to a hillock (Search* DC 8; you don’t even need Track), and find a cave, which is the hook to get the PC’s to Sigil, as the back of the cave has a keyed portal to Sigil (the key is written on the letter the drow priestess carries).

* It actually calls for a Survival DC 8, not needing Track.  Oh well; Jonmuir made the DC anyway, regardless of Værï's Search check.

Well, since the drow priestess and her companions have already arrived at the ogre lodge, I didn’t want their backtrail to get too cold for the PC’s abilities to follow (I’m not going to keep the DC as an 8 if the drow haven’t traveled on the path in several days).  Also, since the priestess is the one behind encouraging the skullcrusher ogres to raid, and some of the ogres have been badly injured (blinded), they decided to have the blinded female cooks retreat to the cave, along with two half-ogre escorts.  This would presumably keep them out of danger until such time as the priestess could spare the spell slots to cure their blindness (she already prepared three slots to cure the other three blind ogres from the Murderous Mist attack; those were male combatants).

So, the hook is in place, and the PC’s travel to the cave.  Since they don’t yet have the letter from the drow priestess, having them get here early isn’t a problem, as there is almost zero chance of them successfully activating the keyed portal.  They can clear out what is here, find the portal, and then return later once they defeat the ogres and the drow in the lodge, and learn how to activate the portal.

Jonmuir returns to the party, relays what he found, and after about three hours of total travel, the PC’s arrive at the cave:



Værï and Jonmuir Spot a half-ogre about 20 feet back from the mouth of the cave (near the sharp turn to the south), but he doesn’t notice the party.  Sir Roderick moves out of his line of sight and approaches the cliff face to the south, moving up silently to just south of the entrance.  Værï does a similar thing from the north side, while Jonmuir and Davben hold their position, watching the half-ogre guard from about 100 feet away.

Værï casts Hunter’s Eye and moves to the corner of the cave’s entrance, and fires his longbow, expecting to kill the half-ogre with a sneak attack… He misses the flat-footed AC of 15.  Jonmuir and Davben had both readied attacks (produce flame and an eldritch spear + Mortal Bane + arcanist’s gloves), so the half-ogre still doesn’t have time to yell a warning, as Jonmuir burns him for 9 damage, and Davben demolishes him, taking him directly to –10 hp.

Værï sneaks quietly through the winding neck of the cave, and peers around into the main room.  The faintly-bleeding light from the mouth of the cave allows him to see two large floor-to-ceiling stone columns, with a 20-foot-high raised platform of stone in between, as well as several more ogres.  There is a half-ogre that seems to be tending three blind female ogres who are sitting along the south wall (roughly in the three alcoves along that wall).  The light from the cave’s mouth isn’t strong enough for his Low-Light vision to pick up the lizard-riding drow sentry marked on the south side of the map.

The rest of the party has moved up behind Værï, and the elf pantomimes hand gestures indicating one male and three blind females.  Although he is still too far away to use sneak attack, the elf starts off combat by firing an arrow at the sighted half-ogre.  He hits for 7 damage, and then Davben succeeds in beating the ogres in initiative, promptly starting Round 1 with an eldritch chain that hits the middle blind ogress for twenty damage, and the injured half-ogre for ten, which dropped him to –1 hit points.

The blind ogre females take their turns to stand up and pull out crude clubs (fashioned from table legs and the like).  Seeing how dark it was inside, Værï cast Light upon Sir Roderick’s sword.  The turns of the cave passage kept Roderick from charging this round, so his mount double moved right up to the western ogress, and he cast Bull’s Strength on himself and his mount. (This should have required a DC 12 Concentration check, but I forgot to enforce it.)  Jonmuir threw a Produced Flame at the east ogress, since she was now the only one not in melee, hitting for 7 damage.

Then an arrow comes flying out of the darkness to the east, bouncing off of Sir Roderick’s armor, and the party members hear something unintelligible said.

Davben moved forward (toward the southeast), and got within range that his darkvision (from See the Unseen) allowed him to see the lizard-riding drow on a ledge five feet above the floor the PC’s were on.  He struck with eldritch chain (plus mortal bane, plus his gloves, for 8d6…), hitting the drow for what would have been 34 damage, but failing to overcome SR, and dealing 17 chained damage to the lizard.

I roll randomly for which squares the ogresses attack (biased toward the direction of PC noise-making), and still miss Sir Roderick, thanks to concealment.  Værï misses with his bow attack against the drow lizard-rider, while a full attack from Sir Roderick and his steed nearly kills the western ogress.

Jonmuir and Sir Roderick continue to deal with the blind ogresses (since they can’t yet see the drow), while Værï and Davben focus their attention on the dark elf.  After a few (now-muddled) rounds of combat the three ogresses are dead, the southern lizard-riding drow has ridden west, down off his little cliff, and drawn his spiked chain.  Another two eldritch chains from Davben have killed the drow’s lizard, and dealt minor damage to the drow, who succeeded in safely falling from his dying mount. (I did screw up and allow him to not fall prone with that Ride check, though).

With the giantesses cleared out of the way, Sir Roderick uses Ride-by Attack, dealing 17 damage to the drow while avoiding the AoO from his spike chain.  As soon as his charge had completed, he came in view of the northern drow lizard-rider, who had delayed, and now fired a poisoned arrow at him, finding a chink in his armor, but the paladin easily saved versus the poison.  That drow also shouted something.

After the PC’s dropped the first drow, they moved to confront the second one, with Sir Roderick clearing the chasm with no issues (his steed’s Jump modifier is +17).  Davben flew up to take a perch on the 20-foot-high platform in the middle of the cavern, firing down at the drow, now targeting the lizard first, for full damage, and wasting the half damage chain effect for when he fails to overcome the drow’s SR…

As the other PC’s are focusing on the drow down below, Davben experiences a brief moment of queasiness, and six vrocks appear right next to him!  There is really only one vrock, and he had spent the last several rounds (since the drow yelled) attempting to summon another vrock (he failed), casting heroism on himself, and then casting mirror image, and finally teleporting to the top of the 20-foot-high platform (he tried to appear in an area partly occupied by Davben, and was shunted 5-feet, thus the queasy feeling the warlock experienced).

The vrock had been in the back of the cave, near the portal to Sigil (toward the east, the “area A3” mentioned on the cave map), and started buffing once alerted to the presence of intruders.  With the vrock’s turn now over, Davben five-foot stepped back and tried to strike with Eldritch Glaive, but failed to overcome SR.  Værï and Sir Roderick kept their attention on the second chain-wielding drow, killing him with a Lesser Orb of Acid and a smite attack.  Jonmuir then rode his bear up the slope (although dumb, the encounter only calls for double movement cost, and no Climb check to move each five feet up the column), provoking an AoO from the vrock (which hit), and ended up sharing the top of the column of rock with the vrock (the vrock is flying half-on, half-off the perch).  Jonmuir slashes at the vrock with his Small masterwork scimitar, scoring a critical hit… and dealt 8 damage, plus 5 acid (all resisted by DR and energy resistance).  The vrock ended the round by screeching, which stunned Davben, Jonmuir, and the bear he was riding, then five-foot stepped and released a spore attack on all three of them.

Davben spent his round stunned while Værï pulled out a wand of magic missile to lessen the number of images the vrock had.  Sir Roderick crossed back over the chasm and moved around the north side of the stone column, dismounted, and started climbing the spire.  Jonmuir asked if his bear would slide back down the column, since he was stunned while only half on the level top, with his hind legs hanging below.  I told him that technically being stunned wouldn’t force you to drop down (not sure if actual climbers on a wall would fall or not), but I’d let him if he wanted to.  I of course was playing with a d20 in my hand gleefully as he debated whether to slide down or not…  He opted to slide down, provoking an AoO for himself and his bear as they left the vrock’s threatened area… both attacks hit.

On the vrock’s turn, he found a paladin just below him, within reach, clamoring up the slope of the column.  He full attacked Sir Roderick (five attacks), hitting quite often, then five-foot stepping up (though I’m now seeing that was a cheat, as vrocks only have average maneuverability).

Davben stepped back and used eldritch chain to kill an image before chaining to the vrock itself and again failing to overcome SR.  Værï also destroyed an image or two with magic missile, leaving the Vrock with two mirror images.  Sir Roderick finished his ascent to the top of the column, suffering a damaging AoO in the process.  I’m missing a round of actions, as he had already cast Bless Weapon on his longsword (he did it a few rounds ago, where he was moving but unable to attack the vrock, due to having no ranged weapons).  He had no clue how effective that spell would be in this situation; it was just dumb luck.  He struck with Smite Evil, dealing 21 points of damage, and luckily striking the correct vrock form hovering above him.  The vrock screeched in pain.  Jonmuir singed a few feathers with Fiery Burst (2 damage after resistance).  The vrock hovered up another five feet (again, a mistake on my part, but since I didn’t use Power Attack or Cleave, I could retroactively change out those for the Hover feat) and replenished his mirror images, drawing groans from everyone.

It’s late and the details are all fuzzy by now, but the PC’s spent several rounds trying to deal with the vrock.  Fiery Burst was all but useless.  Somewhere along the line Davben was subjected to a full attack by the vrock (all five attacks hit, including one critical talon strike), badly damaging him.  Davben, Jonmuir, and the bear continued to take damage each round from the spore attack and the vines growing out of their skin.  Having seen only one attack work well, and having seen the vrock replenish his mirror images again (making at least three castings that the vrock had used; the PC’s didn’t yet know it was useable at will), they decided to escape.

As the party pulled back toward the mouth of the cave, the vrock disappeared.  Then Sir Roderick exited the mouth of the cave.  He failed a Spot check to notice the vrock hovering above the cave mouth… it took an AoO on the paladin, clawing his face badly.  The rest of the Party pulls up and waits, and on the next round the vrock inflicts spores upon Roderick, then teleports away.

Værï sneaks back to look into the main cavern, and doesn’t see the vrock there.  He tries to convince the rest of the party to head back into the cave to loot the bodies.  Davben flat out declares he is not going back in that cave right now.  They all leave instead.  After both instances of spore vines stop damaging the party (they are troubled that curative magic doesn’t stop the damage, and Davben failed the Know [Planes] check to ID the vrock, let alone learn the specifics of one of its special abilities) I ask for Spot and Listen checks… no one in the party notices the vrock trailing them.

I give them another Spot check as the vrock swoops in, and they all fail again.  The vrock flies up from behind, coming adjacent to Sir Roderick and Davben, and triggers his Spore attack as a free action (I could have then had him teleport away, but I wanted them to have a chance…)  I give them a round of attacks (no need to roll init, just have each PC act), and they fail to hurt him at all (his newly-replenished supply of mirror images helped a ton with that).  Then the vrock teleports away on his next turn.

After that spore attack runs its course, and healing magic was applied, I encouraged the PC’s to brainstorm how to get away.  ‘The demon is going to harass you until you die, unless you do something about it…’  Værï’s player is fretting, saying they aren’t at all prepared for this… (this is effectively your second encounter today, and this creature is only a CR 9… the same as your average party level…)  They decide that entangle will help.

The vrock shows up again.  This time Værï notices him as he is approaching from behind.  He notifies the party, and Davben uses a wand of Entangle to catch the vrock in the trees.  Værï kills a few images with magic missile, and Jonmuir hits it with his Flame Strike, actually hurting it quite a bit.

The vrock teleports out of the entangle, right in front of Jonmuir, and hits him and his bear with a spore attack.  As the PC’s are taking their round of actions (Værï magic missiles with a wand, Roderick charges and strikes an image), fearing a slow slog toward a TPK, I lay down a blatantly thick DM hint.  At some point earlier someone had mentioned Murderous Mist, and how nice it would be to hit something (the vrock?) with it.  I ask Jonmuir for an intelligence check; he gets above a 20.

“What is the range on Murderous Mist?”
“Huh?”
“He’s telling you to cast Murderous Mist…”
“Oh.”

Jonmuir casts Murderous Mist so the edge is right in front of him, catching the vrock in it, and I pull the biggest fudge I’ve ever pulled as a DM, ignoring the natural 19 the vrock rolled (I hid the roll behind my hand), and just declaring that the vrock failed his save, taking another 6 damage from the mist, and permanently blinding him.

With that, he felt the PC’s were too much hassle to continue dealing with, and he teleported away at the first opportunity (he will get healed by the drow priestess in the coming days).  The PC’s hurried to the safety of their little hidden scout cave.

The PC’s weren’t giving that vrock ANY incentive to leave them alone.  The party has been a good and mostly effective group throughout the attack on the ogre lodge, but now I worry a bit about how effective they will be through the plane-hopping adventure they are about to begin.  I’m sure a lot of it is the unexpected appearance of a demon on a day they were expecting to be fighting “mundanes,” but their inability to deal with an unexpected encounter of a CR equal to their party level… well, it’s not very encouraging.

We ended there, though a few of the players stuck around to discuss plans and tactics going forward.  It sounds like they are going to do a full retreat back to a major town and buy items, as well as give Værï some time to add some spells to his spellbook.  This could work in their favor, as it will draw the ogres into the false idea that they ran the PC’s off.  After two weeks or more of not being accosted by the PC’s, the ogres will resume something approaching normalcy again.  They won’t be at strict attention while on guard, and they may even send another raiding (or recruiting?) party out, lowering the numbers in the lodge again.

They also fretted over the inability for Roderick to engage the flying and teleporting fiend.  Værï doesn’t know Fly, but I did nudge them toward Air Walk, which Jonmuir the druid could cast.  It sounds like they will put air walk on Sir Roderick’s steed, and Værï will learn Feather Fall, just in case…

I also point out that picking up a scroll of Teleport as a "we need to get the f*ck out of here" escape hatch is probably not a bad idea.  Værï could nearly activate it automatically (his CL for non-divination spells is only 8th, so he'd have to roll a 2 on the die for the CL check to activate the scroll).  We'll see if they heed my advice...
« Last Edit: May 28, 2015, 12:29:35 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #49 on: May 26, 2015, 03:07:29 AM »
Tonight was the 40th session of the campaign.  It took a LONG time for things to get going tonight.  They decided to head back to a large town 4 days’ travel away, and stock up on scrolls, have Værï’s MW bow enchanted to +1, and give Værï time to scribe four scrolls into his spellbook.

The first thing they did back in town, at my semi-direction (they had mentioned it last week; this was me just forcefully reminding them of what they wanted to do anyway) was spend time researching the creature that had demolished them so effortlessly last session.  A part of Expedition to the Demonweb Pits, in Sigil, actually has a library where the PC’s can research things about the planes.  I quickly flipped to that section, and used the chart it contained as a template for what the PC’s research would entail.

Davben and Værï spend 5 hours (5 on a 1d6) researching the vrock.  The chart places the difficulty to research “obscure” information, such as monster powers, at DC’s of 11 to 15.  This seemed a little low, but a straight-up Intelligence check for Værï (he has no ranks in Kn [Planes]) get’s a 24 before any bonus from using a library, and Davben pulls out a 25 on an actual Knowledge (the Planes) check, again before any bonuses from having the library to aid them.

As I was looking at this on the fly, I did miss where “demon weaknesses” (such as what overcomes a vrock’s Damage Reduction) should have fallen under “Hidden or guarded” information, and as such would have required a DC 26 - 30 result, and would have taken 1d6 days.  Regardless, they spent six days in town, Davben got a 25 all on his own, and he didn’t do much of anything else in town while Værï was scribing his spells.  Though the library resources in a large town wouldn’t have any chance to rival the Library of the Lady in Sigil, all they learned on the weaknesses front is what they had already happened upon… Bless Weapon (ie - a Good weapon) overcomes the Vrock’s DR.  The also learned specifically about the Spore power, and what can stop the vines from growing and damaging a victim (Bless, Neutralize Poison, Remove Disease, holy water).

Værï then spends the next five and a half days studying scrolls of Shield, True Casting, Resist Energy, and … I’m forgetting the last one; I only recall that it was 2nd level Heroics (I mentioned this one in relation to dealing with the Mirror Images by closing your eyes and just taking a flat 50% miss chance; Heroics could grant Blind-Fight, which would help in that situation, and they liked the idea).  Værï made the Spellcraft checks for all except Resist Energy.

Also, though I forgot to bring it up until the end of the session, during this time period the party would have overheard news from elsewhere in the realm.  To the south there have been raids by Hill Giants.  In the north, near Padstow and Thornward, there have been raids of Frost Giants coming down out of the mountains.  Drow raids have increased all over, including the Elven community of Dimhaven to the west, which has had about a fifth of its population slaughtered in night raids by the drow.

Again, I errantly forgot to mention the above until the end of the session, but this news has caused great concern among some in the party (Sir Roderick, especially), and they are wondering what is the driving force…

With Værï’s bow enchanted and spells scribed, and the party having shopped and bled dry every nook and cranny of every mæster’s shop in the town of Mahiro searching for their desired items, they head back to the ogre lodge, traveling long days to get there in four passings of the sun.

It only took us an hour and fifteen minutes to get through all that…

The next morning they head off to the cave once again, intent on killing that vrock.  Jonmuir assumes bear form, as the party has seen two bears in the Great Hall of the lodge.  Davben uses his Hat of Disguise to assume the form of a drow (attempting to resemble one of the drow they killed in the cave 16 days ago, though only reaching a close approximation, as he hadn’t really studied them).  Their thought is to appear as a drow arriving from the ogre lodge with the two bears they saw in the Great Hall.  Not a bad plan, depending upon who is in the cave.



