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v3session24 [2010/07/03 12:29] jimsv3session24 [2017/05/27 18:57] (current) – external edit 127.0.0.1
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 [[v3session23|(Previous Session)]] [[v3#session_notes|(Back to V3 Index)]] [[v3session25|(Next Session)]] [[v3session23|(Previous Session)]] [[v3#session_notes|(Back to V3 Index)]] [[v3session25|(Next Session)]]
  
-//Note: This adventure's encounters are home-brew encounters using the "Thieves  +=== Story ===
-Quarter" map from "Fantastic Locations: City of Peril" and the "Tomb of Queen  +
-Peregrine" map from "Fantastic Locations: Fane of the Drow". //+
  
-=== May, 1120 ===+== May, 1120 ==
  
-Continuing from [[v3session23|the previous session]], the party storms into the  +Continuing from [[v3session23|the previous session]], the party storms into the 
-now (hopefully) unguarded section of the city controlled by the merchant  +now (hopefully) unguarded section of the city controlled by the merchant 
-Azêllay.  There, they encounter a large number of Dark Ones patrolling the +Azêllay.  There, they encounter a large number of Dark Ones patrolling the
 rooftops and alleys. rooftops and alleys.
  
-Once they defeat a number of Dark Ones, the remaining ones scatter -- with  +Once they defeat a number of Dark Ones, the remaining ones scatter -- with 
-[[Ibiza]] in pursuit.  The remaining party spends several minutes locating a  +[[Ibiza]] in pursuit.  The remaining party spends several minutes locating a 
-secret entrance to Azêllay's fortress -- which turns out to have a similar  +secret entrance to Azêllay's fortress -- which turns out to have a similar 
-arcane enchantment as the secret door on [[v3session22|the crypt in +arcane enchantment as the secret door on [[v3session22|the crypt in
 Hammerfast]]. Hammerfast]].
  
-Despite having lost Ibiza, the party decides to enter the fortress to confront  +Despite having lost Ibiza, the party decides to enter the fortress to confront 
-Azêllay.  Inside, they find a chamber much larger than the outer building. There  +Azêllay.  Inside, they find a chamber much larger than the outer building. There 
-they fight a Flux Slaad and Azêllay himself -- who turns out to be a capable +they fight a Flux Slaad and Azêllay himself -- who turns out to be a capable
 necromancer. necromancer.
  
-In the end, badly wounded, Azêllay flees by pushing [[Erasmus]] through one of  +In the end, badly wounded and leaking small black spiders from his cracked skin, 
-the open doors and closing it behind him.  When the party reopens the door, they  +Azêllay flees by pushing [[Erasmus]] through one of the open doors and closing 
-find it opens to a completely different location.+it behind him.  When the party reopens the door, they find it opens to a 
 +completely different location.
  
-After some experimentation and exploration, the party determines that Azêllay's  +After some experimentation and exploration, the party determines that Azêllay'
-fortress has four doors -- each one opening to a random destination.  Some of  +fortress has four doors -- each one opening to a random destination.  Some of 
-the destinations appear to be other planes of existance - though most seem to be +the destinations appear to be other planes of existance - though most seem to be
 of "normal" locations around the region. of "normal" locations around the region.
 +
 +In the process, the party finds the following loot:
 +  * 1 Level 7 Magic Item: Badge of the Berserker +2 ([[Ibiza]])
 +  * 1 Level 8 Magic Item: ??? ([[Oin]])
 +  * 1 Level 9 Magic Item: ???
 +  * 1 Level 10 Magic Item: ???
 +  * 2,400 gp
 +
 +=== Game ===
 +
 +== Encounter 1: Thieves Quarter ==
 +
 +The first encounter was a home-brew using the "Thieves Quarter" map from
 +"Fantastic Locations: City of Peril" The party entered from one side, with
 +five Hex Knight Dark Ones (Monster Manual 3) waiting for them in the alleys,
 +along with five Shadow Bolter Dark Ones (Monster Manual 3) positioned on the
 +rooftops.
 +
 +As the party entered, [[Damazi]] placed his cat on the first rooftop and started
 +pushing the planks off -- thus restricting the Shadow Bolters from moving around
 +freely.  [[Imbo]] used his "(name here)" power to pull Shadow Bolters from their
 +position.  Despite the saving throw, he was remarkably effective at this -- and
 +by the end of the fight, all of them were on the ground.
 +
 +One of the Hex Knights tried to sneak around behind the party, but the weak-ass
 +Stealth rules prevented me from doing anything really cool.
 +
 +== Encounter 2: Azêllay's fortress ==
 +
 +The second encounter was a home-brew using the "Tomb of Queen Peregrine" map
 +from "Fantastic Locations: Fane of the Drow" It consisted of a Flux Slaad
 +(Monster Manual 2) and "Azu Morn, Necromancer" (from the RPGA module "Out of
 +Hatred").  "Azu" fit the idea of the merchant Azêllay (complete with Shadow and
 +Necromancy) -- not to mention a similar name!
 +
 +Azu first moved closer to the party and used his "Call of the Grave" encounter
 +power to summon four Nighthaunt Slips (Open Grave).  Despite the Slips being
 +minions, their high defenses kept them in the fight for several rounds.  Unfortunately,
 +they were unable to effectively mob a single target like they want to do.
 +
 +Next, Azu wasted his "Life Trap" encounter power with a bad die roll.  He then
 +held back and used his "Slashing Darkness" ranged attack, alognside "Shackles of
 +Death" every time it recharged.
 +
 +The Flux Slaad's "Vulnerability Shift" never came into effect.  He started the
 +fight with Vulnerable 10 against psychic damage and Resist 5 against the other
 +five energy types -- but never got hit with a psychic attack, so it never
 +shifted.  This defense (and his annoying 2 square teleport move) made him an
 +effective enemy who lasted most of the fight.
 +
 +Eventually, though, it was just down to Azu.  Just before he reached bloodied,
 +he opted to flee -- but [[Oin]] used a Run maneuver to get ahead of him and
 +block one of the exits.  He tried for another, but [[Erasmus]] blocked him. In
 +the end, because he was a vital NPC, I opted to go with a small cheat to allow
 +him to escape.  With the door open (due to a //tiny// tactical flaw from
 +Erasmus), he did a 2-square Bull Rush maneuver (normally only one square) to
 +push himself and Erasmus through the door.
 +
 +Despite being a 12th level Elite Controller, the party managed to pummel Azu
 +from 236 down to only 47 hit points!  (Every time I bump the maximum monster
 +levels up, the party seems to meet or exceed the challenge)
  
 ==== ==== ==== ====
v3session24.1278178190.txt.gz · Last modified: 2017/05/27 18:46 (external edit)