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  1. - Top - End - #61
    Pixie in the Playground
     
    PirateGuy

    Join Date
    Jan 2014

    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Quote Originally Posted by Kol Korran View Post
    Hey Devlear! Thanks for sharing your experience! Sounds like you're having fun!
    Yeah, we have been having lots of fun so far. It had been many years since I last played before a co-worker started this new game up.

    Quote Originally Posted by Kol Korran View Post
    8 Brimrocks plus Soltengrebbe alltogether? Sounds quite hard! And yet you survived... Hmmmm... I don't know when I'll have the Beast of Drezen fight the party yet, I guess it will depend on their actions. But I intend to buff it up somewhat. The party have 5 PCs, not 4, and the few places I've read consider Soltengrebbe not that powerful as it is. I intend to make a mythical challenge mythic indeed! A decent chance for a TPK. If you want to be epic- earn it!
    I agree. If the mythic encounters aren't suitably mythic then can it really be called a mythic adventure?

    Quote Originally Posted by Kol Korran View Post
    You did the citadel differently than the module intended- they assuemd the party will explroe it at their leisure. A dungeon crwl where the party explores a bit, go out and rest, and come back again. This may explain why it was so hard. Though it is impressive that you've still made it so well, or it might mean the module as it is is just not challenging enough? I intend to give the Citadel an entire different feel, especially Staunton Vhane. (Again, most reports I've read considered him an utter cake walk). Lets just say, I think the party will be exploring Drezen at a run!
    I assume the DM changed that part because he didn't like being able to retreat when reinforcements can be so easily gotten. On my Knowledge roll I was told that if we waited they could probably more than double their forces overnight.


    Quote Originally Posted by Kol Korran View Post
    I am reworking how it will be handled as well. It will be encountered BEFORE Staunton though, and Staunton, after the changes I make, will be the final encounter of this module.
    I like that idea. Staunton is the NPC that is mythic, not the shadow demon. That final battle was quite disappointing compared to when my party fought Staunton.

    Another thing that was very pretty cool was the corruption forge fight.

    Oh! And the hive queen fight. Several people kept failing Will saves and going temporarily insane.

    So many moments in book 2 where you can learn a little more about the power players involved, chances at redemption and harrowing fights against time. Afterwards you say to yourself, "How did we survive".

    I am very glad that your players are having fun and look forward to reading more of you adventure!

  2. - Top - End - #62
    Pixie in the Playground
     
    PirateGuy

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    Jan 2014

    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    I downloaded Scorpian's updated stat blocks for all of the creatures in the Sword of Valor and I am pretty certain now that my DM is using the updated stat blocks.

  3. - Top - End - #63
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    So, we had another session, in which we progressed... not a lot. Strange session, something was wrong, as the game just didn't flow... It felt too complicated, uninspired, like we weren't fully in the game. I still don't fully know what happened, though I talked with a few players. Hmmmm... I'll get to that later. As to what went on the session:

    Session 9, Part 1- Battle of Keeper's Canyon

    On the last session we ended just after the party won the battle at Vilroth Ford. We started by seeing if the armies gained more moral, learned new tactics, or if the leaders gained new boons. The PF rules don't elaborate on that, so I had my small method. Some players liked it, some players didn't like starting with rolling dice though... Most armies moral picked up, and Mad Dog learned the "defensive tactics" boon.

    As to the disappearing Brimorak. The party guessed that their surprise advantage was blown, though Nurah said that few demons report failure totheir superiors- a common practice amonst demons was to "reward" failure by a quick execution... If you have the "march to Drezen" map, you'll notice that a bit west of Vilroth Ford there is a way to scale up the plateau, and travel it towards Drezen. The spoiled surprise, along with the hazards of traveling inside a canyon (Reall, who have thought up THAT idea?) made traveling the plateau far more appealing.

    A big discussion started. Sean asked Nurah of the dangers travelign the Plateau. She said the main danger was... unpredictability. The chaotic nature of the worldwound meant that there can be all kinds of random threats upon the steppe, amongst them changing landscape, elemental storms and more. There are only a few constant features of the world wound (The Ahari river bed one of them). So it was up for the commanders to decide their approach.

    Tell the truth, going through the Ahari river bed sounded like a really strategically bad approach to me as well, so I gave the party this option, and planned the approach through the plateau. If they went there, they'll need to map. Which brought me to this:

    Spoiler: March to drezen hex map
    Show


    If you have read the third module, you'll notice it's not exactly the same. Things are moved a little. Checking both modules, one of them got distances and positions a bit wrong. Anyway, if the party had went up the plateau, they would need to navigate some hexes, which may have a few unexpected effects and terrain.