Davben saunters into the cave, with Jonmuir and his bear companion on the warlock’s heels.  Sir Roderick and Værï trail behind, remaining in the north-south corridor near the mouth of the cave.  Davben doesn’t search at all, and trips a thin cord with some bells on it.  Paying it no mind, he continues forward, moving southeast into the cavern.  He soon sees a drow standing upon the 5-foot high ledge (the southern “L” emblem), but fails the called-for Sense Motive check to notice the drow’s facial expression (the fact Davben came in looking somewhat like his dead companion started to tip him off…)

I give Davben and Jonmuir each another Sense Motive check as they continue forward; both fail.  As the warlock, druid, and bear companion are south of the 20-foot high pedestal, the drow pulls a pebble out of his pocket, casts Darkness upon it, and tosses it at the trio.  Initiatives are rolled, and the druid goes first in the surprise round.  He casts Produce Flame, and is puzzled when it doesn’t allow him to see any better.

The action economy got muddled here.  I’m either forgetting an entire round, or more likely, Jonmuir snuck in three actions on the surprise round…  It’s partly my fault; half my brain is thinking about what is coming next, and not paying full attention to my PC’s actions.  I’m naive enough to believe a player would understand by now that he only gets one standard action, and one move action…

Jonmuir and his bear moved east, then turned north when they had exited the darkness and passed by the stone column.  This put him face to face with the half-ogre that was positioned on the east side of the 20-foot high column.  I forgot this was the surprise round, so I let him attack the half-ogre with his flaming paw, and he drops the foe with no issue.  Davben fires his eldritch blast at the drow on the ledge (I forgot to enforce the 20% miss chance from Darkness…), hitting for 19 damage.  The drow then hefts his greataxe and screams a war cry as he charges down the slope to attack Jonmuir (ie - the bear that just killed the half-ogre), scoring a critical hit with his great axe!  Thirty-seven points of damage makes Jonmuir’s eyes widen a bit.

We start round 1, and Sir Roderick and Værï move into the cave proper, while Jonmuir and his pet maul the drow, grappling him and striking the killing blow with a critical hit.  The downed half-ogre is trampled by Sir Roderick’s steed.

The party immediately starts keeping their eyes peeled for the vrock.  Davben flies up to the pedestal in the middle of the chamber; there is no invisible vrock there.  Sir Roderick is scanning with detect evil… nothing.  Værï readies to attack the vrock with something if he appears (maybe magic missile IF he appears with mirror images up and running?)  Round by round we go, as the vrock slowly uses his “power up suite,” first successfully summoning another vrock, then casting Heroism (which I failed to apply to his attacks…), then mirror image, and finally, after the whole party had started to move away to the southeast… teleport, right on top of the 20-foot high pedestal.

No one was really looking that way anymore, but Spot checks above 20 by Værï and Jonmuir notice the vrock’s appearance, and the fact that he has 4 mirror images.  Værï starts off the round by casting Magic Missile, stripping the vrock of all his images.  Jonmuir is in a perfect position to target him with Earthbind!  He overcomes SR and… the vrock can only fail on a Nat 1.  He rolls a 4, negating the druid’s spell.  Groans around the table.  Roderick moves toward the Vrock, Air Walk allowing his warhorse to gallop through the air… but his path is too blocked to be able to charge, and the vrock is five-feet too far away to get to and attack… the paladin just single-moves and buffs up with a swift-cast Bless Weapon, and a Bull’s Strength.  Davben attacks with his eldritch blast, and uses Mortal Bane (:??? I know… what?), hitting, but failing to overcome SR.  The vrock hovers where he is and lays a full attack on Sir Roderick, critting with one claw, and hitting two or three other times.  Right now the vrock isn’t worried in the least.

Seeing that the vrock has no images, Værï sees an opportunity to strike!  But he doesn’t have the time to cast his scroll of True Casting before activating his scroll of Dimensional Anchor… so he just uses the scroll.  He fires the ray, getting a 10 on the die, which hits a 17 on the touch attack (touch AC of 11), then gets a 3 on the die to overcome SR (CL 7 scroll)… failure!  Oh the frustration!

Jonmuir changes tactics and tries Fiery Burst.  The vrock easily saves, and ends up taking no damage.  While the party was waiting for the vrock to show up, Roderick had activated his Law Devotion feat, and applied the +3 sacred bonus to his AC.  He shifted it to his attacks, and started his full attack.  One of his steed’s hooves hit and dealt enough damage to overcome the vrock’s DR, inflicting two whole points of damage.  It was around this time that Jonmuir realized he should have cast his Align Fang spell on Roderick’s warhorse, rather than his own bear, who isn’t air walking and can’t get to the vrock…

Roderick’s sword attacks are much more effective, dealing first ten damage, then twelve (only after his rolls did he recall he wanted to Smite…)  Davben again tries to attack with a Mortal Baned eldritch blast.  I ask for an Intelligence check, and he fails it hard.  Then he’s paranoid about what he shouldn’t be doing (he’s worried about AoO’s for movement or something).  He hits with his eldritch blast… and fails the CL check to overcome SR.  The vrock, having rolled well enough on his Spellcraft check to see that Værï had just cast True Casting, well, he of course five-foot flaps and casts another Mirror Image.  (“Noooooo!” … the cries of anguish are sweet nectar to my ears…)

I take Værï’s player (metaphorically) by the hand and explain how delaying until just BEFORE the vrock goes, and waiting to power up with True Casting until the vrock has a decent number of mirror images remaining… means the rest of the party will have the whole round to beat those images away, so Værï can cast his Dimensional Anchor with few or no images present to serve as false targets… and the vrock won’t have a turn to do anything about it…  Really, this player is quite smart (works as a computer programmer for a large company), but for some reason he was unable to see the temporal tactics involved in altering your place in the initiative order (going “first” in the round is always best, right? :rolleyes).

He delays, but when he comes back in later in the round, the True Casting spell will have already expired.  Jonmuir also delays, though I forget why (I think because he hadn’t decided what to do with his turn yet).  Roderick five-foot steps and gets in another full attack; his horse hits for one point, while the paladin hits once for 11 damage (again he forgot to declare he wanted to smite until after he had rolled his first attack and seen the good roll, so it didn’t happen).  He did attempt to Smite with his second swing, but missed the Vrock’s AC by 1.  Davben took out an image or two with his eldritch chain, and I forget exactly what Værï and Jonmuir did when they reentered the combat round.  The vrock continued to tear into Sir Roderick (the only party member doing ANYTHING to him), but Sir Roderick’s new Ironward Diamond was helping him soak damage.  At some earlier point the vrock had used spores on Sir Roderick and his steed, but I forgot to continue rolling the damage each round… oh well.

Roderick’s steed hit once more for one damage after DR, and Roderick himself dealt a 16-point blow to the fiend.  Davben again tried to use Mortal Bane, but again failed to overcome SR (though he likely killed an image or two).  Værï may have cast another instance of True Casting at this point (or maybe it was the party’s only scroll of Assay Spell Resistance).  The rounds are bleeding together at this point, but eventually the vrock was in a terrible position where he saw Værï powering up, and his mirror images were almost gone, so he teleported out (which brought a string of curse words from Værï…)

The vrock was only gone a round and a half.  He reapplied his mirror images, and then the party started moving toward the east.  He teleported back in on the west side of the 20-foot high column of stone, but Jonmuir heard him make some noise as he arrived.  The rest of the party moved to reengage the vrock (Roderick rode up onto the 20-foot high column via Air Walk) and Værï fired another set of Magic Missiles at the vrock and his images, leaving the creature with two images, and actually damaging it with one missile for 5 damage.

The vrock went next, full attacking Roderick.  The paladin and his horse were positioned above the vrock, so I gave them +1 for higher ground… that +1 saved the paladin’s Power Attacking Smite Attack, which dealt 27 points of damage (nearly half of the 55 hit points the vrock had at the time)… and Butch the warhorse’s hoof attacks knocked out the vrock’s two remaining images.  Davben again tried to use Mortal Bane, and again failed to overcome SR.  Jonmuir continued to use Fiery Burst, even though it was never dealing damage (nearly impossible if the vrock made its save, which is always did).

Finally, Værï’s moment had arrived… Assay Spell Resistance had already been cast, and the vrock had no more images dancing around itself… the elf hit with the ray, and overcame SR (I think it might have been enough to have succeeded even without Assay Spell Resistance, but I don’t remember for sure.)  On the vrock’s next turn, finding itself near death, and unable to teleport out, it took an idiotic gamble… (meaning the DM forgot the vrock could automatically succeed on the Concentration check to use its Mirror Image SLA defensively…)  It decided to accept the two AoO’s from Roderick and his steed in order to cast Mirror Image, then it would use the Mirror Images to hopefully soak the AoO’s for fleeing.

Terrible, “panicked” tactics aside, the paladin slew the fiend to –3 hit points with that AoO, and his war horse kicked it in the head as it started to fall from the air, dealing 1 damage after DR.  It also took 2 points of falling damage as it hit the ground (odd as it may seem, Damage Reduction doesn’t apply to falling damage).  There was much rejoicing, and Jonmuir really overdid it on making sure the vrock was dead, blowing his Flame Strike to deliver the killing blow (though I forgot to have him roll vs SR… )

On a side note, after the session I rolled the dice to see what might have happened had I remembered the vrock could cast mirror image defensively… he would have avoided damage from the AoO’s (destroying 2 images in the process), but in the next round the paladin would have caught up to him, his steed would have destroyed another image, and the paladin would have struck the vrock’s true form.  Regardless of the vrock’s last round, the party earned this win; I certainly don’t make it easy for them.

The vrock dissolved into goo, and the party started looting the cave.  They pull some boots of elven kind and a cloak of elven kind out of the vrock’s goo pile.  They find the drow’s greataxe is +1, as is his breastplate.  He also had a few potions.  Davben is walking around with his Detect Magic radar up and running; Roderick does the save with Detect Evil.  They move their way up to the northern passageway to area A3, finding the two drow they killed last session, along with their lizards.  I was kind and left the gear there; the blinded vrock had reported to the drow priestess to get his blindness healed.  She had just sent one of her drow guards along with a half-ogre to help guard the portal; no one had physically walked away from the cave yet to remove the other guards’ gear.  So the party picked up two +1 spiked chains, as well as a variety of potions, and two pairs of Gloves of Dex +2.

As the party was looting this grave of corpses… they noticed the larger room to the back of the cave, and they noticed another vrock perched up on a rise, watching them.  They left the area ASAP.  Værï then fretted that they had only killed the summoned vrock (ie - NO XP award), but it was the summoned one they just saw as they looted corpses.  He took over guarding the portal in that room temporarily while the real vrock came to deal with the party.

Regardless, unsure of which vrock that was, and if he was blind or not, they retreated for the day, hauling all the magical loot with them.  Værï’s Artificer’s Monocle meant that all got identified quickly, and then we were at an impasse of how to spend the last 30 minutes of the session.  They finally decided to abandon the vrock in the cave (thinking they had only just barely defeated the summoned one) and focus on the oger lodge.  I just flat out said they should return to the cave…

They reluctantly do so… and find it empty.  The vrock is no longer there (of course he’s not… he disappeared when his summoning ended … 22 hours ago?)  The party moves into the back room of the cavern:



They note the portal archway.  It looks like a curtain of fog underneath a stone archway.  Jonmuir summons a critter from SNA1, and sends it through… it takes them a while to realize that the critter just passed through a curtain of fog, and didn’t actually pass through a portal.  They toss a pebble, which clatters against the back wall of the cavern.  They debate jumping through (which wouldn’t work, anyway) but decide not to.  Jonmuir and Davben (formerly Urolph and Belack) contemplate DESTROYING the portal (“to prevent any more fiends from coming through…”)  Jeez, what a cluster f*ck that would be if I led them here early… and they destroyed the hook for the next plot arch…

They decide not to (in part wanting to avoid karmic/cosmic/DM wrath), and head back to scout out the ogre lodge.  Jonmuir wild shapes into an eagle, is made invisible by Værï, and does a quick reconnoiter, finding that the inhabitants of the Great Hall are still much as they last saw them (minus one drow), and that the ogres, after over two weeks with no interference from the PC’s, had become lazy again.

That’s where we called it a night.

Edit:  A few additional thoughts I wanted to add now that I'm actually rested and awake.  At some point in the first round or two, Værï cast Light upon Roderick's sword, thus allowing the paladin to see his foe while inside the darkness of the cave.  A minor detail, I know, but important.  Also, at the end of the night, Sir Roderick's player mentioned how after that fight, he can't WAIT to go back to killing ogres.  It was a very tough fight.  Vrocks are one of the most difficult mid-CR fiends there are.  At the point a party would start facing them, the PC's don't yet have Teleport, or only just barely have access to it, they'll be lucky if they have access to Dimensional Anchor (and who knows if they would have it prepared or not).  The vrock has flight (admittedly, my incidental subbing out of Cleave for Hover made his flight a greater advantage for him), and a bevy of effective attacks, some of which have unusual defenses.  As you saw in the previous session, a vrock could hound an unprepared party to death without much effort or danger to itself.

That reminds me... somehow I missed it in the account above, but in the first round or two that the vrock showed up, he was able to hover out east of the 20-foot high platform, and catch every single PC in his Stunning Screech.  Every PC failed it, but Jonmuir's bear companion and Butch the warhorse both succeeded on their save.

The non-stop Mirror Image is also a big factor in making a vrock so difficult at this level.  A sorcerer is about the only thing that could reliably wipe out the mirror images each round, and hopefully the other party members can capitalize each time those images are gone.  With this party having a gimped wizard as their only true arcanist, the mirror images ate up a lot of attacks from the other PC's.

I'm still not 100% sure I should allow True Casting to apply to the CL check of a scroll trying to overcome SR.  I let it happen this time, but I might not allow it in the future (RAW is muddy on if it should work or not; likely not).  With the advent of True Casting and Assay Spell Resistance, SR took a huge hit in the latter years of Third Edition.  It should be able to remain relevant; one way to do that is to disallow scrolls and other items, which use their own CL, from benefitting from True Casting and Assay SR.  I'll have to read up on it some more, make my decision, and just have a discussion with my PC's about it if I decide against it in the future.
« Last Edit: May 28, 2015, 12:29:55 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #50 on: June 03, 2015, 12:50:02 AM »
Tonight was the 41st session of the campaign.  After recapping the last session, I explained that after finding the portal in the cavern, and having Jonmuir scout invisibly, it was still only about noon.  Well, Værï’s spell load-out was all ready for dealing with the vrock they expected to be in the cavern, so despite having only cast about 5 spells between the entire party, they voiced a desire to rest and reprep.

A little coaxing on my part got Jonmuir to at least do some fly-by watching of the ogre lodge throughout the afternoon… and so the party was made aware when a combined group of ten skullcrusher ogres and half-ogres head out with a pack of four worgs… It appears the ogres have set out to raid the lands of men once more.

The party knows it is two days to any major roads, so they get well ahead of the ogres, then camp and reprep spells the next morning, so as to make an ambush for the approaching ogres.  They locate a good spot where the party takes position up on a 20-foot cliff overlooking the path, and on the surprise round Værï webs the front ranks, while Jonmuir entangles the back ranks, and Sir Roderick rolls a boulder down at one of the skullcrusher ogres.  The PC’s all beat the ogres on initiative, and Værï swapped targets, webbing the back ranks while Jonmuir flew down in eagle form to hit the captured line with Murderous Mist.

There were about two rounds, before the blinding mists reached them, where the back rank of skullcrusher ogres threw boulders at Davben.  Other than that… I’m not going to describe this battle round by round, because it was a massacre.  By three rounds in, every ogre was blinded, and the party slowly picked them off, concentrating fire to drop them one by one.  One of the blinded worgs almost escaped, but the double team of web and entangle proved too difficult for any of the foes to overcome.  It was a slaughter.  The party found on the ogres a total of ten pieces of jewelry that were worth 50 gp each, as well as a decent collection of “giant bag” contents rolled randomly from the Monster Manual.  Værï was displeased at having taken the trouble to write it all down; “it’s all junk.”

It takes another 24 hours or so for the party to return to the location of the ogre lodge, and they get back to the area around dusk.  Again it takes a little prompting by me to get them to go give the lodge a cursory look from the cliff overlooking its clearing, instead of just retiring as soon as they return to the scouting cave… Jonmuir takes form and flies the few miles to watch the lodge.  In the failing light he sees a small party of ogres outside the front gate of the lodge, bidding farewell to the drow priestess and her barbarian companion.  The two drow head east, to the trailhead leading to the cave with the portal, bringing one Skullcrusher Ogre Zombie along with them.

Jonmuir hurries back to the party, and they hustle their butts after the drow, setting up another ambush while the drow are still in the forested hills.  Web, entangle; both drow fail, though the zombie is only caught in the web.  Jonmuir plants a murderous mist upon them, and both drow fail, becoming blind immediately.

The drows’ first actions consist of the priestess trying to cast freedom of movement, but failing the Concentration check by 2, and the drow barbarian raging but failing to free himself.  The party plinks away for six or seven rounds, dropping the priestess into unconsciousness after she cures herself a bit, then fails to make herself invisible.  They destroy the zombie, and finally drop the raging barbarian, who was never able to free himself.  Davben continually had problems overcoming the SR of the drow; he might not have even damaged them once.  Sir Roderick took the masterwork composite longbow (+2 Str) from the drow barbarian they had killed in the cave last session, and FINALLY equipped himself with a ranged weapon.  He used it all night long; with their web/entangle ambush tactics, he didn’t swing his sword until the end of the night…

They dismissed the ensnaring spells, stabilized the drow priestess at –7 hit points, searched her, tied her up, and then took a look at all they had found.  Several magic items (gloves of dex, periapt of wisdom, ring of protection, +1 mithral chain shirt with an oddness to its aura, plus a few more things) were looted from her person, as well as a jounal written in Undercommon (none of the PC’s could read it) and a scroll case, which contained a note written in Common.  I give the players a print-out of the handout from the back pages of Expedition to the Demonweb Pits.  It is a piece of parchment with a green wax seal depicting an oarsman in a small boat, as well as three wax seals, each impressed with the same seal, but in three different colors of wax: black, red, and yellow.  The note reads:
Quote
*seal**seal**seal*
Styx Oarsman*seal*

It is as you expected.  A source here confirms that the goddess is on the move.  Attack and kill her enemies without pause or mercy.

