AlanBruce
2017-06-05, 02:27 AM
Greetings! In a game I am running, the party has decided to take on an old colosseum occupied by an old dwarf warlord. To be precise, there are three locations the party learned they can go and, against my subtle hints, they split, reasoning that IC, it made sense.
Conjurer 9
Monk 2 / Rogue 2 / Drunken Master 5 (we house ruled that AC, US and speed stack with Drunken Master and monk levels)
Beguiler 9 with a Runestaff of Fire
Paladin of Freedom 2/Sorcerer 4/Spellsword 1/ AbjChamp 2
Sorcerer 6/Sea witch 1/Stormcaster 2 (he's split in another locale and doing actually fine with his team)
They knew that these three locations were dangerous and, using the monk's contacts, recruited a few members, especially for the colosseum.
Shifter Ranger 3/Swordsage 2/Shadowdancer 2/Bloodclaw Master 5
Rogue 4/ Swashbuckler 3/ Duskblade 5
Rogue 1/ Druid 5/ Daggerspell Shaper 5
Rogue 2/ Monk 3/ Drunken Master 8 (PC monk's master and mentor)
I handed the sheets to the players, so they could use these NPCs as they saw fit- I already have enough work on my hands running the encounters and villains on my own and they were given the chance to remain in a group and let the NPCs head to the other three locales, but too late about that now.
The party's Conjurer set out with a team of 12 to one of the most dangerous locales- a far away run down district filled with "monsters" that not even the guilds would dare venture in. Little to no intel. No attempt by the party to Divine (although he has some spells of that school).
For some reason, the wizard chose not to prepare Teleport and Dispel Magic for the day, reasoning it would not be needed...
When his team of 12 was down to three he began having second thoughts and it was because the Beguiler had an NPC Diviner Hermit in her backstory that she had him teleport both to his location after a thorough scrying and get the 3 out in the nick of time before they were devoured.
Of note, the wizard uses the Abrupt Jaunt ACF and wasted ALL his uses for the day.
The two surviving NPCs with the wizard asked him to come see the local priestess, but he declined, deciding to head with the beguiler to the colosseum.
The monk's party with the aforementioned NPCs had the time of their life in the colosseum barracks.
Thug fighters? Easy pickings.
A couple of Minotaur barbarians? The druid cast Bite of the Weretiger and that's all she wrote.
A duergar cleric/warpriest? Party ganged on him and murder hoboed the guy before he could be a real threat.
Sure, there were some hits here and there, but the party has access to a few dwindling wands of CLW and CMW, which they are not shy to use.
At this point, the party conjurer, very much spent spell wise and the beguiler meet up with the monk's team, whose casters are just as spent. They find the duergar's diary in his room after thorough looting and read up on the Baths in the colosseum, below where they are. Mention of vile rituals and human sacrifices and all manner of horrible stuff, which leads the PCs to deduce their might be undead.
They all heal up, nearly exhausting the wands and head down, while the party's sorcadin catches up with them a few minutes later on her hippogryph, going off intel from a friendly NPC that they were "in the colosseum... BELOW, in the old Baths.""
Sorcadin flies up to the actual arena with her familiar and faces the leader of the gang, who has a few Vivisectors (MMV) and gnoll warriors. The leader can't reach her. The gnolls can't either...
But the Vivisectors can, which hurt her a bit before causing her to retreat to the barracks of the colosseum, where the group was said to be.
Sure enough, she heads down to the Baths, having to leave her familiar behind- the entrance is too small for the guy.
The monk, beguiler, conjurer and NPC friends have begun a fight against 4 Bloodhulk Fighters (MM IV). Tough bags of HP with low AC and the Fragile Trait. Thankfully, most in the party have slashing weapons- be it kukris, rapiers or broken bottles- so although it takes time, they have a field day carving their names on the bloated undead.
Things are looking well...when 2 Bloodhulk Giants show up deeper in the Baths and eventually move in, each wielding a non magical heavy mace. they hit hard, but so can the party.
It's here when things go downhill.
The party has successfully IDed them as undead. They know they are "bloated zombie like creatures that act as Meat Shields for Necromancers and evil Priests".
This reveals all undead traits as per the SRD, which I had them read.
Beguiler walks confidently towards the undead group and unleashes the mighty MASS WHELM!!!....
....