    The uncertainty of the plateau decided the matter finally, and they decided to go through the Ahari river bed. Buuuuut, they will make sure they were properly defended! Expecting an ambush from the ridges, both Julian and Sena's player wished to place part of the forces (Those that could climb the cliffs) up in protective escort above the river. This led to a whole new discussion, of how IF to put forces there (Andera's player objected fiercely, not wantign to split the army, as it would take 1-2 turns to climb the cliffs. A lot of time in mass combat), HOW many forces? (Different opinions across the board here. The Queen's Knights, The Silver Banner and The Knights of Sarenrae had to go through the gorge, due to horses and siege weapons) and ON WHICH side of the Ahari river bed (Some thought to split, some not). In short- it was a real bugger. Andera's player tried to metagame, saying that the module probably assuemed that the army will all go in them middle of the gorge and could handle things, but this was met with disdain from the party. That said, we seem to have way too many military minded people (Comes from the entire party having served in the army, and some being history and strategy/ tactics students)

    i probably should have intervened and put a stop to the arguing, but I usually consider the GM's job to give the situations to the party, and let them deal with it however they want. Still, this was a time killer... Finally they have agreed that all forces that could climb, will go on the north edge of the gorge, giving cover fire from above.

    Approach to Keeper's Canyon
    The party was edging to go. So we moved on. Sena had another idea, and decided that his mongrelfolk unit will scout ahead of the main force (About an hour distance). They were stealthy, crafty, and so made a good advance force. He joined them, but they kept him mostly in the rear, with his armor clanking. Amused by him, they tried to show him their skirmishing style, and the use of their strange language- mimics of animals, natural sounds and more. Sena tried to imitate, but was met with amusement. Lann moved at the front. (Sena wished to enhance their connection. He now intends to learn their language).

    The first day march was now near the steppes, on the other side of the river, where the Worldwound touched a bit. I gave some description on the parched land, the scarcity of normal natural life, and so on... The army was on the verge of the cursed land, and could get a glimpse to it's effects. Also, Mad dog entered his favored terrain! (We decided it would be considered "desert")

    The next day Sena's unti moved ahead again. Near sunset it reached the proximity of Keeper's Canyon. But the unit stopped, as it's foremost scouts detected enemy forces- dretches at the entrance to the gorge!

    Spoiler: Keeper's Canyon battle map
    Show


    The top is north. The dark units at the bottom are the PCs' army. There are hills and cliffs to both sides of the gorge, and the dry river path, now all sand is depicted by the orange blobs. The mongrelfolk noticed only the dretches at this point- the two green armies at it's opening. The rest were hidden...

    Lann returned to consult with Sena. Immediately they sent one of the folks back, to warn the army. "We need to learn more!" They decided to climb the western cliffs. They seemed quite hard to climb, but with a few accessible places. Luckily for them, a perception roll noticed the wires attached to make a collapse. (I loved Sena's player's face- he didn't expect that!") Lann motioned to him- "To try and cut or go down?" Sena was always a daring one. "Cut!" He motioned. Luckily for them, they are all rogues, and with another successful roll, disabled the massive trap and alarm.

    Stealthily, they climbed up, and moved slowly forward, until they suddenly saw other figures on the cliffs- tieflings! Armed with bows, looking down, in ambush to attack any who might approach the dretches. They relied on the trap to alert them if something happened, and were not expecting such a large force to succeed getting so close.

    Still undetected, Sena told the army to hide, and await the others. As they hid, but a 150 feet or so from their enemies, Sena and Lann planned. It is worthy to note t this point a small but important fact I forgot to mention- Aravashnial was accompanying the troop as a support caster as well. Together with Sena, the force has 2 powerful casters on their side.

    Spoiler: Sena's position as the army arrives
    Show


    The mongrelfolk are the most western troop, just south west from the tiefling. (Each square is 100x100ft)

    Now it was time to wait for the main force to arrive...

    The main army arrives, and the attack!

    Julian somehow was regarded as the general army's commander (Though I don't quite understand why...). As the messenger arrived, She hurried the army, and grabbed to her horse tightly, as she sent her hawk familiar to fly above Keeper's canyon, and see through it's eyes.