I’ve learned the location of a portal for you.  It leads from the marketplace of this great city into a set of caverns situated in an underpopulated area of the Material Plane.  I do not know if it works both ways.

I shall continue to find out more information and leave it for you at the Oarsman.  Have your messenger present this letter.
The priestess had also added a margin-note to the letter, next to the paragraph about the portal:
Quote
A bent piece of iron works – a horseshoe or a lizard’s bridle.

A previous Knowledge (Religion) check by Sir Roderick identified the holy symbol that the drow priestess wore, and the party slowly (trying to avoid metagaming) pieces together that “the goddess” mentioned in the letter is likely Lolth.  Then their train of thought goes slightly off the rails… Værï is convinced that if they follow that portal they found, it will dump them in the marketplace of a drow city in the underdark.  As the players are packing up their dice, they discuss heading back to a city to sell all the loot they will get from the ogre lodge before going through the portal, and going through under disguise, so they look like drow.  I give Davben a Knowledge (the Planes) check to prehaps nudge them back on the rails… Nat 1 (which would only be a 9 or 10).

At this point they finish binding the drow priestess, and heal her back to consciousness, while Sir Roderick has the point of his sword in her back.  They ask her questions, getting insults about Lolth feeding on their souls in return.  At appropriate times I called for Intimidate checks and Diplomacy checks; the dice were not with the party here, and she didn’t reveal much of anything.  Then Sir Roderick drove his sword through her back. (I’m not the type to have that cause a Paladin to Fall; she’s evil, is a cleric of an evil god, is uncooperative, and has apparently been responsible for the giant raids plaguing peaceful human lands.  Her execution is both Good and Lawful.)

I had asked the party earlier about comprehend languages concerning the diary they found on the priestess.  Davben has three scrolls of it, and Værï has one scroll he intends to scribe into his spellbook at some point; they told me they would wait until he learned it…  Not wanting the session to end before I was given one last chance to disabuse them of their miscalculation concerning where that portal leads to, I flat out tell Davben he should just use one of his scrolls.  He does so, and I describe the contents of the journal (drow religious practices, etc, etc), as well as a seemingly significant margin note that mentions “Rule-of-Three of Sigil…”

I give Davben one last chance at a Knowledge (the Planes) check, and he gets a 17 or thereabouts.  I point out that Sigil is a city… probably the greatest city in all the multiverse.  Now the players start putting it together, and we end with some of them wondering what Sigil might hold.

They still plan to finish taking out the ogres in the lodge first.  They need to collect all that wealth, after all.  But, this session I successfully led them to dispatching all the side diversions.  Now all that is left is the remainder of what was originally intended to be the total occupants of the ogre lodge.  They will still have some tough fights ahead of them (especially since they still have it in their head to dive head-first into the Great Hall…), but things should finish up there before too long… (hopefully I don’t curse that statement a few weeks from now…)  I’m hoping the presence of the next hook will light a fire under their asses, and we can finish up what was supposed to be a one-level side quest, but has turned into a quarter of the campaign thus far…
« Last Edit: June 03, 2015, 12:01:02 PM by ksbsnowowl »

Offline Sleek

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #51 on: June 08, 2015, 07:34:34 AM »
Fantastic campaign journal, ksbsnowowl.  Great mix of crunch and fluff narration.  Hope you post some more!

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #52 on: June 10, 2015, 02:22:42 AM »
... Hope you post some more!
Just about every week.

Reposted Map:
(click to show/hide)

Tonight was the 42nd session of the campaign.  We picked up in the middle of the night, November 24th/25th, after the PC’s had killed the drow priestess and her guard.  I reminded them of the note they had found, and they dug it out and read it again.  I also reminded them of the journal they had read, and I reread the margin note about “Rule-of-Three of Sigil …” that Davben had read thanks to his scroll of Comprehend Languages.  They returned to their cave, slept, and started fresh again in the morning.

I reminded them of what Jonmuir had seen when he last scouted out the lodge invisibly.  The ogres had become lazy once again, sleeping and drinking on duty, etc.  It had been over two weeks since the ogres in the lodge had seen any of the PC’s.  I ask them what their plan of attack is for tonight… and they immediately start talking of assaulting the great hall…

I bury my face in my hands, and just shake my head.

“What?”
“Do you want to keep bashing your face against a stone wall?  Or do you want to sneak over the wall instead?”

They eventually draw out of me that “you guys have not approached this the way I would have.”
“But you know what’s going on!”  True, but had they started with coup de gracing the original sleeping guards… the ogres would not have been on alert since nearly moment one…

Those comments elicited a 30-minute planning session that bordered on argument at times, with Værï declaring he gives up at least twice, because they can’t figure out what they are missing.  At some point I bolstered someone else’s comment about coming in back doors, pointing out the doors to areas 19 and the hallway near area 8, and how they’d only gone through the second of those doors once.  This helped nudge them in the right direction, and finally they decided to try entering through the doors near area 8.  Around that same time, the topic of Værï knowing blink came up, and I pointed out that the spell can potentially allow you to walk through walls…

So, the party sneaks up to the rear, and swiftly deals with the single worg in the yard (area 22), requiring simultaneous attacks by Davben, Roderick, and Værï to slay it before it had a chance to cry out.  Davben then shattered the newly-fixed brackets holding the bar on the door to the yard, and the party massed outside the hall door near area 8.

Værï cast Blink and stepped through the wall on the first try.  He checked for traps, finding the remnants of the swinging morning star traps, and the bell that the ogres had hooked up at one point; none were hooked up to the door any longer.  He then spent 4 rounds trying to lift the bar on the door.  Being the devious DM that I am, once he finally succeeded, I rolled the same 50% chance to pass through solid objects, since his Blink was still running; his hands passed right through the bar.  After some laughs, he got the bar off around the same time his blink spell expired.

So, the party quietly enters the hall.  They can hear the sounds of feasting and merry making wafting from the hall leading to area 11, so they decide to set up a defensive position.  They go check out area 6, which is the Chieftain’s trophy hall.  On the wall opposite the fireplace, are 8 shields (hahaha… they forgot to check if any of them are magical), as well as several mounted heads, both man and beast.  I have them roll Spot checks… Værï notes that Margel’s head is mounted there.

“Where’s his body?”
*Shrug*

So they overturn the tables to give themselves cover… and as Værï is walking over to open the double doors to the Great Hall, to goad them into attacking the party’s entrenched position, I bury my head in my hands (or maybe I smacked my head on the table, I forget).

“What?”
“Give me an intelligence check.”
*Roderick gets a 15*
“When things go south, how are you going to retreat from this room?”
“Well, we’ll retreat through the doors to area 22.”
“But if you set up your tables in area 6, and ogres come all the way up to you, how are you retreating to there? It is beyond the ogres.”
Værï: “There are no lines of retreat! That’s why this ogre lodge fucking sucks!”

 :banghead

(I may have taken artistic license with Værï’s exact phrasing in that last bit.)

Either before or after that exchange, someone had the idea to block off the double doors to room 7 (“so the ogres can’t sneak around behind us”) without knowing if that led to a hallway, or a room, or whatever.

Since they still weren’t taking the hint, I asked Jonmuir for a Wisdom check.  He got over 20.
“Listen checks suffer a +1 modifier to the DC for every 10 feet, and closed doors increase it even further.”
“Wait, I thought you asked for a Wisdom check.  A Listen check would have been higher…”

 :banghead

FINALLY, Davben started to put the clues together.  They could likely fight in the peripheral rooms without the ogres in the Great Hall hearing them.  So they decide to check out room 8.  I describe the room as adorned with furs on the walls and the floor, with a chain bolted to the wall (for the chief’s bear), and after a Search check by Værï, they find a footlocker full of clothes, and in the pockets of some cloaks hanging on the wall, they find a two 100-gp pieces of jewelry.  These weren’t originally supposed to be here, but there is lots of extra jewelry laying around since the PC’s have already killed a lot of the ogres, and I wanted to reward their stealthy exploration by whetting their appetite for treasure just a smidge, and I just made a note to remove it from area 11, where it is still noted in my prep work (which is where its original owner was typically located).

As they prepare to leave the room, I make sure to point out that this is a nicely appointed room, for a single individual… they get the idea that this is likely the chief’s room or his wife’s room.  Then an off-hand joke by someone about crapping in the mattress gets taken seriously.  Before they leave the room, Davben has slit a hole in the mattress, and he, Jonmuir, and Jonmuir’s bear, have all defecated in the chief’s mattress…  Upon leaving, they did have the wherewithal to pause and listen at the door before opening it and reentering the hallway.

As they started moving about and exploring, I also started checking for ogre activity every time the party entered a new room.  A one in six chance of there being some sort of ogre movement during that period, and if so, rolling to see what that movement is.  The only one that came up tonight was around this time, and involved orc slaves going to area 12 or 13 to get more shields to use as food platters.

They were then somewhat paralyzed as to where to go next.  I coaxed them over to the door to room 10, and Sir Roderick and Davben did their dual detection routine through the doors, not noting anything.  They opened the doors and went in.  Oh, that reminds me.  Yes, it takes a DC 17 Strength check to move the doors.  Sir Roderick can get that on a 13 on the die.  So long as they are not in combat, I assume it takes him a few rounds, but he gets it open.  Rolls will only be needed if time is of the essence.

They enter room 10 and I briefly describe it again (Davben has been in here before).  I mention the hides covering the walls and the floor, and mention the door to room 9.  They immediately go do their detection routine there, and Davben notes magic on the other side.  Inside, they find the chieftain’s personal armory.  They find three suits of armor: a spiked breastplate, half plate, and spiked half plate.  I remind them how when the PC’s first entered the lodge, all the ogres they saw were wearing breastplates.  Then, when the ogres were on alert, the next time the PC’s came back, that’s when they first encountered the spiked half plate… 

Well the party REALLY wants to get rid of this armor, and they spend 10 minutes debating loading up the armor on Roderick’s horse and just leaving for the day, to take this armor away from the ogres.  In the end, Roderick summons his Pokémount, loads up the armor, and hauls it out to the area north of the outbuilding (north of area 24), and comes right back.  At issue was the time running out on Værï’s defensive buffs (mirror image and shield), and his refusal to continue adventuring this day if those spells reached the end of their durations (can you say 15-minute adventuring day…  :eh  :rolleyes)

During that whole argument, Davben also found a bundle in the private armory, five magical javelins wrapped up in a blanket.  A Search check also turns up several furs, and a quick Appraisal check tells Værï that a giant otter pelt is worth at least 1,000 gp.  Oooo… the money is starting to flow now…

At this point they decide it’s time to leave for the day, and as they pass back through area 10, I have them make intelligence checks.  Jonmuir got well enough to realize that Værï hadn’t searched room 10 yet.  He does so, getting something well above 30, and he finds the secret door to area 10A.  There is no stairway downward, as I am only running the upper level of this monstrosity.  The whole room is just a storage area.  They search it, finding several scroll cases stuffed in a pile of firewood.  Initially they weren’t going to open and inspect the contents, but eventually they did (maybe they caught an involuntary eye roll on my part…)  Most of them are empty, but one is sealed with a wax seal (although I don’t mention this next part, interestingly the seal in the wax is supposed to be a “Y” - i.e. - Tharizdun… for a letter from a drow.)

They finally open the scroll cases, and find a letter they can’t read (written in Giant), and a rough map of the entire lodge complex!  Holy crap, sneaking around is awesome, isn’t it?  Also, one thing I want to point out, the whole abstracted “Search check” thing seems to have been a completely alien concept in 1st edition.  There are no Search DC’s, or any equivalent that I can tell.  When the DM described a room with furs on the walls… if you didn’t say you wanted to go check behind the furs for secret doors, well, too bad, you didn’t find the secret door.  A part of me likes this idea, but I know third edition purposefully abstracts such things.  Your character is good at looking for things, even if you suck at it.  The earlier editions relied much more heavily on players actually using their brains to think through things.

Edit: Things are going well with the sneaking around, so they decide to check out room 19 before they leave for the day.  Davben flies down the chimney, which isn’t lit, and finds the interior of the room is empty.  He gets the bar off the door and the others come inside.  Davben and Roderick detect for magic and evil through the door down the hallway, not sensing anything.  They do the same through the door into area 20 (the two injured orc slaves that are normally there have long since healed) and sense nothing.  They go inside and note the humanoid-sized beds, and realize this must be where the orc slaves sleep.

They crept down the hallway from room 19, detecting magic and evil through the walls.  They took a quick peek into room 18, noting it still contains bags and barrels of foodstuffs.  They detected evil in room 21, and decided it was getting a little too close to the Great Hall, so
the party choses to retreat at this point, and they take the captured spiked armor with them.  Davben uses another scroll of Comprehend Languages to read the note; it describes the writer visiting other giant tribes, and details the general plans of attack for the campaign against the lands of men.  Nothing they haven’t figured out by this point, but it is signed by Lithara.  An intelligence check for Davben reminds him that was the name of the drow priestess whose journal he read just last night.  Nothing new or novel, just confirmation of what they knew.

They nearly fall into the trap of devising a plan to now go attack the Great Hall again…

 :banghead

With the realization that room 8 was likely the Chief’s room, after a general description by me of the ogres’ sleep cycles, Davben instead suggests waiting about 36 hours, until the wee hours of the morning (3 am November 27th) to come attack the Chieftain while he is asleep in his bed.  I almost can’t believe it.  They’ve stopped beating their heads against the brick wall…

So they retreat, Værï spends the afternoon of the 25th, and the day of the 26th scribing Comprehend Languages into his spellbook, and they prepped spells the morning of the 26th in anticipation of attacking the ogre chief after midnight.

You’ll have to hear how it went later this week.  It’s late and I’m tired.

They sneak back to the lodge early in the morning on November 27th, around 3:00 am.  The fireplace into the Chief’s room (note, the original map for G1 places a fireplace in there, though the recently-drawn map I’ve been posting for this journal do not show a few of them) is lit, and it is quite warm trying to descend the flue.  Davben is ready with a wand of Resist Elements, protecting himself as he heads down to take a peek.  As he eases his eyes below the mantle, he sees a form lying in the bed, and a bear chained to the wall.  The bear’s nose begins twitching, and Davben flies swiftly back up the chimney to escape the bear’s detection.

A short discussion takes place about coup de grace, and how that would be a great option, if not for the bear’s scent detecting the party inside the room.  I also point out that the first encounter in the lodge, all those sessions ago, would have been quite different, had the party coup de graced the sleeping guards in the main entry, rather than just hacking away at them indescriminately.

The party applies Resist Elements to each of them, in addition to Spider Climb spells for Værï and Sir Roderick, while Jonmuir wildshapes into the form of an eagle (I think…)  They decide to have Værï climb down first, and cast his Web spell first thing.  He does so, while still up-side-down in the flue, catching the Chief and his bear in the radius, while just keeping the web out of the fireplace’s flames.

The party files in and takes their actions.  The Murderous Mist fails to blind either the Chief or his bear, but neither can fight their way through the Web.  Several rounds of Mortal Baned eldritch blast, and a few arrows impaling his feet and thighs, and the Chief was dead.  His bear followed a round or two later.  They were far enough removed from any other ogres, that none were able to hear their battle.  They looted the room, finding several expensive pieces of jewelry (and a few extra inexpensive ones, “inherited” from the slain ogres), and a jeweled collar on the neck of the bear.

They exit through the chimney, and head to room 7, after they ask and I inform them that yes, Jonmuir had been in that room before, where there was a bear chained to the wall.  They figure this is likely “that Bitch’s” room, and enter with the same plan.  The Web goes off, both the Chief’s wife and her bear get stuck, and the wife gets blinded by Murderous Mist.  That’s a good thing, because when her turn comes, she gets out of bed with seemingly little effort, and picks up a mace that was leaning against the wall.  She has two levels of Warlock, and knows the Spiderwalk invocation, which grants Spiderclimb for 24 hours, and has an added benefit of making the Warlock immune to Webs on any kind.

They chip away at her hit points rather quickly; someone hit for 22 points of damage, and another hit for 30 points.  Still, the bear roars, and there are ogres sleeping in room 4.  I roll two listen checks, getting one Natural 20.  The DC to hear a battle is –10, but the DC goes up by +5 through a door, or +15 through a stone wall (I eyeballed it at +10 through a wooden wall), and the Listener is at a –10 penalty for sleeping.  That makes the modified DC 10 to hear the battle (technically the +1 DC per 10 feet should have put it out of reach, but I miscalculated on the fly).

With the Chief’s wife dead, and metagame they know one of the ogres heard them, they ready actions if someone opens/comes through the doors.  After a few moments, an unarmored maid sleepily opens the door to look in on her mistress, and the party takes her out rather quickly, though not exceedingly quietly.  One hit (I think a smite from Roderick) took out half her hit points in one go, while some bow attacks initially dealt piddly damage to her.

Sir Roderick drags her body into the room from the open doorway, and he sees another ogre retreat from the faint firelight that is bleeding through the doorway.  More readied actions, and soon a pair of half-ogres open the double doors, and each is destroyed in two hits.  Værï closes the eastern door, and soon a troll barges through the open one to the west.  He maybe gets one hit in before being brought to unconsciousness.  Jonmuir had previously cast Produce Flame at some point.  He used it to perform a coup de grace, dealing 21 points of fire damage, making the Fort save a DC 31… the troll dies.

