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Asteron
2013-06-27, 09:57 AM
I had another thread about this, but it fell off by the wayside, so I decided to start another one and keep up with it. It's a pretty high powered game with quite a few houserules to that effect so it might not be what many of you enjoy. The DM has adjusted accordingly...

The party:
We are playing a gestalt campaign and started with just two of us at level 3 (we have weird LA buyoff rules):

Roofshadow: A CN Catfolk Mess(Urban Druid 1/Urban Ranger 2//SS 1/Marshal 1/ Rogue 1)

-She will be the party face, hence the Marshal dip. Our DM ruled that Ascetic Rogue would work for Rogue and SS... not an unrealistic, if powerful, ruling.

Trinitair: A CG Savage Species (very nerfed) Kelvezu// Wizard.

I took her to Incantatrix. The outsider HD on the other side is proving to be a nice boon. She runs around disguised as a woman from Zakhara.

Another party member joined in the second session. He's brand new, but took to this build like a fish to water:

Killgore: A CN Half-Minotaur Barbarian//Cleric of Kord.

He took Warhulk at level 6 on the Barbarian side. He pretty much buffs himself and then wrecks everything with his (huge) Minotaur Greathammer.

The DM recognized that we could very easily get overwhelmed through shear numbers, so he made a DMPC sniper that just follows us to help out occasionally. Saved our bacon the first fight and then hasn't really been needed since. We only know he is there when he starts shooting from forever away.

We ported the campaign (and Kord) into the Forgotten Realms setting. It gives us more options for when we are done.


Session 1
We started the campaign on the road with Trinitair and Roofshadow. Roofshadow had to leave Kholtar because a con that she was running had turned sour. Trinitair had taken up bounty hunting to support herself and her current bounty had fled the city towards the Channath Veil. She followed and Roofshadow had accompanied her to get away.

The ambush:
So we were walking along through on the road after we learned in Brindol and Drellin's Ferry that Trinitair's bounty had headed into the hills on the western side of the veil (surprise?) when the ambush hit. Roofshadow makes her spot check to see some of the archers in the trees and we approach tactically. Unfortunately, we are spotted by a hellhound and that was initiative. Roofshadow starts by charging and full attacking the closest hell hound with with Catfold Pounce, which she kills. Trinitair uses Magic Missle to drop one of the archers. The archers take their shots and only hit Roofshadow once. The remaining hellhound breathes fire on Trinitair but she makes her save and has evasion. Round two begins with Roofshadow charging an archer and droping it followed with Trinitair dropping another archer with a spell. Yay for being in control of the fight!

BOOM

The door to the cabin is just about kicked off its hinges as a crazy dual-kukri-weilding hobgoblin runs out and hits Trinitair once... twice... three times! Ouch. Very thankful for the d8 HD from outsider! Luckily the rolls were all 1s and I survive with 6 hp. Next comes the cleric to cast Hold Person on Trinitair, which doesn't work because she is an outsider. (lulz) It's at this point that our mysterious sniper decides to take action and drops two of the archers that had dropped their bows in favor of melee. The archers and the remaining Hell Hound go with no effect. Roofshadow charges to my rescue and hits the cleric twice but doesn't do enough damage to drop it. Trinitair casts Grease on the hobgoblin and he fails his save... safe for now but I beat a hasty retreat. The hobgoblin gets up and was able to follow me with two move actions and the cleric cast a spell on Roofshadow but she makes her save. Our sniper hits the last two archers and drops them. I run into the trees and cast web behind be to keep from being followed. Roofshadow drops the cleric with a full attack and we both cheer. The hobgoblin decides to charge Roofshadow but misses because of the Shield I cast on her right before the fight (which seemed like a good idea at the time.) The sniper does a fair amount of damage to the Hobgoblin and Roofshadow finishes him off. I go kill the last hell hound with my falchion (outsiders have martial proficiency...)
We met the sniper (his name is Jethro Gibbs; my DM is a NCIS fan :sigh:) He says that he will help us when he can. We loot the corpses and burn the cabin down to prevent it being used for more ambushes and then head back to Drellin's Ferry.

When we get there we seek out the leaders there and tell them about the ambush and the Red Hand symbol we found on the cleric. They are very concerned and told us to seek out an old ranger named Jorr in the forrest. We said we'd do so in the morning and inquire about selling our loot and buying little items. Just before we hit the sack, the Speaker mentions that we might try to convince the "hulking brute" staying in the stables to join us and we ended that session there.