    Damn those hawks have terrific perception! It quickly located both hiding tieflign forces, each on the cliffs aside the gorge. But the north ones seemed more serious, with longbows, better armor, and the rocks and such arranged as simple fortifications. The hawk returned to Julian, and she ties a message for Sena with what she has found (The hawk found them as well) and the hawk Reaches Sena, which is now very worried aboutthe long ranged archers. They might hit his force quite hard! He needs some way to stop it.

    The army reaches it's point at the bottom of the battle map, but here the party goes into a very long discussion about who will attack, how, where, and so on. This drags for some time till I end this, saying they make so much noise and stall for so long that the enemy forces have spotted them. On to battle!

    On the whole, it looks like two battles from this point- the mongrelfolk on the cliff, and the rest hurrying to meet the dretches and the long range archers. But a few complications occur.

    Our mass army rules have 5 stages for any round (1 minute): reconissance, allocating strategy and tactics, ranged combat, movement, and melee. Sena whispers to his troops: "In the name of the first ascendents, in the name of Sarenrae! Fire!" And the mongrelfolk come out of hiding, launchign a volley on the highly surprised tieflings! "First ascendents! Charge!" yells Lann, and they close in on the shocked mongrelfolk, and manage to take them all down ij a quick battle (The unit has the "ambush" tactic, which really helped here. Sena himself cast bless as they charged, and Aravash? he threw fireballs at the long ranged tieflings, across the Canyon. To complete the attack Sena yells "Smoke sticks! Now!" And the troops use their alchemical items (Some of the provisions they got. They have 3 uses of various effects) to crate a smoke effect that will hinder the effectiveness of the long ranged archers.

    This initial assault was HIGHLY effective and impressive, I'll give the kudos to the player. The shrieks of tieflings, with quite a few of them just fallign of the cliffs, driven by the mongrelfolk, plus the fireballs and sudden huge smoke cloud were enough of a signal for the rest of the army. "Charge!" The Queen's knights pushed forward, along with the silver banner, and even the Lions of Sarkoris (barbarians' fast movement). They closed most fo the distance, but at Julian's command will not come to the range of the long bows. So far, things were looking up!

    Excorius, Incubus of pain, and other troubles.
    The mongrelfolk success did not go unnoticed. The Long bow tiefling launched a volley on them, but the massive casualties that would have been had were halved by the smoke effect. "Aravash! Distraction!" yelled Sena, and the elf put a rain cloud spell (Forgot the name. 3rd level) over the archers. This will suffice for 1 round. "Fold back! Fold back!" Said Lann. Their short range was no match for the other archers.

    But as they were moving back, a demon materialized before Sena, teleporting from the archers force. This was Excorius, the leader of the force. The module just mentions him as the army's commander, and that he might try and seek revenge later on. But I thought this would be an interesting opportunity to test how individual PCs might be targeted. Excorius held two Wakizashi (One of which magical, was supposed to be loot for Andera. He is far behind the others in terms of loot). I changed aa few of the demons's feats and such, to make it a bit more formidable.

    Excorius mocked Sena, and engaged him in a fight. Sena was worried about the mongrelfolk, but asked them to go back, way from range of the bows. Some, Lann included, decided to stay, but couldn't much hurt the demon. But... that wasn't needed, as Sena was not hit even once! Sena has a very high AC compared to the others (27, where the rest are up to bout 20), and the demon just kept on missing him. Sena cast a few spells (mostly of protection), but moved on the offensive quite fast, managign to del not high damage, but decent...

    Meanwhile, with Aravash' distracting spell, the troops felt sure to engage the dretches. As the mounted forces and the Lions of Sarkoris clashed with the two demon armies (Who summoned 2 other smaller armies (-2 ACR)) Something suddenly went wrong... Mad dog felt... something... inside him, as if ripping him. He felt as if his muscles were growing, and spikes were coming out of his skin, his face hardening, and another sense- a sense for life, for blood, rushing into his head, dominating him, trying to throw him into a maddened frenzy! ("I become more badass? cool!" the player chimed!) The lions were terrified, and put some distance between them and Mad dog, making signs of protection, yelling "demon!" ("What? I'm losing my army? Crap!" the player became very worried). AMd dog was able to control his rage, bu the urge to kill was strong within him.

    But he was not the only one going through some... "revelations". Julian grasped her head, as a multitude of voices barged into her mind- those of the Bartlet's fighters, of the Queen's knights, but also of... the dretches! And these were clearest of all, speaking of hunger, despair, their miserable lives and more... Emotions, thoughts, urges and more threatened to overtake Julian. With a great power of will, she manged to function, barely, but the Bartlet's were suspicious of this.