That’s where we ended for the evening.  Which is good, because I need to do a quick inventory of what ogres remain before I mount their attack on the PC’s in “the Bitch’s” room.  The ogres are already rousing everyone… there will be ogres and the hill giant waiting with boulders for them to leave through the chimney…
« Last Edit: July 08, 2017, 11:41:13 AM by ksbsnowowl »

Offline Craiconn

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #53 on: June 11, 2015, 11:31:03 PM »
KSB,

A friend of mine (in my gaming group) and I really do enjoy reading this Campaign Journal.  I hope you have no intention of stopping any time soon.  :-)  And I'll certainly be liberal at voting up your posts.  This is a terrific read.  And the maps you post are helpful.

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #54 on: June 17, 2015, 01:56:11 AM »
Reposted Map:
(click to show/hide)

Tonight was the 43rd session of the campaign.  We started right where we left off, with the PC’s camping out in room 7, having killed the Chief’s wife and pet bear, but awakening a sleeping ogre from room 4.  They had already killed a maid, a troll, and two half-ogres, and drug their corpses into the room.

They can hear movement and shouting throughout the lodge, and an indecipherable cry goes up when the ogres discover the body of their slain chief.  A pair of half-ogres try to push their way into room 7 while the rest of the lodge sets up their counter-assault, and the half-ogres die quick deaths.

After that, the party waits and readies a few actions.  The western door of the double doors leading into room 7, is still open.  Eventually they decide they should close it, and Davben tests the waters with his wand of Instant Diversion.  A boulder comes flying down the length of the trophy hall, destroying the illusion.  Having teased out the ogre’s readied action, the party then emerges into line of sight, seeing one ogre standing 90 feet north of the door, near the corner that would turn left and head toward the Great Hall.  Eldritch Spear, bow attacks, Produce Flame… the ogre takes a lick’n and keeps on tick’n.  He chucks another boulder at the party, hitting Jonmuir, if I’m not mistaken.  Then he moves west, disappearing toward the Great Hall.

The party cautiously hauls ass north, and Sir Roderick summons his mount.  At the corner, Davben sending another Instant Diversion image forward.  The skullcrusher ogre ignores it this time, and pegs the first person to round the corner.  The party beat on the ogre with ranged attacks for another round, taking him down to 6 HP’s, and on the ogre’s next turn, he opened the door, then moved through it and turned south, gaining total cover from the party.  The party was wary of a trap, so they made their way up to and through the door relatively cautiously, which gave the ogre time to double move diagonally to the point 20 feet south of the number “11” on the map.

Værï is the first one through the door, and he attacks the ogre from range, whiffing with a Natural 1.  Whatever other characters made it through and got attacks off this round… they didn’t hurt the ogre either.  The ogre double moved 60 feet south, 10 feet north of the double doors, screaming bloody murder as he ran.  An eldritch blast slew him with is fingers brushing the handle to pull the door open…

Given that last week one of the skullcrusher ogres saw Sir Roderick as he pulled the maid’s corpse into the Chief’s wife’s room, the ogres were hoping to pin the party down in that room, and eventually force them out through the chimney (again, not noted on the map I’ve posted, but it is on the old-school maps provided with the G1 adventure).  In anticipation of that retreat, the Hill Giant and a the guard from the front door had taken up positions outside, watching the chimney from room 7.  They had left the front doors open, and the guard from the tower, being armored (unlike the ogres that had been sleeping in room 4), had come down to help secure area 1.  He heard the shouts of the ogre the party had chased down and slain in the southern portion of the Great Hall, and now the Hill Giant, other skullcrusher ogre, and a few half-ogres assembled now in area 1, readying actions for the PC’s to come through the door.

The party was cautious.  First Roderick used Detect Evil, noting 3 evil presences… no, four… nope, now five… now six…  They decided they’d better act, and on the second try Roderick pulls the door open (making sure to remain completely behind the door for cover).  Then Davben sent another illusion through the door.  The three half-ogres had readied longbow attacks… all three missed the illusion as it strode forward.  The other three giants had waited for the next target to come through.  Davben obliged them, and two of three thrown boulders hit the warlock, dealing a sizable chunk of damage.  Davben fires an eldritch chain at the Hill Giant (off to the southeast of the doorway), hitting, and dealing 22 damage to the giant, and 11 to the skullcrusher ogre south of the Hill Giant.

Initiatives are rolled to order the party after Davben (since the ogre’s readied actions had just occurred, they had gone “first”), and Jonmuir errantly used Fiery Burst on a pair of half-ogres (they were more than 30 feet from his location; I didn’t catch it at the time).  Both ogres failed their saves, but the druid rolled poorly, and failed to kill them (they only have 16 HP’s…).  Værï casts invisibility, then moves out through the door (they opened the western one), and then turns east, standing along the wall, just to the east of the eastern door.  Sir Roderick is able to ride Butch around the opened door, and just get within range of the Hill Giant.  Luckily, the Hill Giant had just used a readied action to throw a boulder at Davben, so his two-handed greatclub was not at the ready, but was held in one hand off to the side.  Roderick hits for 20 damage, and Butch hoofs for 6 more.

The Hill Giant swings right back at Sir Roderick, hitting once, and the Skullcrusher Ogres focus boulder fire on Davben, who is standing in the doorway.  The half-ogres drop their longbows and draw their longspears, getting attacks at 20 feet, but missing.

Davben fires at the closest skullcrusher ogre, dealing 14 damage, and chaining 7 more to the previously uninjured half-ogre, who had moved closer to the doorway.  Jonmuir was at a loss as to what to do at this point.  We just realized all the ogres were too far away for him to use Fiery Burst, and he couldn’t use his Hammer Sphere because he was Wildshaped, and it had melded with his form.  I honestly don’t remember what he ended up doing.  Værï invisibly snuck around to flanking the Hill Giant with Roderick… and missed with a Natural 1.  Roderick Smited the hill giant, dealing 26 points of damage, but failing to hit with his second attack, and his horse missed three times.

The giants went, starting to inflict heavy damage to Sir Roderick and Davben.  The Warlock healed himself, Jonmuir probably Fiery Bursted someone, and Værï got another nat 2, missing.  Sir Roderick brought the pain, and dropped the Hill Giant.

Seeing the honored guest of their lodge cut down, one of the skullcrusher ogres five-foot stepped up to Sir Roderick and swung with the cold fires of revenge burning in his belly.  Nat 20, followed by a Nat 20 to confirm, followed by a nat 19 (which was a 31 to hit Roderick’s AC).  One of the few house rules I employ, rather than the optional instant-death rule from the DMG, is that in a situation such as the one I’ve just described, the weapon deals one extra multiple of damage, so the Skullcrusher Ogre’s mace does x3 damage in this instance.  That’s 6d6+21.  He dealt 46 points of damage; that’s probably the single largest instance of damage I’ve inflicted this whole campaign.  It’s a good thing Roderick is beefy.  The Ogre’s iterative attack missed, thank Heironeous.

The tower ogre actually moved up and struck a critical hit on Davben at this point, dealing 33 damage, knocking him to –1 hit points.  The Warlock failed to stabilize right after that, dropping to –2, and Jonmuir cast Mass Lesser Vigor on himself and Davben.  Værï moved to Roderick’s side and used his Belt of Healing on the paladin, and Sir Roderick took a couple swings against the ogre, getting him down to 23 hit points.

The Skullcrusher and the Half-ogres continued to attack Sir Roderick, while the other Skullcrusher Ogre moved to Værï and hit, wending his way through the elf’s Mirror Images to strike true.  Things were looking pretty sorry at this point.

Davben messed up a bit here; last round he apparently didn’t lower his hit points to –2 when he failed the first stabilization roll (which was admittedly right after he dropped to –1), so, with that error, his spell-imbued fast healing healed him to 0 HP’s, which allowed him to take a single action, where he spent two charges of his Belt of Healing to heal himself up to 17 HP’s.  Jonmuir swooped forward, above Davben’s prone form, and attacked with some form of fire, while Værï struck with Mountain Hammer, dealing a descent chuck of damage.  The paladin hit once, bringing the ogre that had criticaled him to 5 hit points, but neither he nor his horse could close the deal.

An image or two were wiped away from the protective deception surrounding Værï, and a last hit or two dealt some damage to the paladin.  Davben slaughtered two half-ogres with his eldritch chain (he was still prone, and dealing with a door being in the way).  The tactical considerations of Jonmuir’s Average flight maneuverability had him land, but eat an AoO along the way, but his claw attack plus Produce Flame hit, dealing 18 damage and killing that ogre.  Værï missed again (his dice hated him tonight), and Roderick debated attacking or using Lay on Hands to heal himself (IIRC, he healed himself).

One or two more rounds and all the ogres were dead in the front room.  The main doors were still standing open from when the Hill Giant had gone to set up the ambush where he expected the PC’s to emerge from the chimney from room 7.  The party quickly looted the bodies, and fled into the wee hours of the night.

Jonmuir officially leveled up at this point, and the party wisely kept a watch on the lodge during the night and the next day (Værï is the only one who had to sleep until nearly noon to get his spells back).  At this point there were three armored male skullcrusher ogres remaining, eight unarmored females (cooks, maids, etc), as well as two trolls, 6 half-ogres, the as-yet-unseen ogre children (I statted them as Eneko from Secrets of Sarlona), and the orc slaves.  I was mentally done with this side adventure by this point.  I didn’t want to drag on having them go back for one more final assault.  The ogres gave up, and abandoned the lodge.  The party was watching, saw the preparations to leave occur, and got ahead and set an ambush.

I was so done with this side adventure by this point, I didn’t even have us play it out.  Web, Entangle, Murderous Mist.  They all die or get blinded and die at your hands.  Voila.

After looting those corpses, the party went back and searched the lodge room by room.  They found all the wealth I had intended for them to get.  Then they retreated back to the Baron who had made them Privateers, told him about all they’d learned (the connection between the drow and the giants, primarily), and he encouraged them to investigate the drow situation further, and especially that portal… portals bringing demons is a bad thing…

They sell all the jewelry that they acquired from the ogres, and do some research on Sigil (basically in a small city, they used a Library to get a second crack at a Knowledge (the Planes) check to learn about Sigil); Davben gets a 29.  Realizing the varied types of inhabitants in Sigil, they figured that would be a good place to sell all the Large-sized armors they looted.

I’ll stop there for now.  I’ll try to add the first bits of life in Sigil in the next few days.

First, with Jonmuir having leveled up, the party now consists of:

Værï Able the Elven Rogue 2/Wizard 1/Warblade 2/Unseen Seer 4
Davben the CN Human Warlock 9
Sir Roderick Cardiff of Blackpool, the LG Human Paladin 9 (of Heironeous)
Jonmuir of the Yosemit tribe, the NG Ghostwise Halfling Druid 9

Despite it being the end of November, the party decided to travel all the way back to Hookhill to inform the Baron of their slow but eventual success, and tell him about the drow involvement.  This was news to him, and he encouraged the party to investigate further.  I don't make a big deal out of the travel, but I really should have.  Traveling 10 days on horses in the first week of December… I guess the plot hook note and journal I gave them, and the fact they know other raids have been occurring… I guess that doesn't spur them on to move any faster.

Prior to this point, I haven't really had any plot goals that were running on a timetable.  Værï could have taken all the time he wanted at any point to scribe spells into his spellbook, but he always complains about there never being time to scribe spells.  I've flat out told him there has been no hard timeline preventing him from staying at an inn for a few days and scribing spells.  He still complains.  Now, rather than spend a little gold to speed travel to the portal… they waste at least 10 days traveling back north, in addition to the ten days it took to travel back south to Hookhill, and the indeterminate amount of time they spent in Hookhill to research Sigil and scribe spells.

Granted, Expedition to the Demonweb Pits expects the PC's to take time to research things in the Library of the Lady, and possibly spend weeks doing so.  The adventure isn't on a hard timeline either; the climax will move at the speed of plot, as is often the case in D&D modules.  But still...

At this point Værï's caster level for non-divinations is 8.  He can use a scroll of Teleport by rolling a 2 on the d20 for his caster level check.  I very specifically went over that piece of information in the last week (Værï plays in my other group, which due to one player having to work out of state for five months, is playing a hiatus campaign in Eberron; I'm running them through Shadows of the Last War, and I added a scroll of Rope Trick to the pack Elaydren gave them, and explained how Værï's Sorcerer can use it by rolling a 2 on a d20 to succeed on the caster level check, even though his 2nd level sorcerer can't yet cast 2nd level spells).

So, unmotivated to set this Drow plot/Giant raiding situation aright any faster by cutting out at least another 10 days of travel in the cold for the low, low price of 1,125 gp (well, maybe a bit more, if they were going to bring Jonmuir's bear), they trudge back north.  I'll probably have it take 12 days, given the weather.  They arrive at the portal cave, unshod the horses that Værï and Davben rode, giving them 8 horse shoes, set those two horses loose, and start making ready to go through the portal.

Sir Roderick dismisses his steed (that was going to be a big deal, on if he dismissed Butch before going through the portal or not, because summoning and calling effects can't enter or leave Sigil; if he didn't dismiss the horse, he could not be sent away at any point until the party left Sigil), and Jonmuir ties a horseshoe on a leather thong and hangs it on his bear's neck.  Horseshoe in hand, the Halfling Druid is the first to step through the portal.  Unlike the summoned creature he tried to send through it several game sessions ago, Jonmuir disappears as he moves through the curtain of fog.  His bear lumbers after him, and then Davben darts through.  Værï goes next, and lastly the Paladin steps through.

Jonmuir steps out of the front door of a potion shop in the Market Ward of Sigil.  He stands there agape, looking to the left and right, seeing the city curve up in both directions.  About the time his eyes follow it all the way to the other side of Sigil's ring, his bear lumbers through and pushes him out of the way.  Davben darts through and collides with the bear's rump, and about this time the proprietor of the potion shop starts griping about "gods-damned people popping up in his doorway and disrupting his customers."  Værï pops through, and the paladin follows as Jonmuir says something a bit uncouth, and the paladin saves the situation with a 22 on a Diplomacy check.

Standing there wide-eyed like a bunch of country bumpkins in the big city for the first time, and the griping of the shopkeeper drawing a small bit of attention, a Tiefling steps forward and in my best impression of Brad Pitt from Snatch, asks them if they need a Tout (local parlance for a "guide" to the city), and asking if they want to buy one of Traveler's Guides he has for sale.  The guide is a collection of essays about the city of Sigil, and various planes that can be reached from the city.

As the players look at me dumbfounded, I repeat the heavily accented questions a few more times before they get it, and they try to negotiate the 25-gp price down, and only succeed in the Tiefling demanding 26 gp instead.  They buy it, and I hand them a small sheaf of pages printed out as player handouts from the back of the adventure.  They only get five or so pages, relating to the city itself and the planes relevant to the adventure, but the Traveler's Guide actually contains information on many more planes than that.

As soon as the Tiefling walked up to the party, Sir Roderick turned on his evil radar, and sure enough, he sensed evil.  He was cautiously on guard, and then the next round realized that there were five or six evil auras passing through his cone of detection in the bustling Market Ward.  He then saw a Glabrezu walk by, and approach an Archon and start talking to it.  When asked what a Glabrezu and an Archon were, I got out my Glabrezu mini, which had some of them dropping a load in their drawers, and explained that Archons were basically angels.  This isn't Kansas anymore, Toto…
Sir Roderick realizes he will have to tone himself down here; no smiting evil on sight.

They ask the Tout about any rumors going around.  The tout asks how much gold they have, and they pay him 25 gp, which is good enough for some minor info.  I make up a rumor on the spot, and have the tout tell the party that supposedly the Harmonium Knights are thinking of defying the Lady of Pain's edicts, and might start becoming an active faction once again.  This gets them asking about who the Lady of Pain is, and the tout explains she is the absolute ruler of Sigil, and it basically all-powerful.  He explains he once saw someone speak ill of the Lady when she happened to be just down the street… the person died a horrible death as blood poured from every orifice when the Lady stared him down.

The topic of Dabus came up as Værï was reading through the Traveler's Guide, and the tout, who I named Zanzibar on the fly, noted that they are the Lady's minion workers.  They are the law enforcement and up-keepers of the city, but they don't care about punishing things like murder, they just enforce the Lady's laws.  "Oh, look, there is a pair of Dabus over there."  I show them the picture from the appendix of the module, and I show them the picture of how Dabus speak, and comment how it's too bad Urolph isn't here, because this is the epitome of "picture talking."

The thought bubbles are floating in the air above the Dabus' heads, and Jonmuir and Værï are curious what they are talking about.  Rather than make up the picture gibberish on the fly, I just ask for intelligence checks.  Værï mentions he has Comprehend Languages running, so he is able to read their odd language just fine.  They are discussing how they are going to knock down the perfectly good building they are standing in front of to make a road…

Somewhere in the conversation, the topic of water in the city is brought up (the traveler's guide mentions the Dabus sell water… that has been reclaimed and processed from waste within the city), and Zanzibar tells them that everything in the city was brought from somewhere else, including food and water.  They think they've stumbled upon a great money-maker, as Jonmuir can create 18 gallons of water with a simple 0-level spell.  It should work; the prohibition of summoning and calling seems to only apply to creatures (and besides, the water is created, not summoned or called).  They decide they want to buy a bag of holding just to fill with water…

The topic of not going over the edge of the city was also mentioned by the tout, and how no one ever comes back if they go over the edge.  They can go look, but don't go completely over.  This intrigued Jonmuir… I'm a little worried he's going to test that boundary...