I hope this garners more attention than it did previously, but I'll keep posting regardless.

Asteron
2013-06-27, 11:44 AM
Drellin's Ferry
The next session began with us going to see the "hulking brute" staying in the stables (Killgore the war hulk.) He is kind of testy with us as we introduce ourselves and explain the situation but perks up at the chance to kill goblinoids and get some loot. He still remains a little testy towards Trinitair because she is a wizard. It comes out later that he was made by an evil wizard to be a bodyguard. Killgore killed him in his sleep and has hated wizards since

We set out into the forrest to seek out Jorr and find out what exactly is going on. After a quick bit of awkwardness with Jorr (DM said that he was going for Clint Eastwood, and idea he got from Saintheart's handbook, but he isn't very good roleplayer...) we explained we are looking into the hobgoblin activity. With that, he warmed right up to us and told us about the keep and offered to take us there.

The hydra:
Along the way we came to a rope bridge. Roofshadow made the spot check to see the hydra as it's heads disappear underwater. She also spotted some loot in the wagon in the muck. Killgore decides he wants it and makes a break for it. He gets there and back with no incident. The three smaller characters dash across the bridge unmolested but when Killgore makes it halfway across, the Hydra pops up about 40 feet away. Trinitair opens the fight with an arrow and Killgore decides just to leap out into the river to fight the hyrdra there. His leap attack is successful and knocks off half of the Hydra's HP. The hydra responds with a vicious full attack that does the same to Killgore. However, one more round of an arrow from Trinitair and a crit from Killgore, and the hydra is paste.

Vraath Keep:
We get to Vraath Keep in the evening. After Trinitair and Roofshadow scout around the outside, we decide that Killgore will make a frontal assault while Killgore and Roofshadow would go around to the othe hole by the tower. Killgore makes quite a racket when he storms the compound and wakes everyone up. Goblins and wargs pop out of the stables and immediately get scattered by AoO from Killgore (Knockback is really handy for this fight.) The manticore flies out from it's lair and needles Trinitair and Roofshadow. Killgore is angered by the manticore that he can't reach and starts chucking the boulders that are left over from the giant attacks, hitting with the first. Roofshadow pounces on a goblin and kills it but is in serious trouble from the others. Trinitair hits the manticore with Ray of Enfeeblement and it decides that it would fair better in melee, especially with a wizard (hehe). It misses her completely and is now exposed to a charge from Killgore... which leaves one dead manticore. We then turn our attention on the goblins and save Roofshadow from trouble.

The next bit of trouble is a few hobgoblins just outside the door of the tower. They've apparently been locked out by those inside. They die quickly.

After considering the door for a second, Killgore decide it would look better if it were bigger so be puts a boulder through the wall on the side with the hinges. Good thing that he did that because there was a nice little trap on the door. Waiting inside are two minotuars and a big ole hobgoblin. Roofshadow starts the fight by pouncing on a minotaur and just about kills it. Trinitair tries to hit the hobgoblin with a spell but he saved Killgore charges the mage (remember the mage hate...) but misses. Apparently he has been buffed to the nines... The minotaurs swing and miss on roofshadow and the hoblgoblin tries to hit Killgore with a spell but he saved. Trinitair gets in and ganks the hurt minotaur from behind and kills it. Roofshadow hits the other minotaur several times and its pretty hurt; she ganks it the next round. Trinitair tries to dispell some of the buffs but only gets one of them. Killgore decides to throw the boulder at the sorcerer and misses. Seeing the trouble he's in, he decides to tumble away and leave. He doesn't get far before Killgore catches up and grapples him. He has no chance of escaping the grapple and we tear him apart from there.

We search the place, gather the bodies in one place (minus equipment) and rest for the night. After reading the letters to the Wyrmlord and finding some disturbing maps of the Dale we decide to move on to the bridge over the gorge some miles away.

Axinian
2013-06-27, 12:12 PM
Seems interesting.

One thing about campaign journals is that people post less in them, but they are likely reading it. If you keep updating, people will keep reading, even if they dont post to say as much.