    Excorius challenges
    Now, there may be a problem with our battle rules, when relating to single characters entanglements. A single "army combat round" is 1 minute, in which a commanding character can do 2 "just a PC" actions (Such as cast a spell or use an ability) and still command her army. but support characters (Such as Aravash, Nurah and so) or characters who face an enemy more directly get to play the full 10 rounds of 1 minute. This meant that as Sena played some rounds, the rest were waiting, and this is NOT a good way to run a combat.

    Sena proved to difficult to Excorius, but he was attracted to the new development in the battle in the sands below, and so teleported to face Mad Dog. "interesting, interesting! And what might YOU be?" Now, as much as the battle was one sided against Excorius in the fight with Sena, here it was completely one sided against Mad Dog. he has a much lower AC, and got hit by a few crits (Wakizashi and improved crit means 15-20 range. And the demon causes another 2d6 damage on each crit as pat of his powers). Mad dog was soon fell, and as he did so, the transformation of his body- size, spikes, and blood rush reverted back.

    Now here I may have been a bit merciful. This is her first character, and the defeat was a bit unfair. So instead of killing her, I decided that Excorius will want to see what happened with this new development, and let Mad dog live- perhaps this new holder of the Wardstone's power can be corrupted and turned? But there needed to be some loss, so it took his Ranseur of the Gargoyle (I knew the player was quite a hoarder, and she indeed take a HUGE offense at this. Possibly more than if Mad dog was killed? ). It could be used to scry them later as well. I don't usually coddle my players, and my usual rule is "deal with it". But this was the player's first character, so I was a bit merciful. Only once though. Meanwhile the Lions fought the enemies, and gave these two demons a wide berth, not sure what to make of this.

    The demon then moved to Julian, and tried to fight her, (With some halflings trying to help, ineffectively). Julian managed to concentrate through the rush of thoughts in her head, and deployed mirror image spell after spell, and tried to use Aboleth breath on Excorius, but with a need to concentrate, touch attacks, spell resistance and saving throw, nothing worked! But the battle was a stalemate. Excorius couldn't destroy the images fast enough, and she couldn't affect him with her spells. Finally he smiled, bowed, and teleported away.

    Single PC battles in a big battle, and PC power levels.
    Spoiler
    Show
    First of all- I should avoid single PC combats in the midst of a big battle if I can help it. This quite sucked. The battling player felt rushed because the others were waiting, and the others were... waiting. I'll need to think of a solution for this. Currently my idea is just- don't do it. Avoid it if at all possible.

    Exocrius single challenges (This was not planned!) helped me realize the wide power and optimization disparity in the group. Sena could have probably taken him all by himself, without much damage. With Julian it was sort of a draw, and was up to a lucky hit, lucky spell, or Julian's spells running out. But with Mad dog? It was slaughter! i knew he was more vulnerable, but didn't realize by how much! Sure, he has tons of hit points, but when you are hit nearly every time, it doesn't help much. I will try to help her (perhaps with the other players) to rectify her low AC)


    Meanwhile on the BIG battle
    The Dreatches were dealt with, but their relentless brutality tactics, along with stinking clouds, enabled them to deal substantial damage to the Queen's Knights and the Lions of Sarkoris. Though it was not enough to inflict permanent casualties, that was "corrected" by the long bow archers, who caused some fatalities within the Queen's knights. They were soon dispatched by the tiefling host (Who made a detour to get to them) and a retributive volley from the Bartlet hounds.

    The Battle of Keeper's Canyon was won! But not all was well. The Queen's knights has some casualties, and there were no replacement on this march. Mad dog's and Julian's forces were highly suspicious of them, ad the two of them didn't have an ide of what the hell just happened! And last but not least- Where did Excorius go to?

    Entering the worldwound seemed to cause some complications. It was time to deal with the battle's aftermath.
    -----------------------------
    We stopped for a Humus break and some talks, trying to figure out what happened and where to go from here. In the next part!

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  4. - Top - End - #64
    Ogre in the Playground
    Join Date
    Feb 2008
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Hey all! I'm back. Now, where were we?

