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    Titan in the Playground
     
    J-H's Avatar

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    Default Re: Against the Idol of the Sun: A 5e high-level campaign log

    Session 10: 5/8/2021

    I pre-rolled to see if anyone would fail the Wisdom save against Scrying the next morning (someone did). I set up a strike force of 2 Champions with +1 Lances, 2 War Priests (melee) with macahuitls that do +1d8 damage (so their total hit is like 3d8+5) and who start with Spirit Guardians up, 2 Senior Priests with 15th-level clerical casting, and 2 Wizards with spells up to 5th level. They used Transport Via Plants (the nearest Aaracokra city is the nature/earth deity) and came in flying, except for the War Priests. One of the Senior Priests opened up with Earthquake, creating several major rifts (nobody fell in) and knocking people prone.

    The fight was over in about 3 rounds, with the exception of one fleeing Champion who got chased down via hasted griffin. CR 5-7 opponents with +7 to +9 to hit can’t connect often enough to be a threat to most of the party.
    I had made plans in case the party got killed (captured for sacrifice)...yeah, not needed at all!

    Ssword came into play for the first time, critting two or three times in conjunction with the Zealot Barbarian damage. I think there was one hit for exactly 100hp and another for about 90. Senior Priests count for two points, so it has accumulated 5 points in dead enemy divine casters.

    The monk spent his time in a tree (passing all saves to stay in the tree during the earthquake) and using some of his remaining wyvern poison arrows to do 30-50 damage per hit when he hit. The life cleric cast Firestorm and hit 5 or 6 enemies (all but one standing) for 39 damage, with about half of them failing their save. The Paladin did his thing with Smite, but also at one point cast Hold Person, incapacitating one of the highest-level priests and causing him to fall (fall damage & accessibility to melee). The Artificer with the Skirmisher’s Spear +3 (bonus action attack if you move at least half your speed) plus Gauntlets of Ogre Power is now a pretty decent melee damage-dealer. The party having Brooms of Flying sure helps them reach their targets, despite the speed.
    Meanwhile, Harm, Blight, Bigby’s Hand, etc. didn’t connect reliably, and not many clerics can pass a DC 35 Concentration save.

    Loot:
    Lance +1 x2
    Macahuitl of Blood (+1d8 slashing) x2
    Potion of Greater Healing x2 (the wizards even get a chance to chug these)

    The party moves on and out to the next hex to the southwest, searching it and eventually encountering a cultivated area in the jungle and a yuan-ti patrol, who curtly tell them to move on and go away. They do.

    I roll random encounters in the next hex for the next day and get 3 1s, so I roll a few times and combine. The party gets attacked by two Dread Blossom Swarms (adapted from 3.5) with a Tendriculous on the ground below their brooms. The paladin and barbarian’s radiant & acid damage are most of what kills the two swarms off (65hp but lots of resistances). The paladin is paralyzed but on griffinback. Several players take some nasty Constitution damage, including the barbarian (it all comes back on a short rest). The monk runs up a tree, then drops onto a branch to deal thunder/shockwave damage to one of the swarms. The branch of course breaks, and he hits the ground within the sensing radius of the Tendriculous.
    Next round, it attacks 3 times, critting on one hit, for a total of 99 damage. The round after that, he gets swallowed – but only after the cleric heals him for 40-something HP. The barbarian charges in and gets grappled, but never gets swallowed. The rest of the party stays at range, pelting the 280-something HP plant creature with Acid Splash (artificer), Toll the Dead (cleric), and Chill Touch (paladin). The creature goes down with the monk still having 10-20 hit points.
    This combined encounter ended up as more of a threat than the Scry & Transport Via Plants force did, in terms of HP loss and potential for causing a PC death!

    Proceeding south in search of the Fleshcrafter, the party finds a group of scarecrows standing in a crudely-hacked out meadow. They investigate, spotting a couple of dead rabbits that don’t appear to have been eaten. The monk spends a couple of hours hunting, eventually catching a live chicken. He flies far overhead and drops the chicken to see what happens. It dies on impact (1hp, 600’ fall, chicken rolled poorly to fly). The paladin starts to ride his griffin down, but it gets a bad feeling (Wis save barely passed) and suggests they not.

    After some debate, the party moves on. They end up encountering 3 unicorns and 2 dryads, and having a chat. The area has felt scary since a few days ago, after some sprites reported freeing some straw people, but they don’t know anything specific about it. They mention some druids to the west. The artificer asks “Got any” and the paladin’s player jumps in with “Grapes?” and everyone lost it for a bit. There was a bit more conversation, but I don’t recall anything super-important.

    Long rest, end of session. The party is now using Mordenkainen’s Private Sanctum to block scrying while they sleep.

    Edit:
    Part of the issue is that the Aaracokra have NPC stats, not PC stats, and are Dex-heavy, which hurts with the bigger melee weapons (lances, macahuitl) that are appropriate for their tactics and lack of a strong steel industry.
    The Champion (their best non-magical fighter) is equivalent to about a 7th-level fighter. Str 16, Dex 18, CR 5 (PB +3), so it has only +6 to hit or +8 on a dive.
    The War Priest (melee cleric) is equivalent to about a 9th-level cleric. Str 14, Dex 14, Wis 16, CR 76 (PB +3) and +1 to hit from being a War Cleric. That means it attacks at +6 (twice) or +8 on a dive.
    The party's ACs are 17, 18 (barbarian), 21/23 (kensei), 23, and 24.
    Sure, I could double the number of enemies to score more hits, but that becomes a slog and if the dice are poor, they still aren't a threat. I may go ahead and bump Str by +2 for all of the melee Aaracokra to give them all +1 to hit and damage.
    I also really, really need to have them start using Bless.
    Last edited by J-H; 2021-05-09 at 09:20 AM.