Asteron
2013-06-27, 02:52 PM
The old Giant (whose name escapes me atm...)
We found the gauntlet in the loot and Jorr recognized it. He told us about the Forrest Giants that live nearby and their history of with Vraath Keep. He knew where an older one was staying for the time being and takes us to see him. After proving that we aren't goblins, he invites us to share in the boar he has skewered. We have lunch, present our gift and convince him to aid us in the invasion that the map indicates. He says that his clan will be ready. Trinitair even manages to get him to warm up to the idea of them coming back to Brindol for the fight after their delaying tactics.

Skull Gorge Bridge
We get to the bridge mid-afternoon. We stay in the treeline for and take the scene in. The dragon is on top of one of the towers on the other side and we can see figures in all of the towers. Trinitair uses the 3 scrolls of invisibility she's made to make us all invisible. We make our way to the bridge and Trinitair used silent image and ghost sound to make it look like a gold dragon was coming to fight it. Foolishly, I have the dragon land right where we are. Of course, Ozyrrandion flies right up and breath it's acid cloud on us. Roofshadow and Trinitair both make their saves (with evasion) but Killgore fails... he wasn't happy and it did little to improve his opinion of mages. I let the image fall and hit Ozy with ray of exhaustion. It made it's save but starts to fly away to make another strafing run. However, Killgore started to prepare downdraft after the Manticore and hit him with it. One failed save and the dragon hits the floor of the gorge... Roofshadow invisibly runs up the staircase on the other tower while the defenders open up on Trinitair and Killgore and miss horribly. Trinitair hits the other two towers with arrows with darkness cast on them (racial spell-like) to take them out of the fight for a while. Roofshadow kills one of the hobgoblins with pounce while Killgore kills another with a large rock and a nat 20. One of the duskblades hits him with ray of enfeeblement, which does next to nothing on his 40 STR...

We mop up on that side and Trinitair dispels the darkness spells... to find the dragon and reinforcements from the camp on that side lined up and waiting for us! Killgore and Roofshadow charge and attack the dragon while Trinitair greases the formation of troops. They are down while the duskblades and warblades attack from above. A few quick rounds later, and all of the badguys are dead and we loot the camp.

We decide to go on ahead and take a gander at the army before destroying the bridge and heading back. The large army is quite intimidating and we quickly beat feet back to the bridge. We take the corpse of the dragon back as look and Killgore wrecks the bridge rather well...

We head back to Drellins Ferry and convince them to leave for Brindol now. The map and the description of the army help, but the kicker is the raid by several goblins and wargs. We pack-up everything and leave in the morning.

Sidenote: This campaign is looking to be the Killgore show, mostly because of Pounce and some lucky saves against Trinitair's spells. This trend continues for the most part. There is more to come. We just finished chapter 3 so I am obviously a bit behind.

Asteron
2013-07-02, 04:47 PM
We agree to help protect the townsfolk as they head to Brindol. Trinitar and Roofshadow ride it the front wagon while Killgore walks at the back of the caravan (splitting the party is never a good idea...) The open road is no challenge but soon we get into steep hills with the road cut in them. The whole thing screams "Ambush!" to us. We proceed slowly with Roofshadow ahead to scout. After a bad roll, she fails to notice the fiendish dire weasel hiding in the grass. Its a familiar/companion to a wierd goat-like earth elemental. I forgot the name but it was nasty. It pulps the militia up front, but wasn't much of a challenge once Killgore got there. He beats on it for a couple of rounds and it dies...

We continue on to the town on the other side of the hills and are greeted by some riders from Brindol. They were the escorts of the Lord of Brindol, who came to speak to us and give us some info/ aid. After talking about what was going on, he sends us to speak with the Tiri-kiltor and gain their aid against the Red Hand. He also buys up most of the mundane arms and armor that we acquired from the corpses of our fallen foes (which was a lot) and the corpse of Ozy to make special weapons out of. The town's wizard (through the DMs ignorance) manages to seriously offend Trinitair when he asks to see her face before selling to her (she is purporting to be from Zahkara. Asking to see a strange woman's face there is like asking to see a stranger's breasts elsewhere...) There will be more tension there later, I'm sure.