They arrived through the portal near the end of the twilight phase of lighting (one hour before the six-hour period of full dark begins), and as the conversation winds down, a pack of five vampires walks past them.  Yep, definitely not in Kansas anymore.  That's pretty much where we ended the night, a touch early, but they need to distribute the loot from the ogre lodge, liquidate what they are going to sell, and then they are going to do a crap-ton of shopping over the next week.  Hopefully they'll have all their shopping done before next session, but I'm sure there will be last-minute things at the start of next session.
« Last Edit: July 08, 2017, 12:05:26 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #55 on: June 24, 2015, 03:36:49 AM »
Tonight was the 44th session of the campaign.  Over the last week they had liquidated the wealth from the ogre lodge, as well as much of the wealth Værï had scavenged from the corpse of Belack all those months ago.  I had forgotten about that treasure boost, and so they ended up with about 56,000 gp each in total wealth after liquidating the things they didn’t want for 50% market value.  As 9th level PC’s, they should have 36,000 gp each, but three of them are close to leveling up to 10th, which has them at 49,000 gp.  I’ll have to find a few ways to eat through their excess gold, but I’m sure I can find a way to do that in the next few sessions.

Davben’s player was running twenty minutes late, so we started by double checking some of the new numbers, and helping Jonmuir decide on the last bits of wealth to spend (he had come in as a new character having held approximately 10,000 gp back as liquid cash, and with the liquidated wealth from the ogres, he had 24,000 gp to spend.)  He debated getting a Monk’s Belt and wilding clasp for his druid, but his Wisdom isn’t high enough yet to make that a better option than using his animated shield and leather armor.

Once everyone arrived, we started with them back in the Market Ward, and they went about locating places that could add enchantments to their armors and shields.  Roderick, Davben, and Joinmuir each independently had the Daylight property added to their armor or shields.  At this point they were convinced that they would be heading into the Underdark; whatever assumptions they want to make is fine with me.

Værï desperately wanted to spend a few days adding some spells to his spellbook.  Since Daylight would take three days to add to each of the PC’s armors (I assumed they each found a different vendor, so a concurrent three days each), we just ran with the assumption that they would have three days to shop and look around while Værï did his scribing.  They decided to find a good inn in the Guildhall Ward, and payed for three days.

Davben and Roderick also wanted to research things at a library or something, so they spent several hours trying to track one down.  Their first night in Sigil was unsuccessful in producing any information (DC 23 to learn of the Library of The Lady; there was a DC 12 to learn about another pair of researchers, but I ignored that for the time being, as I failed to go over their intricate cloak-and-dagger encounter before tonight’s game.  I was expecting them to go to the Styx Oarsman like the letter said, and not start researching until they had a better idea of where they needed to go… how foolish of me).  Five hours of hunting down info the next day got them the location of the Library of The Lady, and about an hour before the Library closed they sauntered in along with Jonmuir.

They didn’t immediately see a clerk of any sort, so they just started wandering through the stacks.  After a few minutes Jonmuir noticed a cloaked individual was watching them.  As the party would move to a new aisle of books, the watcher would loiter at the far end, watching.  The druid also noticed this individual had a horn on his chin, where a goatee might otherwise be.  A Knowledge (the Planes) check revealed it to be a Tiefling.  A quick check by Roderick showed that he was not evil.

The tiefling continued to watch the party, and eventually a Marrash noticed the party and flew down from the upper floor, introducing himself as Goldfeather, and asking what he might help them with.  He explained the rules of the Library, and the penalties for breaking any of the rules (Jonmuir balked at learning that running within the Library leads to permanent expulsion), and the topic of the rare book room came up in conversation.  There is an extradimensional reading room that holds rare books and spellbooks.  These books provide a higher research bonus than the main part of the library, but access to the extradimensional reading room comes at a high price… you must pay for the time by donating rare and exotic books to the library.  The party immediately remembered the two books found in the bowels of the Sunless Citadel many months ago (one on dragons, the other about nature), and they offer those up to see how much time they would earn in the room… together they will earn an hour.  Given that it takes at least a day to gain any benefit from those tomes, they will need something more substantial.  They start wondering where they can get some unusual tomes…

The party wished to remain a bit cagey on what they were researching, and they only had an hour to peruse tonight, so they decided to research the nature of Sigil’s portals.  Something as basic as that takes an hour, and with the bonus provided by the library, is impossible to fail.  I expound upon the nature of Sigil’s portals, explaining that they can occur in any bounded space (doorway, window, fireplace, sewer drain, etc), but all need the proper key, and the key can be a physical object, or such fleeting things as a thought held in the mind, or a state of emotion.  As such, discovering new portals takes time, and usually only happens by accident.  This also is true when a portal moves, as theirs to the Material Plane did.

As they left for the night, they met the night-watchman of the Library, an Ice Devil, as he came to start his shift.  Sir Roderick put on his blinders, deciding that is the only way he can survive in a place like this.

They returned to their inn, and discussed their findings with Værï, then returned to the Library the next day.  They spent a large chunk of the day (7 or 8 hours) researching four topics.  First, they wanted to research Lolth; when asked to clarify a bit more, I offered up researching her plane of the Abyss as an example.  Though they still thought they needed to go to the Underdark to fight the drow, Jonmuir leapt upon my suggestion, to the exasperation of the not-present-in-character Værï.  He and Davben both succeeded on the Knowledge (the Planes) check, and I gave them the general traits of the Abyss (mildly chaotic and evil aligned, and what effect that would have on Lawful and Good characters; its infinite nature), as well as a few specifics of the Demonweb Pits (evil or chaotic spells function at double caster level [Værï *gulped* at that], web spells spread to twice the normal area, poison DC’s are harder, and teleportation magic is blocked).  I was a bit sad to tell them about the double-area web effect, as I was looking forward to seeing them get caught in their own web at some point… oh well, researching will have helped them avoid that (… assuming they remember… mwahahahaa)

Next, Davben wanted to learn about the Underdark.  From the way he worded his queries, I could tell he thought the Underdark was a separate plane unto itself.  He learned that it was an underground cavern system on the Material Plane, and that it can be reached via caves, and sometimes portals (that’s probably more true of Faerun’s Underdark than Oerth’s, but I was just going off of memory).  He learned a few of the races that live in the underdark (duergar, drow, svirfneblin, dwarves, etc), as well as the names of a few major Underdark cities.

Third, they wanted to learn something about drow culture and customs, because they are planning to infiltrate as drow.  All of them except Jonmuir have hats of disguise (maybe Værï merely relies on Disguise Self?), and they bought two or three Pearls of Speech so they can speak and understand Undercommon.  Since none of them have any ranks in Knowledge (Local), I allowed Sir Roderick to make a Knowledge (Religion) check to gain some cultural information of a religious bent.  He rolled moderately well, and with the bonus provided by the library, I tell them:
  • Lolth is their goddess
  • The priesthood is entirely female
  • The society is matriarchal
  • Lolth encourages "competition," so plotting and backstabbing happen quite a bit
Lastly, I describe the summoning ritual that occurs at the graduation ceremony for the female priestesses of Lolth, where a Glabrezu is called, and the ensuing debauchery sometimes results in Lolth’s blessing… a Draegloth.

This spurred their last research chunk of the day being spent on Draegloth, and they learned it is a half-fiend that inherits the magical abilities of its drow mother, and the resistances of its demon father.

The next day, Værï had finished his scribing (I think he’d already done the studying of one of the spells a few sessions ago), so came along with the party.  They wanted to study the Draegloth a bit more in-depth, and I explained how there were different levels of difficulty in finding certain types of information, and that the more difficult information took more time.  This next bit of information (the exact weaknesses of a Draegloth) would take longer, two days in fact.  So they spend the time, and learn the resistances and weaknesses of Draegloth.

All their shopping, scribing, and item enhancing done, they now found themselves at a loss as to what they should do.  They ask if there are Drow in Sigil; there are.  They decide to follow one, and after one turn of checks to make sure the drow doesn’t notice them following, the drow leads them to the Styx Oarsman.  I describe the tavern, being rectangular on the ground floor, but the upper floor is apparently made from an entire boat.  I plainly name the tavern.  Nothing.

I ask for Intelligence checks, and Davben does well enough, so I ask him if he remembers what the note said that they found.  He reads it, and doesn’t get the connection.  He and Jonmuir examine the green seal on the letter.

“It’s a guy holding a staff.”

“Standing on what?” I patiently ask.





I basically had to blatantly point out that the seal was that of an oarsman… “Oh!”

Sometimes it's amazing how dense players can be.  Remember how Værï opined on the blatant crudeness of the plot hooks at the start of the Sunless Citadel?  Yeah, this is why a lot of adventures are overly blatant and simple in their plot hooks; subtlety is too easily lost on players (and I wouldn’t even call this plot hook subtle…)

Since the party is planning to infiltrate the drow menace as drow, the decide to hold off, and they decide to enter disguised as drow, with Jonmuir looking like someone’s eagle familiar.  They actually held off until the next day before entering the tavern…

One legitimate criticism of this adventure that I’ve read in reviews is that it is somewhat railroady in nature.  This displayed itself to me here for the first time, as all the read-aloud text assumes the party approaches looking like themselves.  I had to do a little on-the-fly modification, but I think it worked out well (my players seemed to have a blast tonight, anyway).  I’m reluctant to part too much from the boxed text, as it really does impart important bits of information along the way, and leaving some of those bits out could really hamper the party.

The party enters the tavern, and I describe the scene.  A marilith tends the bar, mixing three drinks at a time, barbed devils play cards, a pretty human woman serves drinks.  Booths line the walls, each with a thick curtain to block the view of onlookers and provide a bit of privacy to those conducting business here.

Davben approaches the marilith and addresses her in undercommon.  She begins speaking to him telepathically, and Davben says they are here to pick up information.  He doesn’t give a contact name, doesn’t try to sweet-talk her, and doesn’t offer a bribe.  I start to read the boxed text describing the angry reply about not being their servant, but I have to cut it off short because they have not mentioned Rule-of-Three.  Maintaining the grumpy reaction, the marilith starts tapping a finger on the bar, and Davben offers up all the coin he has, 23 gold pieces.  The situation calls for a 25 gp bribe, but an earlier entry calls for a 100 gp bribe to make the bartender friendly, so when Davben has Roderick pull out another 50 gp, the marilith drops that coin behind the bar, too, and continues to look perturbed.  A second group of 50 gold pieces produces a more helpful marilith, and she examines the letter, tapping the black, red, and yellow triple-seal, and points them toward at corner booth.

Edit:  I didn't realize until long after this session had ended that the Marilith has True Seeing on all the time.  She would have immediately recognized the party's drow disguises as fake (or wouldn't have even seen the disguises, I suppose), and though I had telepathically had her notify Rule-of-Three that someone was coming over to see him (note in the next paragraph how he peeks out through the curtain at them as they approach), at the time I hadn't thought to realize she would have told him a group of humans, an elf, and a halfling were coming over.  This would have bolstered his reason to question their disguises... It's great when things work out so serendipitously; it sometimes makes up for when the DM can't keep everything straight!

At that, Davben finally realizes that the triple-seal probably means Rule-of-Three, and as the party walks over toward his booth, the wizened Githzerai scholar pushes back the curtain around his booth and glances at the party as they approach.  Davben and Jonmuir both fail the Knowledge (the Planes) check to recognize this creature as a Githzerai (I know, it should be Know [Local] since they are humanoids; maybe I did call for that, but they didn’t have it, regardless, they still failed to ID him).

Rule-of-Three’s boxed text has to get altered on the fly, because they are disguised as drow, rather than appearing as upstanding creatures of good character.  Knowing that RoT’s entire reason for latching onto the newcomers has to do with them being a group of newcomers who are in opposition to the drow, I quickly devise a means of forcing the party to reveal themselves in their true form.  Davben asks for the information waiting for them, and RoT tests them beyond what the adventure calls for, asking what the password is.  They have no clue, so I have my first manufactured reason for suspicion.

Davben did all the talking thus far, so I have him make a Bluff check, and I have everyone else make Disguise checks, factoring in the +10 from their hats of disguise.  Thankfully, Værï only rolled a 19 total for his Disguise check, which is exactly what Rule-of-Three got on his Spot check to see that the disguise was a disguise.  (He also has Detect Magic at will, so he was able to tell that they were magically cloaked in auras).

Rule-of-Three said he could appreciate their desire for subtlety, cloak-and-dagger, and subterfuge, but he would prefer to know to whom he is really speaking.  The party quickly has a relayed private conversation through Jonmuir’s telepathy ability, and they close the curtain around the booth, and drop their disguises.  This allowed the normally-expected flow of conversation to occur, since Rule-of-Three’s reason for latching onto the PC’s as his go-fers was now presented before him.

Some back-and-forth conversation ensues, and RoT says he can look into how to get the PC’s back home to Oerth, and he can help them stop the drow from “rampaging through your plane.”  They perk up at this fortuitous turn of events, and agree to do three things for him in return for his future service in getting them home.  The first thing he asks them to do is to go to the Tower of the Prophet, open the Eye there, and ask how to blind the spider queen.  The Tower of the Prophet is here in Sigil, and he tells them where.

On their way to the Tower, I inserted an altered version of what was supposed to be the first “combat” encounter here in Sigil.  The encounter has them being railroaded via boxed text into an alleyway, where they encounter a cranium rat swarm, which warns them not to trust anyone here in Sigil, as everyone uses others for their own purposes.  Don’t trust angles, and don’t trust Rule-of-Three.  Yeah, before the PC’s even meet the NPC that the entire modules hinges on, a “random” encounter tells them not to trust the NPC.  Now, granted, Rule-of-Three is disguising his true motives, and he is using the PC’s as pawns in an interplanar plot… but you don’t tell the PC’s not to trust the NPC that you need them to trust and work with in the very next scene!

So, I used the same set-up, with a religious procession scourging bystanders on the street as it passes.  The PC’s see the procession approaching them, and I describe the alleyway nearby.  I give them the choice to avoid the religious procession, and they do so.  In the alleyway, they see some sort of illicit deal going down between a Blue Slaad and some other creature.  The other creature notices them entering the alleyway, and runs off.  This angers the hot-headed blue slaad, and combat ensues.

Jonmuir wins initiative as the slaad begins to approach, and he lays down a murderous mist that immediately blinds the slaad.  The only saving grace is that the mist caused Davben’s eldritch blast to miss due to concealment.  Having seen where the PC’s were, the Slaad dropped a Chaos Hammer, affecting both Roderick and Jonmuir, but Roderick made the save, so the Slow effect didn’t come into play.  Værï successfully used sneak attack on the blinded foe, but that let the Slaad know where Værï was standing… Four claw attacks and a bite… well, despite total concealment, the Slaad still hit Værï three times with is claws, brining Værï down to 20 hit points.  Værï’s retaliatory sneak attack got the Slaad thinking about retreating, but Davben’s eldritch blast dropped it before it could act on that thought.

They found their way to the Tower of the Prophet, noting two Sword Archons standing at the front door, and the party chose to sit down in a restaurant across the street to watch for a little while.  It was late morning, and a large gathering occurs each day at peak (ie - noon), so they observed several people coming to the Tower, and the doors automatically opening for these individuals.  A good Spot check by Jonmuir noted that some of the individuals for whom the door automatically opened, they were wearing holy symbols of Heironeous and other Lawful and Good gods.  This gave Sir Roderick some confidence, and the lead the party across the street, and up the steps to the front doors.

The doors opened for the paladin, and as soon as he stepped through, they closed on everyone else (this was a minor mistake on my part; the doors should have opened for any Good or Lawful character, so it should have opened for Jonmuir, too).  Roderick moves back, and when the doors open for him to “leave,” he stand in the doorway so his companions can also enter.

They are approached by a large bear-like Warden Archon who introduced himself as Humbart, and asked how he might serve them.  Roderick says he needs to ask the Eye how to blind the spider queen.  Humbart notes the alignments of each PC, “harumphing” a bit at the two CN characters.  A decent conversation ensues, where Humbart probes Roderick’s connections, ethics, and morals.  It calls for a Diplomacy or Bluff check opposed by Humbart’s Sense Motive check at a +12 modifier.  I rolled well, getting a total of 26.  Sadly, Roderick only got a 21.

Even though he knows it’s likely a bad idea, as Humbart continues to probe, Sir Roderick answers that he was sent here at the behest of Rule-of-Three.  Humbart’s expression turns sour, and the archon explains that RoT has been known to traffic with unsavory sorts (and he’s knowns as a chaotic individual… the LG archons are not a fan… they are actually *this close* to kicking Værï and Davben out the door.)

The way this encounter handles the checks is … muddy, at best.  One part allows the Sense Motive-opposed Bluff or Diplomacy check, while another section with the heading “Diplomacy: Convincing Humbart” mentions you can convince him with a Diplomacy check (and Paladins and Clerics of LG deities get a +4 bonus)… but it doesn’t list a DC.  Prior to tonight’s session I just assigned this part a DC of 20, and would allow it as a second chance to convince Humbart, after the Sense Motive opposed check (and Humbart does believe the truthfulness of Roderick’s words, he just doesn’t believe it to be worthy enough to seek guidance from the Eye).

Well, mentioning Rule-of-Three imposes a –4 penalty on the Diplomacy and Bluff checks (though in Roderick’s case, counteracted by him proudly displaying his holy symbol of Heironeous), so I have Roderick make a second check after a bit more conversation.  He does not roll well.  The conversation continues on a bit more, and I give him one final chance to succeed.  He rolls a 21, and convinces the Archon to allow him to ask his question of the Eye.  The warden archon takes a chain off from around his neck, and hands Roderick the key attached to it.  The paladin ask how to blind the spider queen as he turns the key in the nearby control panel.

The Eye is a large spherical construct lidded in a segmented metal cowl that opens like an eyelid, and keeps opening until the “lid” is completely beneath the upward-facing Eye.  A radiant pillar of light shoots up to the ceiling, and expands as the lid opens wider, until the whole room is bathed in the blinding light of Mount Celestia.  The two chaotic members of the party are subjected to a Sword of Consciousness (BoED) effect for the next three rounds.  Værï fails once, while Davben fails twice, taking Charisma damage with each instance.  In the last round of blinding radiance, a quill can be heard scratching on parchment, and when the Eye’s lid snaps shut, the party is left in the shadows of normal bright light, unable to see momentarily as their eyes readjust.