    Session 9, part 2- First troubles, Approach to The Lost Chappel

    As the battle ended, Mad dog was revitalized, but the lions of Sarkoris formed a wide spaced ring around him, with weapons ready. They did not trust him. "Demon...", "Cursed!"... "Tainted!" Went all around him. jester Holsten, the priest spokesman of the Lions, tried to question Mad dog, see what happened what sort of danger he posed. Mad dog tried to explain himself, but did so quite poorly."I didn't meant to harm any of you! I mean, yes, I felt a blood rage and desire to slaughter, but I controlled it! I think... No! I don't know why it happened or how..." Holter shook his head. "Something, within you made you try to kill us... You controlled yourself for now, but in the future? You know not how it happened, why it happened, or if it will happen again. And you WERE a demon! How can we trust you?"

    The player was quite distraught. "I am NOT losing my army!" and sought help from the others. But before they approached Mad dog, they too had things to deal with. Bartlet and his halflings raised bows towards Julian. Suddenly she was in the center of 40+ bows. "We saw something happened to you too... and the demon spoke of some influence... What EXACTLY happened?" Thinking quickly on her feet, knowing no real explanation could satisfy them for now, Julian opted to lie. She made a dismissive gesture. "The demon tried some sort of powerful spell on us. It affected mad dog, but I was able to resist it. A slight headache, but nothing to fear." She spoke with enough authority, enough conviction, and with a good enough story that it persuaded the halflings. "Well, just good to have you with us. That thing..." Bartlet motioned towards the circle of Lions. "Looked pretty nasty!"

    Before getting down from the cliffs Sena addressed the mongrelfolk. "Today you have fought without fear, in perfect coordination, with unity, efficient and deadly. You have dealt a great blow to the enemy, but more than that. When I faced that demon, you wished to stay and help me, willing to endanger yourself for me, even when I wished you to stay back. For that I am honored, and humbled to fight alongside you, my brothers." There was a touching moment there, as they called him "Spirit, our brother". The bonds were forming, and quite fast.

    Andera too had some words for his troops, though his style was more direct, more to the point, and less dramatic. "You have impressed me. You have done really well. I think you have proven yourself to any that would doubt you." Qulin Longshadow bowed deeply. "We seek to be your tools of destruction oh great lord!" Andera couldn't seem to get that groveling off...

    As the different units got back together, the problem of Mad dog still remained. THe leaders of the armies convened quickly, by the sands. Sena was angered when he heard all that have happened. "We can't have this! mad dog, can you think of anything, ANYTHING that might explain this?" Which is when the player remembered the trait, and the ritual Mad dog barely survived. "I think... I think that past events may have triggered something. Inside. But I don't know what." Sena turned to Commander John. "Is this some sort of possession?" Juhn seemed grim. "it might be, but it seems different. Possessions usually do not alter a body so dramatically. They are more a matter of the mind. But perhaps a ready protection from evil could help." Which is when Jester intervened. "Mad dog, this seems to be a battle of will of some sorts. perhaps... perhaps if you had something to believe in, to cling to, such as The Green Faith. We could talk about it, meditate, and maybe it will give you strength. You have fought the demon, even when it felled you, and for that we are still willing to give you a measure of grace. But I will be by your side, provide help if needed, but if this happens again... we will take you out." Mad dog didn't like it, but appreciated the help, and vowed to prove himself to the army. As he went to talk with them, he stopped by Sena and Harry. "You both are smart. Find out what is happening to me!" They nodded, but knew very well that they didn't have a clue yet. Sena shook his head. "bad omen..."

    Sena turned to Julian "And something happened to you to?" But she deflected him as well, keeping quiet for now, not quite knowing what to do with all of this herself. So Sena (the unofficial care taker of the greater army as a whole) went to check upon the Queen's Knights. They were grim, with Arabeth helping them bury the dead. The force have lost the equivalent of 4 permanent hit points (out of 32 starting hit points)and they were pretty beaten down by the Dretches final assault (11/28 hit points). Sena tried to console, but they acted professionally, and silently. He used his last channel energy charges to heal as much as he could, which was accepted graciously by the Knights.

    They decided to make camp there. As the people were setting up the small tents, Harry and Aravash called for the leaders. "We have another small problem- That demon you fought? Well, he can teleport at will, but he can also assume any humanoid form he wants..."

    A round of curses went around the table. "So we'll be watching our backs here all the time now?" Added Sena, highly displeased.

    As to experience from the battle: The mognrelfolk moral went up by 1, up to the max of +4 (Fitted the story nicely), Julian gained a boon, and decided on Sharpshooter. The tieflings gained another tactic- taunting.

    At early morning, they will enter the Worldwound.