Anyway, off we go to see the Tiri-Kiltor, which is uneventful prior to the roadblock:
Our DM has repurposed this as a roadblock set up by Brindol, but we notice not all is as it should be as we approach. There are 5 Hobgoblin Warcasters, 2 Hobgoblin Duskblades and 2 Skullcrusher Ogres We win initiative and Trinitair starts the fight with a Knock on the front doors... Killgore runs up under the Warcasters at the front and smashes the floor underneath one. It dies from the force of the blow and there is a big hole in the floor. Trinitair runs in beyond Killgore and sees the duskblades and the Ogres. The ogres try to hit Trinitair with rocks, but miss horribly. The duskblades begin their beating of Roofshadow. Trinitair moves in and drops the strength of one of the ogres. Killgore breaks out more of the floor beneath the remaining casters. Roofshadow hits a duskblade, but it's not very effective. The one ogre charges Trinitair and misses while the other hits Killgore. The duskblades continue to beat on Roofshadow. Trinitair hits the several Warcasters who have come down with Glitterdust, effectively removing them from combat, not that they have been very effective. Roofshadow tumbles away from the beating she is getting while Killgore smashes one duskblade and cleaves the ogre that hit him. The remaining Warcaster comes down and casts an ineffective spell (we've made every save they've thrown at us...) The duskblade hits Trinitair with a ray of enfeeblement, but dies on Trinitair's turn. Roofshadow pounce-kills the injured ogre while Killgore crit-kills the other. A little mop-up and we are done.

Among the loot, we find a note with our descrptions and an order to see us eliminated. We take this as a compliment and move on.

We head through the swamp, but get ambushed by a strange creature coming out of the water:
A successful knowledge check reveals that this is a Greenspawn Razorfiend... It gets a surprise round as it pops out of one deep pool of water, hits Killgore, and then disappears into another. We quickly realize how bad this could be and we all ready actions to hit it next time it does that. On it's turn it pops out of the water to hit Killgore again but is met with a barrage of attacks. It gets knocked back by Killgore and tries a different tactic: mauling submerging itself to gain cover and swimming to Killgore to attack him. After a few misses, it full attacks Killgore. However, it doesn't survive our combined efforts for long.

We manage to find a nest several eggs and a partially devoured corpse of an elf. In skinning the Razorfiend (Killgore likes exotic meats...) we find the elf's signet ring. Killgore wraps the meat up to take with us and takes the eggs for an omlette in the morning. We continue on to the Tiri-Kiltor and end the session there.

Temji
2013-07-03, 10:30 AM
I am ALWAYS up for RHoD threads... and I'm not much of a poster, so you won't 'hear' much from Me, but I'm here!!

Temji Sho Khan
Ranger/Wizard and sometime thief

Asteron
2013-07-03, 03:44 PM
We started off the next session with meeting an advance group of Tiri-Kiltor on Owl-back. The leader of the groupd asked what we where doing there. We told them of the Red Hand and that Brindol was seeking their aid. They replied that we should ask for once we got to their village as they were searching for a missing elf. We explained about the elf we found at the Razorfiend nest and showed her the signet ring. She was saddened by the loss of her lover. We accompanied them back to the nest to recover the body and then on to their village.

Their village was a spectacular sight! It consisted mostly of tree houses grown straight from the trees connected by swinging bridges (think Elvandar from Raymond Feist's Midkemia books (http://en.wikipedia.org/wiki/Elvandar) and you have the right idea.) They would be willing to aid us, but are currently beset by the lizardfolk that live amongst the ruins of Rhest. It seems that they are much more organized than usual. We tell them that a Wyrmlord of the Red Hand is in the area and offer to take him out. They pledge their support should we do so.

Rhest:
We approach the swampy ruins on and elven raft. We come up on the lake early. Fortunately for us, the DM rolled heavy rain on the random weather chart and it is all but impossible to detect us. We sneak up to a small island with a half-dozen lizardfold on it. Killgore smashes most of them without much effort and we clean up the stragglers. We do this with every island of lizardfolk before headin into the ruins. As we enter the ruins, we see the dragon fly out of it's resting place towards the woods, presumably to hunt. We apprach the bell tower to neutralize it first. We enter through an underwater entrance. The first room has some more hobgoblin duskblades and warblades. After a short tussle, we kill them all. The fight drew the hobgoblins from the top of the tower down and they died in the fight.