Sir Roderick finds in his hand a piece of paper, the golden letters of prophesy still shining with the light of Mount Celestia.

Quote

The bow of beasts dissolves the taint of the corrupted,
The bitter ice hides a giant’s sword to crack Abyssal armor.
Search The Lady’s wisdom and the book of flesh,
Bide your time, and flee when the goddess shakes her web.

A pair of keys: a blackened tongue, a golden word,
Pass through three gates: serpent, darkness, stone.
Kill the queen in her black pearl, and find
Near the throne a fourth gate – home.

Prophesy in hand, Roderick quickly thanked Humbart and ushered the party out of the Tower.  The damaging effects of the light left Davben with a Charisma of 2, and Værï with a Charisma of 3.  They had a fun time playing up being very unsure of themselves, and being lead around by the other two until some Lesser Restorations could fix them the next day.  The party hurried back to their inn, and then Roderick read the prophesy aloud to the party.  Davben noted “The Lady’s wisdom,” likely means the Library of The Lady.  Expecting that Rule-of-Three would take the note, they wrote down a copy of it.

The next day, after healing all their ability damage, they returned to the Styx Oarsman, again disguised as drow, and met with Rule-of-Three.  They noticed he was reading a large tome as they approached, and Værï got a glimpse of a written spell before RoT closed the book.  On the lookout for rare books to buy time in the extradimensional reading room, Værï started asking a lot of questions about it.

Eventually the conversation got around to the prophesy.  Rule-of-Three was quite pleased to receive it, and recognized the “bow of beasts” as a reference to a legendary bow, Thaas (an item of legend*), that resides in the Beastlands.  He tells them to traverse Yggdrasil to get there, and where the portal to Yggdrasil is located in Sigil.  Rule-of-Three kept the prophesy, and will continue to delve its meanings.

Værï continues to press about the book, and RoT does let him take a look at it.  A quick perusal shows him the book contains spells, as well as other information.  He recognized Mirror Image and one other PHB spell within its pages, and at the end I teased more information by informing him he saw something about a Plane of Mirrors.  They don’t know it yet, but this book is the Book of Flesh and Mirrors, and is the “book of flesh” referenced in the prophesy they had just recieved.

We ended there for the night.  Roderick loved the Tower of Prophesy, and the overwhelming show of power that he witnessed there.  He declared that as the place where he wants to spent his retirement.

* I really dislike the way Weapons of Legacy were designed.  Imposing permanent penalties like that is just piss-poor game design.  I recently searched around for how others handled Thaas, to make it a more enticing option.  The best option I found was this:

Quote
I've made extensive use of Weapons of Legacy in my campaign.

First thing I do is calculate the items's gp cost. Then I assign ritual costs as if the item was created by the pc, shifting most of the gp cost on a 5 by 1 ratio to xp. E.g. a typical WoL Least Ritual will cost about 1000 gp and 2000 xp. I completely ignore the penalty tables.

This has worked very well.

Another option may be to make Thaas function similarly to the Relics from Complete Divine and the MIC, requiring some other one-time expenditure (a spell slot or the True Believer feat).  I have not yet made up my mind, but I think I like the quoted one, using a mixed gold piece and XP cost.

************************************

A few other notes.  Due to vacations and whatnot of various people, I won’t have another session or another post for three weeks or so.  Still, our first session for this campaign was June 25th of last year; 44 sessions in a year isn’t bad, considering holidays, vacations, and work interferences.

Also, Værï is considering retiring his character.  He’s just not satisfied with him.  He has come to realize he doesn’t really like the Wizard class, and finds the constraints around its casting mechanic to be too burdensome.  He brought this topic up once before, and I said I’d take the route recommended in the DMG… his new character would come in one level lower than Værï at the time he was retired.  This chaffed him enough that he decided not to do it at the time.  Now, I’ll probably just have him start at the base XP for whatever the lowest level in the party is (so the beginning of 9th level, if he were to do it right this moment).  This seemed a bit more amenable to him, so I don’t know what he’s going to decide over the next few weeks while we aren’t meeting.  He actually wished that the bite attack from the Slaad would have infected him, so he could have forcibly retired Værï.

I think a large part of his frustration stems from having diluted his casting so catastrophically, but that’s largely a guess on my part.  I think he’s also annoyed that Værï as a Gish isn’t as powerful at this level as his gestalt Barb//Beguiler Thud was at this same level.  Go figure… a gestalt Gish works better than a non-gestalt Gish…  I guess I’ve ruined him by running a gestalt campaign.
« Last Edit: July 15, 2015, 02:42:18 AM by ksbsnowowl »

Offline polycrac

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #56 on: June 24, 2015, 04:45:32 PM »
I'm so sad that you're taking a (well deserved) break. This is wonderfully written, I'm glad I came on it late (just before Christmas) and got to read loads in one go. For me, it's been up there with the Penny Arcade and Drunks 'n Dragons podcasts for pure addictiveness married to consistent quality. I really look forward to you picking it up again!
so an Elf, a Dwarf and Treant walk into a bar...

Offline Mr Booze

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #57 on: June 25, 2015, 05:32:10 AM »
Have been reading along for some time now, and have to say I'm quite entertained and impressed!

I found this thread when I searched for Sunless Citadel alterations/updates to 3.5, because I will start DMing a group soon and have planned the direction:

lvl 1-3 : Sunless citadel
lvl 3-5 : forge of fury
lvl 5-10: red hand of doom

but everything in german ;)

I wanted to ask you if you have any written updates for sunless citadel and forge of fury to the 3.5 rules?

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #58 on: July 15, 2015, 02:32:55 AM »
Tonight was the 45th session of the campaign.  Last time I had missed something in a wall of text that was supposed to have happened during the scribing of the prophesy from the Tower of the Eye.  If any of the PC’s knew Celestial, they would have heard and understood the prophesy being spoken; there was also a chance (with a DC 22 Will save) that they would have spontaneously understood Celestial for the purposes of understanding what was spoken as the prophesy was scribed.  Being Lawful Good, Sir Roderick got a +4 bonus on the Will save, and Davben got a +2 circumstance bonus due to having 5 or more ranks in Knowledge (the Planes).

No one succeeded.  Jonmuir was the closest, with a 21.  Oh well.  The only thing it would have done is let the players know that the Archons in the Tower know exactly what the prophesy said, because they heard it.

After that, I finished recapping what had occurred three weeks ago, and we picked up back with Rule-of-Three having explained the first line of the prophesy; the PC’s must go to the Beastlands and find Thaas, a legendary elven longbow.

They left the Styx Oarsman and started heading toward the Hive Ward, where Rule-of-Three had told the PC’s to go to find the portal to Yggdrasil, which would lead them to the Beastlands.  I ask them to each make a Spot check, and Værï’s 31 notes one of the bear-like Warden Archons from the Tower of the Eye walking past the party… then he sees the same Archon watching the party from an alleyway a few hundred feet later.  They use Jonmuir’s racial telepathy ability so he can relay this information to everyone in the group.  Sir Roderick wants to see if the Archon is still there, but they had kept moving, and by the time it had been relayed to him, they were half a street further down from the alley.  They were now on alert, and Jonmuir and Davben wanted to know things about these bear-like creatures.  I wouldn’t allow them to make retroactive Knowledge checks from their visit to the Tower last session, but I told them they can make the check the next time they encounter one… “Two hundred feet from now,” Davben laughs.

Two hundred feet further on, a pair of Warden Archons step out in front of the party.  Extending a paw in a ‘stop’ motion, one of them sternly orders, “You, halt!  You are charged by the Order of the Prophet’s Eye with consorting with demons.  Please come with me quietly and we can avoid unpleasantness.”

Just prior to this, Sir Roderick had said he would talk with the archon if the party spotted them again; he now said he had an understanding with one of the archons of the Tower.  “You mean the archon standing beside the feminine one who ordered you to halt?”  Yeah, that one.

The situation is set up so the party can fight against the archons, or they can acquiesce to their demands, be escorted back to the Tower of the Eye, where they are “questioned sternly under the influence of a discern lies spell.”  The two archons are hot-heads, and are acting on their own; when the other archons learn what is happening, they will put a stop to it.

The party does acquiesce and accompany the pair of archons back to the Tower, where the archons led them into a back room.  The characters sit on a row of four stools, and there is a bright light shining down on them from above. (:p)  I jump right into the line of questioning I had outlined* for myself before the session started, and get half-way through it before I remember to have the archons use their at will Detect Thoughts SLA (none of the creatures stated as being associated with the Tower can cast Discern Lies, so I just opted to use Detect Thoughts; in the end it doesn’t really matter).

Three or four rounds of trying to get the PC’s to fail the DC 13 Will save for Detect Thoughts brought consternation to the Archon’s faces, and the feminine one, Grenata, explains that she is starting to believe the party’s story, but she would like to utilize a little magic to confirm it for sure.  After explaining that they can choose to fail the save, Sir Roderick volunteers, and after that is in place, Grenata asks a few of her probing questions again.  Right around the time she is satisfied that the party is not actually working toward the goals of the demonic hordes, and that Sir Roderick is using Rule-of-Three for information, and by “working with” him the Paladin intends to keep an eye on what Rule-of-Three is really doing… Well, about that time, and just after Roderick ensured the Archons he would keep them informed, a third Archon opens the door to the back room, finding Grenata and Humbart interrogating the party, and admonishes the archons for their actions.

*
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I’m sure that I’m not relaying it well enough in my recounting, but I tried to play Grenata and Humbart in a way that would match Dean Winchester’s description of angels in the show Supernatural; “Angels are dicks.”

Amongst the questioning and the conversation around the questioning, the “known chaos sympathizer” comment about Rule-of-Three brought up quizzical looks from the players, and I used the opportunity to “bring to mind” bits of information that Davben and Jonmuir would have picked up during all their researching about the planes… Law vs. Chaos is often a more important issue than Good vs. Evil (the Blood War, etc.)

The third archon has the party released, apologizes for the brashness of his fellow archons, and wishes the party safe travels.  Roderick again says he will keep the Archons informed.

The party departs from the Tower, and they started talking about possibly researching both Yggdrasil and the Beastlands at the Library of the Lady, and I reminded them they purchased a guidebook, of which I gave them several excerpts.  Værï’s player pulled it out, and they took a good look at it for the first time since I had given it to them.  He read the page about the Beastlands aloud for the group, and then started reading the one about Yggdrasil.

He read the first few paragraphs, and then when it somewhat monotonously started listing off the pathways one must take to reach various other planes, he skipped ahead to where it started talking about the Beastlands.  Then he stopped at the end of that paragraph, and put the papers down.  Luckily I was reading along in my copy, and I pointed out he might want to read to the end… where it describes the denizens of the World Ash, and advises them to seek out the Ratatosks (squirrel men) who live in the tree’s branches, and enlist them as guides.  It also warns about the dangers that move among the branches of the great tree (frost giants, linnorms [at CR 20!], etc.) and tells them how to activate the portal to get back to Yggdrasil from the Beastlands.

They decide they should get some nice food to offer to the ratatosks (and a good Know [the Planes] roll by Davben tells him what ratatosks are), and Davben searches out some cheese which has nuts in it (much like a cheese ball, I suppose) to take as their offering for the ratatosks.  They buy some more rations (30 days’-worth each for Davben and Jonmuir), and they are all ready to find the ironthorn tree in the Hive Ward, and hum the tune RoT had given them to activate the portal… when I asked how Jonmuir was going to get his bear through the portal…

They played with several ideas, including hiring a wizard to cast Fox’s Cunning on the bear to raise its Intelligence, so it would be smart enough to learn to hum the tune.  This was discarded, as the players rationalized that a bear couldn’t hum.  In the end, I had to give them a few ideas, and they opted for Aspect of the Wolf plus a bag of holding to get the bear through inside equipment, and thus not needing to hum his own tune (each individual must “possess” the key for the portal to allow him to pass.)

Since they have wasted half the day with Rule-of-Three and the archons, and Jonmuir needed to prepare Aspect of the Wolf, they stuck around for another day, and spent the afternoon researching Yggdrasil and the Beastlands at the Library of the Lady.  I give them the basic planar traits of both, but I neglect to give the more obscure information about the fact the Beastlands is actually three different layers.  I give them this info retroactively once they arrive in the Beastlands (they had plenty enough time to research all that).

The next morning the needed spell is cast, the bear/wolf in stuffed in the bag of holding, and one by one they walk on the lowest branch of the ironthorn tree, humming the tune, and walking straight into the trunk.  On the other side, they find themselves standing on a 5-foot-wide branch of a massive tree.  It will take them more than a day to travel in toward the trunk of Yggdrasil… and I’m supposed to check for encounters once every hour…

Traveling the World Ash isn’t without peril.  For each week or portion of a week that the party travels, each individual needs to make one DC 14 Climb check, and one DC 11 Balance check.  I just have them do this at the start, and I will describe what happens if they failed at some point along the journey… Værï fails his Climb check, and Roderick fails both checks.  Davben has 24/7 flight, and Jonmuir can be in the form of a bird all the time, so I allow them to be exempted.

The party begins moving in toward the central trunk, and they are on the lookout for ratatosks, in fact, they are calling out for them.  After two hours of travel, a group of seven ratatosks is heading toward the party, moving toward the tip of the branch.  There is a delve-style roleplay “tactical” encounter in the module, and I jump to that and begin having them converse with the party, completely forgetting that ratatosks only know Sylvan.  So, the initially decent rolls by the party (19 for Roderick) have to be ignored once I remember this, and all the Diplomacy falls on Jonmuir’s shoulders, as he is the only one to know Sylvan.  Did I mention that ratatosks distrust halflings (imposing a –2 penalty on Diplomacy and such)?  Jonmuir gets a 2 on the die.

Still, the party had offered up the nutty cheese already, and the ratatosks had chittered excitedly.  Since I’d already muffed the execution of this roleplay encounter, I didn’t want the party’s failure to slow things down too much, so a few longing looks at the party’s bag of holding (where the cheese came from), and some more offered cheese at least gets the ratatosks to take the party to a nearby village (located in the hollow of a branch).  There they meet the ratatosk who was supposed to be the real roleplay encounter, Kippenvall the Fireholder, an 8th level cleric.  His stat block omitted any spells above 1st level, so I just decided he had Tongues prepared, and then allowed the whole party to engage him in Diplomacy, at which they succeeded.

Kippenvall offers a guide to take them to the portal they seek.  It is on the other side of the World Ash, and will take many days to reach it.  The party heads toward the trunk with their guide, and they spend a night sleeping on the branch before they reach it.  I neglected to do many encounter checks along the way here, but in the upper branches the only real threat they might come across are winter wolves.

They make it to the trunk the next day, and find stairs and rungs hammered into the trunk, or sometimes carved into the trunk.  It is slow going, but the party makes progress.  Then Værï’s failed Climb check comes into play.  He gets to make a DC 17 Reflex save to catch a nearby branch (within 60 feet) after he falls, which would limit his damage to 3d6 falling damage (the tree absorbs much of the impact…)  Failing the save means that PC falls to the roots (5d6 damage… for a fall of a quarter mile or more…) and “coming out beside the root in Hades, near the home of the Norns or a marzanna hag.”  Such a fall would cost the party 1d6 days to reach the fallen character and make up lost ground; having a ratatosk guide shortens the delay to 1 day (the ratatosk leaps after the fallen PC, gliding like a flying squirrel, and leading the PC back to the party).

Værï fails his Reflex save and falls.  As I tally the damage and tell him how much he took, he recalled that he had just last session purchased a Cloak of Arachnida, which gives you a climb speed of 20 feet (and thereby gives you a +8 bonus to Climb check…)  Well, I’m not going to completely retcon his fall (know your character sheet, damnit…), but he catches himself before tumbling past the final branches.  With the aid of their guide, Almveig, he can return to the party in about 4 hours.

Seeing this terrible fate, Sir Roderick opts to remove his full plate armor, which in turn removes the –5 armor check penalty from his previous Climb and Balance checks.  That brings one of his checks up to the DC, meaning he only failed one of them.  His Reflex save is an abysmal 8, so he falls all the way down to the root.  I forget about actually coming out near a marzanna hag’s hut, so he merely takes the damage, and Almveig glides down to guide him back up to the party.

The root section of the tree has a different, more dangerous, encounter table.  I’m still supposed to check once per hour… where it will take him a day to get back to the party…  My first check, for Værï’s short-circuited fall, was to be a group of three frost giants… alone, without the party to aid him.  Luckily I opted to let him catch himself before he had fallen that far, once he remembered his cloak.  Sir Roderick was not quick so lucky… My first check for him came up with an Ironmaw, which would be quite a deadly CR 13 encounter for a lone 9th level PC…

Starting with Værï’s fall, Davben had taken to also flying down to any party mates who fell, to at least check on them, and heal them of their falling damage with his wand.  I have him roll a Spot check, and I ignore the Ironmaw’s massive Hide bonus in wooded regions (+21…) which the adventure presumes they get on Yggdrasil.  My discretion allows him to note the giant moving evil tree, and how it is moving down the tree’s stairway toward where Roderick landed.  It may take 20 minutes or so to reach the paladin’s position.

They first decide they need to fight this thing off… another helpful DM HintTM informs them that avoiding it might be the best option… They frantically try to come up with a way for Roderick to avoid the approaching beast, and Jonmuir mentions he has Spider Climb prepared.  Davben hurriedly flies back up to where the druid is, explains the situation, and they both fly down as fast as they could, reaching Roderick in time to cast the spell on him, so he can just climb up the face of the trunk, and avoid the stairway the Ironmaw is descending.