Nobody said anything out of respect, but it baffles me: why cast that spell when IC the beguiler knew they were undead, with all traits that come with it. To make matters worse, she has a +1 keen rapier with a wand chamber that has a brand new wand of Gravestrike in it, but has not bothered to inform the group before descending, so they might try to ID it somehow.
It is by round 3, with the party cutting and slashing and getting blood all over that the boss of the underground Baths makes his appearance:
A Durzagon (MM2) Necromancer 5/ Blood Magus 4 who heard the fight above and has buffed accordingly. Of note, Spider Climb, so as to stay out of reach of the party that cannot fly, while tossing a bunch of no save spells mostly at the NPCs, like Channeled Lifetheft, followed by a Swift Escalating Enfeeblement on the monk's mentor, reducing his Strength to 1.
The NPC druid went tiger to rake and grapple one of the Bloodhulk Giants and succeeded, not before getting bashed thrice by the one that wasn't grappled (his AC is rather low) and although he did succeed in killing the giant, he had to tumble back so as to avoid getting hit again.
The conjurer is slowly but steadily relying on Acidic Splatter on them, but these guys are mountains of HP: the acid hurts, but doesn't kill immediately.
The paladin has just entered the area and is busy chopping two new Bloodhulk Fighters with judicious use of PA and Arcane Strike. still, the party is severely weakened now and the Durzagon hasn't even been hit- none in the party- PC and NPC- have ranks in knowledge the Planes. All they know it's a "very creepy dwarf". obsessed with blood.
Right now, the NPCs are between 20 to 8 HP each, having taken the brunt of the BH giants and the Durazon's spells. The PCs are mostly fine. Mostly, but they have no idea on how to best this guy.
I know what spells a beguiler has, but I cannot tell the player "use X!", since as a 9th level beguiler, her PC would know what to do against the undead and later the boss, instead relying on Fireball on the guy and failing to overcome his SR, which they already know he has, as well as fire resistance.
I do not wish to send in "The DM Fiat cavalry". They have managed to kill a bunch of these undead so far, but they are not in the best of shape. The Durzagon will not allow them to escape, using his spells to cripple as many as he can,
So, any ideas on how to survive this? Because the only thing that comes to mind is the Conjurer's Rope Trick, which may get a few safe inside, but seeing how they are scattered, a tad difficult.
Any suggestions are more than welcome before this turns into a potential TPK!
Conjurer 9
Monk 2 / Rogue 2 / Drunken Master 5 (we house ruled that AC, US and speed stack with Drunken Master and monk levels)
Beguiler 9 with a Runestaff of Fire
Paladin of Freedom 2/Sorcerer 4/Spellsword 1/ AbjChamp 2
Sorcerer 6/Sea witch 1/Stormcaster 2 (he's split in another locale and doing actually fine with his team)
They knew that these three locations were dangerous and, using the monk's contacts, recruited a few members, especially for the colosseum.
Shifter Ranger 3/Swordsage 2/Shadowdancer 2/Bloodclaw Master 5
Rogue 4/ Swashbuckler 3/ Duskblade 5
Rogue 1/ Druid 5/ Daggerspell Shaper 5
Rogue 2/ Monk 3/ Drunken Master 8 (PC monk's master and mentor)
I handed the sheets to the players, so they could use these NPCs as they saw fit- I already have enough work on my hands running the encounters and villains on my own and they were given the chance to remain in a group and let the NPCs head to the other three locales, but too late about that now.
The party's Conjurer set out with a team of 12 to one of the most dangerous locales- a far away run down district filled with "monsters" that not even the guilds would dare venture in. Little to no intel. No attempt by the party to Divine (although he has some spells of that school).
For some reason, the wizard chose not to prepare Teleport and Dispel Magic for the day, reasoning it would not be needed...
When his team of 12 was down to three he began having second thoughts and it was because the Beguiler had an NPC Diviner Hermit in her backstory that she had him teleport both to his location after a thorough scrying and get the 3 out in the nick of time before they were devoured.
Of note, the wizard uses the Abrupt Jaunt ACF and wasted ALL his uses for the day.
The two surviving NPCs with the wizard asked him to come see the local priestess, but he declined, deciding to head with the beguiler to the colosseum.
The monk's party with the aforementioned NPCs had the time of their life in the colosseum barracks.
Thug fighters? Easy pickings.
A couple of Minotaur barbarians? The druid cast Bite of the Weretiger and that's all she wrote.