From there we moved on to the town square to kill the rest and wait for the dragon to return. We get there smoothly, but when we hop up on the landing, several ogres and a razorfied spring out and start initiative, which we win. Killgore charges one side and pulps the two over there while Trinitair and Roofshadow take another one out. The remaining two ogres hit Killgore while the razorfiend shreds the DMPC. Suddenly, a Psion rises above the building and hits Killgore with something that he saved against. We also spot the dragon flying swiftly back. Apparently it saw the dead lizardfolk and decided to return. Dang. Trinitair hits the psion with a poison arrow and it fails the save, the first time that has happend the entire campaign! Killgore finishes the ogres off while Roofshadow kills the razorfiend just in time for the dragon to show up and breath weapons Killgore and Roofshadow. Trinitair hits the dragon with [I]ray of exhaustion and he fails the save and Killgore charge-pounce-kills the dragon (kind of a waste of the spell...) leaving the nearly dead psion and the wyrmlord, both of whom do ineffectual things due to the dice favoring the party. Trinitair finishes the psion off and we demand that Saarvith surrender. Instead, he drinks a poison and curses us with his last breath... Oh well.

We loot the bodies and the town hall. Amongst the treasures, we find a strange amulet. One knowlege (Arcana) check later and we determine that it is a phylactery and a note found in the wyrmlord's bags says that it belongs to the Ghostlord. We decide to hold off on destroying it until we know who he is and what trouble that will bring. We return to the elves and inform them of the wyrmlords death and they pledge to aid Brindol in the coming fight. We keep the phylactery secret, a decision that comes back to bite us because the only one who knows where the Ghostlord is. It ended up costing us 4 days of travel...:smallfrown:

Doorhandle
2013-07-03, 08:58 PM
Seems interesting.

One thing about campaign journals is that people post less in them, but they are likely reading it. If you keep updating, people will keep reading, even if they dont post to say as much.

Just posting this so he knows I'm one of the readers.

Also, it seems the D.M is having some trouble matching you parties' strength. Is it bad dice-rolls? bad tactics? Some combination of the two?

He does seem to be at least advancing a lot of the monsters...

Asteron
2013-07-04, 12:12 AM
Just posting this so he knows I'm one of the readers.

Also, it seems the D.M is having some trouble matching you parties' strength. Is it bad dice-rolls? bad tactics? Some combination of the two?

He does seem to be at least advancing a lot of the monsters...

Thanks for reading!

He did have problems matching our strength, but as I said, it is mostly Killgore. A fight will be going fine, and then he crits something with a Greathorn Minotaur Greathammer... which means that whatever he hits is dead. He does between 120 and 250 damage on a crit depending on dice rolls, how much he's power attacked, and whether he is charging with Leap Attack. Even if he doesn't crit, Knockback usually rearranges the map.

He did manage to kill 2 characters in the Ghostlord's chapter though... which is coming up!

Asteron
2013-07-18, 05:17 PM
The Ghostlord:

After backtracking to the elves to learn about the Ghostlord and where his lair is, we double-time it to that area and start to look for it. Along the way, we encounter 6 wights. It wasn't much of a fight, but Roofshadow gained a negative level... We finally locate the lair.

Varanthian
Upon our arrival, we have Roofshadow go look for traps at the entrance. When she gets close, Varanthian vaults out of the entrance to attack her. Luckily it misses her and she scampers away to a safer distance. Varanthian (called V from here on out) wins initiative and hits Killgore (and Trinitair, but she is immune) with its breath weapon. Killgore wallops it with his hammer, bloodying it with a crit. Trinitair hits it with curse of impending blades and then pulls out her bow. Roofshadow does nothing because she won't close for melee and she doesn't have a bow (she's a dex build... wtf???) V opens up on Killgore, bloodying him back with a couple of crits of its own but can't grapple him because Killgore is too damn big and strong. Killgore hits twice for nice damage but doesn't manage to crit again... Trinitair tries another spell but fails to overcome spell resistance. Roofshadow again does nothing... it's not very effective. V mauls Killgore again and he is down. Trinitair goes for her bow and peppers it with arrows. Roofshadow does some backflips... just kidding! She does nothing... V finishes Killgore off (:smalleek:) but is hurt enough that it flies up. Trinitair drops it with two arrows. She uses the Staff of Life and brings Killgore back. His player is none too happy about the negative level but it's better than permanent death...

I'll post the rest later... work got busy for me.

PrismCat21
2013-07-18, 06:59 PM
Huzzah!! Another Red Hand journal. Bookmarked. :)

Red Rubber Band
2013-07-21, 10:38 PM
Now reading this thread :)

Asteron
2013-07-30, 05:12 PM
The Rhest (hehe) of the Ghostlord story...