Not wanting to drag this out any further, and really not wanting a character death from a random encounter while he is alone, I ignore the module’s requirement that each PC make the requisite Climb and Balance checks until each is succeeded at once (and EACH failure until that happens results in another potential fall…)  I stop checking for random encounters, and we speed through the trip to the end of the branch that leads to the Beastlands.  Almveig will return to this branch in a few days to escort the party back to their portal to Sigil, and she bids them safe travels.  They step through the portal, and find themselves in the bottom layer of the Beastlands, Karasuthra, a plane of eternal night, where despite the pale moon in the sky, the layer is dark enough that Darkvision or a light source are needed in order to see.

We continued on and had the first encounter in the Beastlands, but I’m tired, so I’ll have to recount that tomorrow.

The party was smart enough, and wary enough, to have snagged a few leaves from Yggdrasil itself (although they need a leaf from the Beastlands side of the portal as a key to get back to Yggdrasil, they weren’t taking any chances that they misinterpreted what the guide book had said), and then gathered a few leaves from the trees around the portal on the Beastlands side.

To ensure they can find the portal again, Davben picked a large rock stuck in the ground, and studied it for several minutes; he has a scroll or two of locate object, so he can find this exact stone again later on.

I described the utterly dark landscape to them, in the darkest night of a deciduous forest.  There are no stars, and here is where I expound upon the information that they gathered while researching the Beastlands.  The Beastlands is composed of three layers.  The top is always in daylight, the middle in perpetual twilight, and the bottom layer, where they find themselves, is always in a starless night.  There are occasional portals that will lead you from one layer to another.  Manual of the Planes doesn’t make a big deal of them, stating they are common.

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Although nothing in the adventure points the PC's to exactly where in the infinite realms of the Beastlands Thaas is located (a DC 20 Survival check after the encounter with the Wild Hunter will find a heavily-used trail that “happens” to be the right one…), my players leap upon this multi-layer portal jumping idea, and think they must get to the daylight layer…  That’s wholly wrong; Thaas is on this night-time layer.  Hopefully they have the wherewithal to speak to some denizens of the Beastlands, and get directions (Thaas’ resting place is a shrine of sorts, and all the creatures in the region know where it is).  All the creatures in the Beastlands also speak (the hand-out Traveler’s Guide said they speak Common, but that is wrong, as many creatures are just Celestial Animals, and only speak Celestial, as per MotP p. 142).  Too bad none of my PC’s speak Celestial, they have no Cleric (Tongues is a cleric spell), and their only true arcanist is a self-gimped gish who doesn’t have Tongues…

After the session Værï was again complaining about the wizard casting mechanic (still debating rebuilding his character, but can’t find a class that will do what he wants…) and how he’s never had time or money to improve his spellbook, and it sucks that the spellbook is such a resource-drain monetarily (“each 3rd level spell will cost 300 gp, plus the scroll cost”).  I mention how they were just in a planar metropolis, where he could have paid to borrow spellbooks for copying, reducing the cost over buying and wasting a scroll, and how he just had TONS of gold to spend (even after leveling to 10th after tonight’s session, they are about 8,000 gp over WBL, each).  His response… “well my equipment wasn’t up to snuff, and I had to increase that…”   :eh

He also didn’t realize that wizards could leave spell slots open, in order to fill them later in the day.  If you were going to play a wizard for the first time, wouldn’t you make it priority #1 to read through the whole “Arcane Magical Writings” and “Preparing Wizard Spells” sections of chapter 10 of the PHB?  Anyway, this new knowledge has allowed him to see additional flexibility in the wizard class, so he will remain a wizard for the time being and give that whole concept a try.  It’s just funny, because he freely admitted that he has gimped his casting, and that it is wholly his own doing (despite my gentle encouragement NOT to lose caster levels…)

I also pointed out how an effective wizard needs a tool box of scrolls at the ready to deal with situations.  It is doubly true of him, where he can only cast 3rd level spells, but by virtue of his caster level being 8 for most schools of magic (yay Practiced Spellcaster), and the way scrolls work, he can nearly auto-succeed on activating any scroll of 5th level and lower spells (he must get a 2 on a d20 for his CL check to activate a 9th CL wizard scroll).  But having a toolbox goes back to costing money, and his perceived need to have better equipment (despite having higher than normal WBL…)

Sir Roderick activates the Daylight effect on his armor, summons his warhorse, and the party heads off in a random direction from the portal, and before long they come to a trail.  They ask which direction the moon is, and decide to take the trail in the direction roughly toward the moon.  It didn’t really matter, either way was going to move them toward the ensuing encounter.  (What should we call that?  DM SpaceTM?  No matter which direction you go, you are heading toward the “random” encounter?)



The PC’s unknowingly approach a small pride of Displacer Beasts.  They hear a growl, and with the light from Roderick’s glowing armor, they all notice the two Large Displacer Beasts (D) on the side of the trail ahead.  Only Jonmuir, with his super-duper Desmodu Guard Bat Spotting, is able to notice the Displacer Beast Packlord (P) off to the west.

Initiatives are rolled, and the Displacer Beasts go first, followed by Roderick, Davben, Værï, and Jonmuir.  The Packlord goes last.  The party was just far enough onto the path that they were out of move-and-attack range of the north-most displacer beast (I was errantly treating the grass as undergrowth, thus preventing him from charging), so initially only the southern displacer beast moved up to attack, swiping at Roderick with a tentacle, but missing.  Roderick full-attacked hitting once for 15 damage.  Værï and Davben both fired at one of the displacer beasts, but both missed due to displacement; Davben also sent a swift-action illusion of himself toward the displacer beasts (I can’t ever remember the name of that damn spell…)  Jonmuir, noting the Huge packlord hidden in the trees, cast Entangle, snaring the beast, who failed her save by 1.  She then spent her round pulling herself free of the twining plants, succeeding on the DC 20 Str check.

Jonmuir wasn’t exceptionally careful of where he placed his entangle.  He said he centered it on the Packlord, to which the other players cried out to make sure he didn’t catch them in it… too late, I held him to his declaration.  The southern displacer beast, Roderick and Butch… and maybe one other (Jonmuir’s bear?) were caught as well, but I think they all made their saves.  The southern displacer beast continued trading blows with Roderick, hitting once with a tentacle, while the other stopped delaying and moved southeast to engage Davben.

Roderick hit with both his swings, dealing 20 damage, followed by 18, dropping the first displacer beast into unconsciousness.  Davben got screwed by the miss chance again, but sent another image of himself, which ate up an AoO from one of the displacer beasts.  Værï cast a Web to help lock down the Packlord in addition to the entangle.  Jonmuir wanted to move in to hit the pack lord with his Fiery Burst, but was grumpy when he learned the 40 foot radius of Entangle and the 30-foot range of Fiery Burst meant he couldn’t affect the Packlord unless he flew into the Entangle to get into range.  He ended up attacking the Packlord with a Splinterbolt, and one of his two bolts hit for 8 damage.  The packlord succeeded in her save against the Entangle when it tried to wrap her back up, and spent her full round moving.  She did well enough on her Strength check that she could move 15 feet (she was now only limited to half speed by the Entangle, but was still limited via a Strength check as to how far she could move through the Web).

The smaller displacer beast attacked Davben, IIRC, and Roderick spent his turn moving out of the Entangle and moving up to the other displacer beast.  Davben hit the beast for 20 damage with an eldritch blast, and believing the displacer beasts could speak common, due to the information in the Traveler’s Guide (which happened to be true in this case), Værï tried to Diplomatically end the conflict with the Packlord.  I let him do it as his full round (technically it is supposed to take a full minute).  Jonmuir continued to attack with Splinterbolt, again hitting once for nine damage, and the pack lord said the elf would taste good in her belly… then proceeded to hit Roderick with two tentacle attacks, getting max damage (16) on the first one, and about 12 or so on the second; gotta love 20-foot reach…

The lesser displacer beast attacked Roderick, who was right up in his face, hitting once, IIRC, and then the paladin decided it was time to get away from the massive hurt that the Packlord was inflicting on him.  So he moved toward the east, but still suffered an AoO, which hit.  He proceeded to heal himself with his belt, I think.  Davben then scored a critical on the second smaller displacer beast, dropping it from 31 hit points to flat out dead with 10d6 dice of eldritch blast.  Værï fired an arrow at the Packlord, missing due to displacement (he noted how everyone else was hitting the packlord, but the dice hate him, so of course he missed).  Jonmuir hit again with a third splinterbolt for 16 damage, and the packlord spent her round moving out of the web and entangle effects so she could engage foes once more.

The party goes all in against the packlord, and the specifics of it are fading from my memory now.  Over the next round the party hits five times for 7 damage, 16 damage, 6 damage, 9 damage, and 14 damage (probably Roderick twice, Butch twice, and Jonmuir once with a Flamestrike the packlord saved against).  Then Roderick scored a critical hit, dropping the packlord’s hit points from 41 to 5, and then Jonmuir finished her off with another 10 points of Fiery Burst damage.

The set-up for this encounter was that the displacer beasts were being hunted by a new creature, a Wild Hunter, who would come upon the battle after six rounds of combat.  Well, Jonmuir dropping the packlord happened at the end of round six, and the Wild Hunter beat everyone else with an initiative check of 25, so immediately after Jonmuir drops the packlord, the party sees the megaloceros-riding fey level his ranseur at Roderick, and perform a weaving ride-by attack of the paladin.  He missed by 2… and only afterward did I remember the Hunter’s swift-action ability to select a foe as prey, and gain +5 to attack and damage….  Oh well, he was likely out of range to have activated it before the charge anyway…

The party engages him immediately, Roderick performs a ride-by attack, missing, but moving about 100 feet beyond the Hunter, while Davben’s eldritch glaive fizzles against the fey’s Spell Resistance.  Værï casts mirror image, while Jonmuir burns the fey and his mount with Fiery Burst (11 to the Hunter, and 22 to the mount), and has his bear move near Værï to protect him.

With Roderick so far out, and the rest of the party so close, the Hunter grabbed the horn hanging on a chain over his shoulder and blew the hunting horn.  Everyone within 60 feet has to make a DC 25 Will save.  Everyone but Jonmuir fails the save.  Most just become Shaken, but Davben is within 10 feet of the Hunter, so he is Frightened, and must flee.  Roderick performs another ride-by-attack, missing, and then Davben flees, getting cut in the back with the Hunter’s AoO.  Værï hit with a Lesser Acid Orb for 14 damage.  Jonmuir flew over to the Hunter and again burned the rider and mount for 10 and 20 damage.

The Hunter selects Roderick as his prey, performing another ride-by-attack, hitting for double damage (but I forgot to add the doubled +5 from his Selected Prey ability, so I compensated later by lessening one of Roderick’s hits by 10; they both got 10 “extra” hit points that way).  The Megaloceros tried to gore him as well, but didn’t succeed.  Roderick was still hurt from his lashings received via the Packlord, so he actually took a round to heal himself, riding away in the process (although he didn’t realize it yet, his horse is 20 feet faster than the megaloceros mount the Hunter is riding, so that gave him quite the advantage).

… and here is where I ran out of time to write, and had to leave this alone for a few days.  The round-by-round specifics are now gone from my memory, but there was another round or so of the Hunter attacking Roderick, and then the Hunter was able to position himself where he could blow his horn when both Værï and the mounted Sir Roderick were within 10 feet of him.  Værï, Jonmuir’s bear, and Roderick’s horse all failed their saves, and had to flee while frightened.  The Hunter moved away from Roderick, and the paladin dismissed his horse and began chasing after the Hunter on foot.  This whole time Jonmuir was blasting the Hunter with Fiery Burst, and slowly bringing the Hunter into single digits.

The Hunter saw things turning against him and began to flee.  Jonmuir’s Desmodu guard bat form was too fast, and the hunter was unable to escape him fast enough.  A Fiery Burst brought the Hunter to 0 hit points, and his mount to about 15 hp.  One last attempt to outrun the druid proved ineffective, and the next round the druid fried the Hunter into negative hit points.  The Hunter stayed in the saddle, however.  A round later another Fiery Burst slew the cervidae, and the party soon recovered from their fright, and regrouped, looting the Hunter of his +1 Mithral Full Plate.

That’s where we called it a night.  Værï, Davben, and Roderick all gained enough XP to reach 10th level, so once the party has a chance to rest, they will consists of:

Værï Able the CN Elven Rogue 2/Wizard 1/Warblade 2/Unseen Seer 4/Abjurant Champion 1
Davben the CN Human Warlock 10
Sir Roderick Cardiff of Blackpool, the LG Human Paladin 10 (of Heironeous)
Jonmuir of the Yosemit tribe, the NG Ghostwise Halfling Druid 9
« Last Edit: July 29, 2015, 04:46:05 AM by ksbsnowowl »

Offline ksbsnowowl

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Re: Sunless Citadel Adventure Path - Campaign Journal
« Reply #59 on: July 29, 2015, 03:36:59 AM »
Tonight was the 46th session of the campaign.  We had been off last week due to a short-notice family obligation on the part of one of the players, and people arrived late tonight due to heavy traffic (there was some concert near downtown tonight).  People were also in a silly mood, so things didn’t get started and down to business very quickly.

I recapped last session’s events, and they decided to butcher the megaloceros mount of the Wild Hunter, and have some prehistoric deer steaks for dinner.  They also continued to latch onto the idea that they needed to go “up” to either the twilight layer or the daytime layer of the Beastlands in order to find Thaas…  They had researched the Beastlands prior to leaving Sigil, and the information about the inter-layer portals seemed common enough information that I informed them of it from their previous researching.

They wondered aloud if Detect Magic would locate a portal, and I said it would not (maybe it should, but saying no gave impetus for Værï to get his hands on the Book of Flesh and Mirrors that Rule-of-Three has, which contains the spell Analyze Portal, which is specially published in the appendix of this adventure…)  I asked for Spellcraft checks from those with the skill, and Værï succeeded above 20, and I told him of the spell Analyze Portal, which is basically Detect Magic for portals (extra rounds of study tells you more info about any portals within the 60-foot cone, so long as you succeed on a DC 17 CL check).  Instead, at my prompting, they just wandered around trying to stumble through a portal.  It took them an hour (1d6 x 10 minutes), but they found one, and stumbled through into the twilight layer of Brux.  Cue many jokes about sparkly vampires from Jonmuir…

They decided it would be a good time and place to camp (they needed to rest before fully reaching 10th level) before hunting down one of the animal lords of the Beastlands.  The pamphlet on the Beastlands mentioned the animal lords, and cautioned you not to cross them… but why my PC’s took that as meaning they should seek out the animal lords to find out where Thaas is, I have no idea…

They camp, with each PC taking a 2 hour watch.  Roll 1d8, an attack by hunting Celestial Cave Tyrannosauruses will occur in hour 4, which is Sir Roderick’s watch.  The paladin rolls terribly on his Spot and Listen rolls, and his Listen check of 12 is just barely over the two T-rex’s Move Silently rolls of 8 and 10, so they get quite close before the paladin notices them sneaking over and around the hill that they had made their camp beside.  At 20 feet he hears them, and initiatives are rolled.

Roderick gets a 19 on his initiative check (+0 modifier), but the T-rex pair also get a 19 (+2 modifier).  Highest modifier breaks a tie, so the Celestial Cave Tyrannosauruses (Mini Handbook) go first for the surprise round.  The slightly smaller one (9 HD) charges at Sir Roderick, and rolls a Natural 1.  The slightly larger one (14 HD) charges down the hill and takes a bite at Jonmuir’s sleeping bear… Natural 1.  Roderick yells for the others to wake (they all succeed on the DC 0 Listen check even with the –10 penalty for sleeping), then wants to summon his warhorse, but that takes a full-round action.  So instead he 5-foot steps up to the T-Rex, and hits for 14 damage.

The T-Rexes start the first full round of combat, and the smaller one hits Roderick for 20 damage; I idiotically fail to use its improved grab ability to start a grapple with Sir Roderick…  The larger T-Rex sees Jonmuir’s small form, and decides he would make a wonderful little snack, biting the halfling for 18 damage, and starting a grapple.  A prompted Knowledge (Nature) check tells Jonmuir that becoming ‘not-Small’ before the T-rex’s next action would be a good thing.

Roderick calls his steed, who pops into existence and full-attacks the smaller T-rex, hitting twice but dealing no damage after the DR 5/magic did its thing.  Roderick then uses Battle Blessing to swift cast Divine Favor, granting him and his steed +3 bonuses to hit and damage (and I just now realized it should have been a mere +1; a Paladin 9 is only CL 4 - he’s the newest player, he didn’t make the mistake on purpose, and I didn’t catch it when he said he was getting a +3).

Jonmuir has the idea of his pet bear helping him against the T-Rex (technically, if the bear had joined the grapple, then the T-Rex would have to beat both Jonmuir and his bear’s grapple checks to swallow the Halfling…), so the bear claws for 5 damage after DR, and claws for 5 more, then tries to join the grapple via improved grab*, but the T-Rex beat him by 2.  So, Jonmuir wild shapes into a bear, and the T-rex drops him (really, he should have remained in the grapple, but oh well… I was off my game tonight).

Jonmuir’s growing form blocked Værï’s line of fire to the bigger T-Rex, so the elf cast Blink on himself, and I think stayed put where he was.  Davben unleashed an Eldritch Chain, hitting the larger T-Rex, but failing to overcome its SR (these are celestial T-rexes, remember), then hits and overcomes the SR of the smaller T-rex, dealing it 7 damage (there was only one SR check, but the larger one has more HD, meaning higher SR).  “Why do they have SR?!?!!?” they ask, and I ask for Knowledge (Arcana) and (Planes) checks.  The arcana checks fail, but Davben gets a 22 on the Planes check; I inform him that the Beastlands is primarily populated by celestial animals.