A duergar cleric/warpriest? Party ganged on him and murder hoboed the guy before he could be a real threat.
Sure, there were some hits here and there, but the party has access to a few dwindling wands of CLW and CMW, which they are not shy to use.
At this point, the party conjurer, very much spent spell wise and the beguiler meet up with the monk's team, whose casters are just as spent. They find the duergar's diary in his room after thorough looting and read up on the Baths in the colosseum, below where they are. Mention of vile rituals and human sacrifices and all manner of horrible stuff, which leads the PCs to deduce their might be undead.
They all heal up, nearly exhausting the wands and head down, while the party's sorcadin catches up with them a few minutes later on her hippogryph, going off intel from a friendly NPC that they were "in the colosseum... BELOW, in the old Baths.""
Sorcadin flies up to the actual arena with her familiar and faces the leader of the gang, who has a few Vivisectors (MMV) and gnoll warriors. The leader can't reach her. The gnolls can't either...
But the Vivisectors can, which hurt her a bit before causing her to retreat to the barracks of the colosseum, where the group was said to be.
Sure enough, she heads down to the Baths, having to leave her familiar behind- the entrance is too small for the guy.
The monk, beguiler, conjurer and NPC friends have begun a fight against 4 Bloodhulk Fighters (MM IV). Tough bags of HP with low AC and the Fragile Trait. Thankfully, most in the party have slashing weapons- be it kukris, rapiers or broken bottles- so although it takes time, they have a field day carving their names on the bloated undead.
Things are looking well...when 2 Bloodhulk Giants show up deeper in the Baths and eventually move in, each wielding a non magical heavy mace. they hit hard, but so can the party.
It's here when things go downhill.
The party has successfully IDed them as undead. They know they are "bloated zombie like creatures that act as Meat Shields for Necromancers and evil Priests".
This reveals all undead traits as per the SRD, which I had them read.
Beguiler walks confidently towards the undead group and unleashes the mighty MASS WHELM!!!....
....
Nobody said anything out of respect, but it baffles me: why cast that spell when IC the beguiler knew they were undead, with all traits that come with it. To make matters worse, she has a +1 keen rapier with a wand chamber that has a brand new wand of Gravestrike in it, but has not bothered to inform the group before descending, so they might try to ID it somehow.
It is by round 3, with the party cutting and slashing and getting blood all over that the boss of the underground Baths makes his appearance:
A Durzagon (MM2) Necromancer 5/ Blood Magus 4 who heard the fight above and has buffed accordingly. Of note, Spider Climb, so as to stay out of reach of the party that cannot fly, while tossing a bunch of no save spells mostly at the NPCs, like Channeled Lifetheft, followed by a Swift Escalating Enfeeblement on the monk's mentor, reducing his Strength to 1.
The NPC druid went tiger to rake and grapple one of the Bloodhulk Giants and succeeded, not before getting bashed thrice by the one that wasn't grappled (his AC is rather low) and although he did succeed in killing the giant, he had to tumble back so as to avoid getting hit again.
The conjurer is slowly but steadily relying on Acidic Splatter on them, but these guys are mountains of HP: the acid hurts, but doesn't kill immediately.
The paladin has just entered the area and is busy chopping two new Bloodhulk Fighters with judicious use of PA and Arcane Strike. still, the party is severely weakened now and the Durzagon hasn't even been hit- none in the party- PC and NPC- have ranks in knowledge the Planes. All they know it's a "very creepy dwarf". obsessed with blood.
Right now, the NPCs are between 20 to 8 HP each, having taken the brunt of the BH giants and the Durazon's spells. The PCs are mostly fine. Mostly, but they have no idea on how to best this guy.
I know what spells a beguiler has, but I cannot tell the player "use X!", since as a 9th level beguiler, her PC would know what to do against the undead and later the boss, instead relying on Fireball on the guy and failing to overcome his SR, which they already know he has, as well as fire resistance.
I do not wish to send in "The DM Fiat cavalry". They have managed to kill a bunch of these undead so far, but they are not in the best of shape. The Durzagon will not allow them to escape, using his spells to cripple as many as he can,
So, any ideas on how to survive this? Because the only thing that comes to mind is the Conjurer's Rope Trick, which may get a few safe inside, but seeing how they are scattered, a tad difficult.
Any suggestions are more than welcome before this turns into a potential TPK!