We dust ourselves (mosly Killgore) off and head into the Ghostlord's lair. We are immediately attacked by ghost lions on a stairwell. This combat was rather tedious. Everyone took some strength damage but we prevailed after a while. Killgore levelled up and, because of a houserule, was afforded the chance to prepare his spells again. He picked up Ghost Touch and Grave Strike, which we erroniously thought gave the ability to crit undead... This would have a huge impact on the rest of the chapter. Trinitair persisted these for him. We wandered around a bit, killed the ooze in the torture room, and found out that the complex is rather empty. Eventually we stumbled onto the Bonedrinkers:

There are 6 bonedrinkers and one ghost lion. Trinitair starts the fight by hitting half the room with glitterdust and they all failed their saves. Trinitair moves over to the first bonedrinker on the other side of the room and hits it for some decent damage. Unfortunately this put her on the front lines with the bonedrinkers coming up next. Four of them surround her, attack, and grapple. She really has no hope to break any of the grapples here and neither one of the spellcasters prepped freedom of movement... This gets ugly for her. The lion charges Trinitair, but can't hit her because of the blindness. Killgore splatters a bonedrinker that tried to hit him. Trinitair decides to keep the lion busy while Killgore extracts Roofshadow from her nightmare. She pulls out her falchion and hits the lion twice. The misses her and the bonedrinkers start draining Roofshadows CON. Killgore splats two of them (this is where our error on Grave Strike starts to greatly effect the campaign.) Trinitair drops the lion with two more hard hits and moves to menace a bonedrinker that hasn't yet attacked Roofshadow. The Bonedrinkers continue to drain Roofshadow. She is really hurting for CON now... Killgore kills two more, leaving just one attached to RS and one that is blinded. Tinitair hits the blinded one twice. The bonedrinker drains more CON and Roofshadow is now unconscious. Killgore kills it and cleaves the blinded one to end the fight. He uses Restoration to bring Roofshadow to full CON.

Examine the room and determine that this is where the ghosts come from. We fish the corpse out of the foul water usuing rope and a grappling hook. Trinitair made some splash weapons with the liquid. We found a secret door that led to the Ghostlord's apartments and opened it up. We walked in to see it standing in the middle of the room looking at it (it was probably glaring, but who can tell when it doesn't have any flesh left on its face.) It was quite crazy and slightly hostile. We eventually got it to tell us about the Red Hand stealing it's phylactory, which was in my Haversack right then. We'd been told that the Ghostlord was very evil and none of us was keen on letting it live. We were planning on destroying the phylactory and then killing it. We didn't want to do that in the middle of it's lair so we left. The Ghostlord made a parting offer to cease helping the Red Hand if we could recover its phylactory. I had a plan to take the phylactory out of the lair, cast consecrate, and then destroy the phylactory to draw the ghostlord out to fight us on a ground of our choosing. We we all set up to do that when insults rang out from the mouth of the lion carved into the mountain. Seems we weren't done there yet...

Boss fight!
We take the starcase up to the balcony area and smash through the first door to confront 4 Doom Fist Monks (using a homebrew variant of the Monk that is much stronger.) Still, we smash them without much trouble and move on. We break through the second door to reveal a more formidible force: 8 Monks, Ulwai, and a reptilian cleric.

This second part of the fight starts with Tinitair disabling half the monks with web. Roofshadow charges another one and really hurts it. The monks go but aren't able to do much damage. Ulwai and the cleric each cast a spell, but we make our saves. Killgore's turn. He charges the cleric and kills it and knocks it's body off the balcony. He cleaves Ulwai and almost knocks her off the balcony but she makes a relfex save to grab on to one of the teeth. Trinitair finishes her off with a force orb We spend a round cleaning up some of the monks. Then the Ghostlord shows up. He immediately casts circle of death and kills the remaining monks... and Roofshadow! It has haste (3.0 version) so it casts harm on Killgore (he makes his save) and moves away. Trinitair uses the staff to cast heal on Killgore. Killgore then rage/leap attack/pounce/kills the Ghostlord with two devastating attacks. One was a crit, which was erroneously allowed because of our mistake with grave strike. We raise dead Roofshadow (I was really off my game that day... raise dead doesn't work on PCs killed by death effects.) We loot the complex and move on.

After I realized my second mistake, the DM said that it was fine, but she would have to die again soon. She got to stick around through the negotiations and preparations in Brindol, but died in the first fight.

Asteron
2013-07-31, 03:55 PM
^Edited in the final bit of the Ghostlord's chapter.