The smaller T-rex bites at Roderick’s horse, dealing a fair bit of damage, and the larger one attacks Jonmuir again, dealing another 2d6+12 points of pain.  Roderick hits for 12 points and 21 points, and Butch has one attack deal five damage after DR.  Jonmuir 5-foot steps into flanking with his bear, then has his bear bite, claw, claw the larger T-rex (which is sort of a cheat, breaking up his action that way, but whatever).  He then successfully uses Improved Grab* on the T-Rex, pulling it into the bear’s square, and then Jonmuir is stuck not threatening the T-rex, and casts Produce Flame instead.

* We were into the start of Værï’s turn before I remembered that Improved Grab only works on creatures one size smaller than the grabber, so the bear couldn’t use Improved Grab on the Large T-rex.  So we quickly retconned the actions.  Grapple hadn’t been achieved, but the bear hit three times for five, five, and five damage (each after DR), and then Jonmuir proceeded to just maul the T-rex, too, for another five, seven, and five damage.

Værï then Tumbled through Jonmuir’s space, set up flanking with the pet bear, and sneak attacked the T-rex with Mountain Hammer.  After he successfully inflicted 21 damage that ignored DR, I pointed out that he didn’t need to flank, since he was Blinking… you live and learn.  Davben again uses eldritch chain, this time placing the heavier first strike against the smaller T-rex, dealing 21 damage to him, and 10 damage to the larger one.

The smaller T-rex has had enough, and decides this meal isn’t worth it.  Since he is 5 feet away from Roderick at the moment, he double moves through the forest, and his larger partner takes a bite out of Værï, hitting despite the Blinking, and successfully using Improved Grab.  There is technically no stated advantage versus grapples provided by Blink, but I told Værï he’d get a bonus to remove himself from the grapple, if it came to that.

Roderick charged the smaller T-rex (I hadn’t drawn any trees on the mat, and didn’t much care at this point; I only included this encounter because I know Jonmuir wanted to be able to wild shape into a T-Rex), striking for 14 damage, and bringing him down to negatives.  Jonmuir’s bear clawed at the larger T-rex, hitting with both claws (he rolled them simultaneously), getting a Nat 20 with one of them, then confirming with another Nat 20, and confirming that one.  I’m actually not playing with the sudden death rule, but I have accidentally readopted a house rule from my Viking gestalt game, where what I describe above would result in an extra critical multiplier (so x3 claw damage in the above example).  The first claw only dealt 5 damage after DR, but by that point the advanced T-rex only had 46 hit points, and the fight was dragging on.  I didn’t even have him roll for the triple crit damage; I just said it died.  (It would have been 3d8+27… max damage on the crit would have killed the T-rex…)

They carve up some T-bones (haha), and have a pleasant rest for the remainder of the night.  In the morning three of them are officially 10th level.  Værï added Clairaudience/Clairvoyance to his spellbook (I forget what the other was) which will aid him in his new-found ability to leave slots open and fill them in preparation for an assault, after having “scouted ahead” with C/C.  Jonmuir prepared one copy each of Speak with Animals and Speak with Plants.  Yup, only one each.  They are completely clueless as to where Thaas is… but we’ll just prep one each…

I hold their hand through trying to hunt down information, going with the flow of their thought process, and after Jonmuir interrogates a celestial nuthatch (despite Speak with Animals not technically working on celestial creatures, which are Magical Beasts, I didn’t feel like sitting around all session while they fumbled through not having means of communicating with creatures that speak Celestial… their decision to eschew such “situational” spells burned them well enough later in the evening…), they learn where the Cat Lady is, thankfully nearby [DM SpaceTM again…] (the Cat Lady animal lord is mentioned on the pamphlet they bought in Sigil, and they were determined to find an animal lord from which to glean the needed information…)

So they approach a large, dense grove of trees, where the limbs of the trees have been cultivated into catwalks (ha!) that interconnect through the canopy.  They approach a lion, and Davben uses his one scroll of Speak with Animals to ask to see the Cat Lady (the pamphlet had warned not to approach and disturb her while she slept), and the lion escorts them into the grove.  They see a series of limbs that have been cultivated parallel to the ground, rising limb by limb, like steps, up to a leafy veranda several dozen feet above ground.  The lion goes up, and soon a Large black panther exits and slinks down the staircase formed of limbs.  (At mention of her being a black panther, Jonmuir raises his fist and declares solidarity, “black power.” :eh)

She addresses them in Celestial, and the party doesn’t understand her.  They speak back in Common, and she replies, “you’re going to force me to sully my tongue with your barbaric language…”  The party asks if they disturbed her rest (fearing retribution), and she says she just finished a cat nap (ha!), and asked how she could help them.  They ask where to find Thaas (first errantly describing it as a human longbow…) and she tells them it is on the dark layer of the Beastlands.  That brings responses of “crap,” and the like, as the PC’s realize they’ve been wandering off in the wrong direction.

They ask if she knows any more specific information than that, and she does not.  They ask how they might get back to the bottom layer of the Beastlands, and with a successful Diplomacy check they do not shift her attitude from indifferent to unfriendly, and she points toward a spot between two trees of her grove, and the party quickly exit before she becomes more perturbed with them.

Finding themselves back on the dark layer, Jonmuir uses his last wild shape of the day (he had used a few previously when conversing with the nuthatch, and running off in the wrong direction with the bird before asking for a closer animal lord, which led to the information about the Cat Lady) to assume the form of a Desmodu Guard Bat, and finds a bat to converse with (the version of Wild Shape I use allows you to communicate with animals of the same type).  Hoping to find another animal lord to gain information from, he asks if there is a Bat Lord, and can the bat take them to him.  Sure, follow me… 1 hour, 2 hours, 3 hours… is there a closer animal lord than the bat lord?  Sure, back the direction we came from, there is the Owl Lord… 1 hour, 2 hours…

They talk with the Owl Lord, and I try to fit in as many “who’s” as I can (Jonmuir jokes about Tootsie Pops…)  They ask about Thaas, and the Owl Lord knows where it is, and instructs a celestial owl to lead them.  When they realize that the “normal” owl knows where it is, they FINALLY realize that they could have just asked the nearest damn creature, instead of jumping all over the place seeking out animal lords (hey, I’m not going to stop their hair-brained misconceptions, especially when they could have easily asked any of the animals they’d met the simple additional question of if they knew where Thaas was… which all the creatures in that region of Karasuthra do).

So the owl leads them on for several more hours, finding a trail for them in the process (recognizing that it will work better for the PC’s than trudging through trackless dense forest).  After a few hours they pass a dead and butchered megaloceros and several dead displacer beasts…   :facepalm

The owl leads them further, and they come into a small clearing, where a “crazed” Wizened Elder Watcher (MM4) Druid 5 has taken a liberal interpretation of its ancient orders, and patrols the area against incursion by any outsiders (as in outlanders, not the Outsider type).  Jonmuir casts his Speak With Plants spell and feebly tries to talk to the grumpy looking plant creature.  I have him make a Diplomacy check with a –5 penalty (normally Diplomacy takes 10 rounds; he didn’t have that much time), and he gets a 0.  The hostile plant is still hostile, and uses its at will Entangle SLA to snag everyone but Værï, Jonmuir’s bear, and Roderick’s horse.

Værï casts Haste on the party and then moves out of the entangle area, as does the bear.  Jonmuir fails his escape artist check (desmodu bats have insane dex scores), and Davben uses his wand bracer to bring a wand of Glitterdust into his hand, and casts that at the Wizened Elder Watcher and its wolverine companion.  The wolverine is blinded, but the plant is not.  Roderick succeeds on his Strength check to break free of the entangling plants, and his steed gallops forward and tries to bash the cantankerous stump with a hoof, but misses.  The stump tries to slam Roderick’s steed twice, but fails, and its wolverine companion uses scent to note the horse’s presence, and claws once, missing.

Værï makes use of Haste to attack the blind wolverine three times, hitting twice and dealing 10 damage each time.  Davben readies to cast Glitterdust to hit the angry stump again if the plant looks like it is going to attack again, and Jonmuir fails to extricate himself from the entangle.  Roderick’s longsword hacks some great wounds into the woody creature’s hide (DR 5/Slashing), dealing 21 damage in two hits.  His horse dealt a little damage, too.  The wizened elder watcher tried to cast entangle again, defensively, planning to center it right on itself (it can ignore the entangling effect), and then start pulling away from the newly-entangled foes, but he botched the Concentration check, and before long he was brought to his demise.

Værï succeeded on a Spellcraft check to notice that those lichen-filled crevices in the Watcher’s bark… looked like spells.  The creature had carved five scrolls into its own bark.  Davben peeled the bark off the creature, and the party claimed their unusual treasure.

Not far beyond that, the owl led them to a small lake with an island in the middle (the whole lake is only 100 feet in diameter).  The moon shines brighter here, providing shadowy illumination, and the party gets across the lake in several different methods.  Værï swims, Jonmuir flies, and Davben uses two instances of Benign Transposition to teleport Roderick into the middle of the water crossing, then fly to the island and use a second charge to teleport the armor-laden paladin onto the island.  Other than getting the both of them drenched, it worked pretty well.

On the island they find a heaping pile of garlands, flowers, and small offerings heaped upon an ancient burial site.  Floating in mid-air above the offerings, is a composite longbow hewn from the rack of a great stag.  Værï carefully searches the area and looks around.  He is convinced there must be a trap involved somehow.  He finds no trap.  As they debate who should take the bow, and if they should leave an offering, Værï’s high Spot check notes an animal form approach down the path they arrived upon.  The animal notices them, then turns and silently leaves.  This makes Værï even more paranoid, and he readies himself for an ambush that never comes.

Finally, Værï takes the bow.  There is no impediment to him claiming it.  Only now does Davben think to detect if the bow is magical (it is).  Værï wants to get out of here quickly… he still can’t believe that getting the bow was this easy.  They find their way back to the site of the displacer beast fight, and they find their way back to the tree that leads back to Yggdrasil.  They each take the appropriate leaf in hand (or mouth…) and they pass through back to Yggdrasil.

Almveig is not there waiting for them, but they have returned in only a day or two; they knew she would come back to meet them here in a few days.  So they start to head in toward the trunk on their own.  They travel six hours or so, and then set down to sleep as the odd sun sets behind the misty horizon.  The stars come out once more, swaying in the branches, and in the morning they eat rations for breakfast, prepare spells, and head on their way.

Not long after leaving camp, they meet up with a different Ratatosk, a male named Fastmundr.  He greets them and says he will lead them back to their Sigil-portal.  A successful Sense Motive check by Værï tells him something is wrong (its more body language than anything else, since Værï can’t speak Sylvan), and diplomatic questioning by Jonmuir (feeble roleplay attempt, plus a Diplomacy result of 2) does not convince Fastmundr to confide in the PC’s.

Recognizing the plight of the language barrier would likely prevent my PC’s from succeeding with Diplomacy, I note that Intimidate also works, and that the other PC’s can try that with some physicality and voiced questions via Jonmuir.  Not a single result above 10 (the DC is 20).  I saw several 2’s, 3’s, and 5’s in this fateful last portion of the evening.

Each character has to give me another Climb and Balance check (again, exempting those who can fly), and again Sir Roderick failed both.  He made the reflex save on one, though, so he only fell down to the roots one time.  I rolled four or five times for encounters while he made his way back up, and only got one encounter, three Marzanna hags.  He was able to skirt this threat in similar fashion as last time.  Davben and Jonmuir flew down to meet him when he fell, and gave him a Spider Climb to climb straight up the trunk of the tree, and avoid the hags on the stairs circling the trunk.

Fastmundr guided the party out to the branch tip leading to Sigil, and the party attempted one last round of Diplomacy and Intimidate checks.  Værï got a 16, but that still wasn’t enough.  Too bad, that “situationally useful” spell Tongues could have REALLY helped them out by letting someone with better Diplomacy modifiers speak to Fastmundr.  Since they failed so badly and repeatedly, they will have no chance to try again (I was stretching in letting them try that many times, especially with resorting to intimidation), and the party have missed out on a really big and important opportunity…

The party’s former guide, Almveig, was eaten by “the evil branch.”  If they had pried that information from Fastmundr, they would have had an opportunity (against Fastmundr’s protestations that it is too dangerous) to hunt down the “evil branch,” an Ironmaw (CR 13, Fiend Folio) that lives in a rotted hole in Yggdrasil.  The tactical encounter is quite difficult (the ironmaw is well hidden with near-total cover, and is attacking through tunneled holes in a branch with its 60-foot long tendrils that will drag snared PC’s through the tunnels toward the ironmaw’s body, much like a Roper), but the encounter has huge rewards.

First, in the Ironmaw’s hole is a sizable hoard of treasure from other victims.  Among the piled bones is a Mace of Blood (cursed item from the DMG) and a Sword of the Planes (from the DMG).  The Sword of the Planes would have been a terrific boon for Sir Roderick, as it functions as a +4 Longsword when on any plane but the Material, Astral, Ethereal, or any of the Elemental planes, or against any Outsider.  They are in a module that happens entirely on the outer planes!  My cold DM heart aches for Roderick’s unknown loss.

Secondly, upon informing the Ratatosks of “the evil branch’s” demise, the grateful squirrel folk would have bestowed a lot of magic upon the party, most notably a Cloak of Invisibility (this item has no description, and thus I would treat it as a Ring of Invisibility in cloak form).

Thirdly, the grateful and rumor-mongering Ratatosks would have told the PC’s about a demonbane weapon they recently learned the frost giants own, and where to find it.  The Demon-Quelling Sword is an Intelligent (CE, Ego 12) Large +3 Mithral Evil Outsider Bane Frost Mighty Cleaving Bastard Sword.  The sword is possessed by the frost giants of Rime Thuras (another name for the Iron Wastes, the 23rd layer of the Abyss), and used to fight off demons from Kostchtchie’s layer.

Though Large, the weapon could still be made useful via Enlarge Person or Polymorph.  Just imagine the paladin forcing his will on the evil blade, using it to kill demons, 2d8 +2d6 +14 points at a time…

Ah well, I suppose it is for the best; they were already over wealth anyway…  And the adventure suffered from some terrible editing as far as the Demon-Quelling sword is concerned.  The half-page write-up of the sword fails to mention that it is intelligent (merely stating it is a Large +3 Mithral Evil Outsider Bane Frost Mighty Cleaving Bastard Sword), but the listed price is way too high for that (104,070 gp, when it should be 75,070 gp, or 78,070 gp depending upon how you calculate the mithral cost [by steel weight or mithral weight]).  Then, in the tactical encounter in which you would gain the sword (killing a few frost giants and looting them), it mentions that the sword will speak to the PC’s, and tell them of a nearby portal that leads directly from the Iron Wastes to the Demonweb Pits…

So I statted the sword up as an intelligent item, and gave it enough abilities that it had speech, and could use two lesser powers, which added 17,000 to its cost.  Not quite 104,070 gp, but better.

But, spells like Tongues are only “situationally useful,” and so my party has missed out on a situational opportunity to empower themselves against the Abyss.  Oh well.

The party stepped through the portal back to Sigil, and only then remembered that they didn’t need to buy a pearl to identify Thaas, having Davben use the Artificer’s Monocle instead.  Thaas is only a +1 Composite Longbow, but there is an oddness to the aura… I call for intelligence checks, and Værï recalls that he has a mithral chain shirt that had an odd aura about it too… how might they learn more about these items?  Analyze Dweomer can tell them more (the adventure says as such with regards to the mithral shirt, and this harkens back to how Analyze Dweomer was in older editions).  They spend the 1,000 gp to hire someone to cast Analyze Dweomer, learning that both of these items are Items of Legacy, and they can be made more powerful by performing rituals and binding oneself to it.  Doing so costs gold (in the form of incense, etc) and XP.  The improved function only works for the one bound to each item.

As I said previously, I dislike the way Weapons of Legacy was handled, and I plan to use the alternate method someone else had come up with.  It should be a nice little story boon.

So, the party knows Thaas and Spidersilk are items of great power, but they need to know more.  They head to the Library of the Lady, and ask Goldfeather’s advice.  He says they would do well to seek other researchers.  He sends them to a pair of Jackal Lord researchers (and I idiotically refer to them as jackal lords…), and they present themselves at the apartment in question, and a gnoll butler (one of the jackal lord pair under magical disguise) answers.  They are shown into a parlor, and the gnoll goes to speak to someone in a back room.  Soon a (now buffed) hound archon (a second jackal lord also magically disguised), sporting a golden aura (shield of faith) steps into the room and greets the party.  My description of the hound archon is recognized by Værï’s player, and my slip-up of mentioning “jackal lords” seems to have gone unnoticed, as they believe him to be a hound archon (it helps that Davben’s knowledge (the planes) check told him that, too…)

The adventure lists the topics that the jackal lord scholars can be hired to investigate.  It lists Thaas, but not Spidersilk.  DM over-ride, they can research Spidersilk, too.  It lists the cost to research Thaas as 2,300 gp… which is quite a bit to my cash-strapped PC’s at the moment.  They discuss the items to be researched, and the “hound archon” quotes them a 2,000 gp retainer, plus expenses beyond that, if needed (you can bet I will be charging them 4,600 gp for the information on both items…)  Just like the cash for the Analyze Dweomer spell, the party borrows the cash for the retainer from Jonmuir.  They also discussed selling the mithral fullplate from the Wild Hunter, just because it is such a large chunk on wealth, they really need to divide it (and Roderick likes his Daylight armor).

That is where we ended the evening.  I’m debating giving them the info on Thaas and Spidersilk via e-mail… but then again, I should probably hold it back until they actually pay the jackal lord scholars…
« Last Edit: August 14, 2015, 11:16:33 AM by ksbsnowowl »