    Mad dog and Julian's transformations
    Spoiler
    Show
    The transformations are an attempt to make dealing with the campaign traits more interesting. Mad dog's transformation is mostly physical, along with rage. Based on the raider's leader appearance in the 3rd module. As to Julian? A more mental one, sharing the mindset of demons. The first time was a sort of uncontrolled telepathy, unable to deflect anything, with the demons being most prominent.

    The DCs to function were fairly low for now, but this will increase. I hope to pepper some clues here and there as the game progresses.


    The start of the Ahari River bed
    Now, the module says that they don't want to deal with the effects of the blasted landscape of the Worldwound, and that it will appear in the third module. It doesn't. The third module just gives a list of wandering monsters. So I made a short "random chaotic worldwound effects" of myself. The Ahari riverbed gives some protection, and helps a lot with navigation.

    The Silver banner, followed by the Knights of Sarenrae, and the Queen's Knights entered the canyon, while the rest of the forces climbed on the north cliffs, and kept watch while walking there. Choosing to follow the river and not the Plateau turned out to help quite a bit.

    Mad dog, the expert wilderness man of the army, led the army, with the lions closely behind him. The going was slow, as the terrain was rough, up and below. Soon after entry the above force stumbled upon a field of hot mud pits. (First random effect, the landscape can change). But Mad dog's high survival skill saw them through, if a bit delayed. Next was the appearance of "wrong sky"- the sun not where it's supposed to be, the colors different. This confused the hell out of them, and Sena thought they went through some sort of a time leap. But harry comforted them, as the Sky sometime show the skies of the layers of the abyss. Had they been on the plateau it would have made navigation much harder, but sticking to the river, it made little real affect, other than disturb the troops, many of which made signs to ward off demonic influence.

    As the night neared, mad dog saw something in the air, as if an opening, of something violent, flashes of fire and lighting. "Elemental storm! Down to the canyon!" he shouted, and luckily enough the forces managed to get down in time, before the thunderous mayhem of fire and destruction rolled over them. A short time after, they reached their camp.

    Worldwound effects
    Spoiler
    Show
    So far they have traveled pretty unharmed. mad dog's survival skill is maxed through the roof. (Including the half elven skill focus) so I thought it should count. The Plateau would have made things more difficult .Still, they have about 20-25% to fail in any such obstacle. We'll see.

    I didn't make my table elaborate (A simple roll of 1d6) since the travel should be fairly short to Drezen (And I had enough of other things to prepare). I will probably improve on it when starting the third module.


    The start of The Lost Chappel adventure

    As the army camped (All of it except for the Knights of Sarenra in the canyon. The mongrelfolk stood watch above) the lookout came running- gargoyles have attacked, and carried away 5 sodliers! The army was concerned, since they didn't have magical weapons against gargoyles (An excuse why it's just the party). Nurah thought she knew where they went- The is an old Chappel to Desna nearby. It was originally a star observatory, built upon a jutting spire of rock from the top of the canyon up, with the Chapel built on it's top, close to Desna's creation. The road up the spire is called "The Sky road".

    Sena grimaced, and called for the party. "Lets do this!" The party was quite relieved to act as their own characters for once. They took their horses and hurried there. At the bottom of the 90ft spire however they met a strange sight- what seemed like a mass of broken statues (Gargoyles bodies), with some arrows sticking out of some. Andera checked the arrows, not of human made- crystalline arrows, though he could not decide on the source. But they could leave that mystery for later.

    Second mystery to the chapel
    Spoiler
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    I decided to use the chapel as away to further Andera's campaign trait story. The chapel for Desna is a place where the succubus from the third part (I forgot her name) visited soon before she was captured. There may be signs and clues here and there for someone else here. I just hope the party will try to understand it, and not just dismiss it, as they sometime do).


    Th sky road, and the long fall
    Sena had been waitign to use his favorite third level spell- meld into stone! he went into the rock, and started moving up, up, up, till he bumped into a gargoyle (my gargoyles are a bit different, and can meld into the places they guard). He palyed a bit of a chase with the gargoyle, in the stone, but managed to pass it. Reaching the ruined chapel, he started to map it quickly, as the spells time was waning, and he needed to get back. He mapped about half of the place, and saw the ghouls, the ghouls priest, and the half nabasu leader, in the process of removing organs from one of Bartlet's still live and screaming halflings...

    This did it. He got quickly down, and even before he fully emerged from the stone he spoke. "We go up! NOW!" They knew they will have to face gargoyles, but they had little choice. The Sky Road in the old past was a circular ascending path around the spire, thus allowing the climber to both see the stars of the night sky, and appreciate the detailed star maps carved into the spire itself... but the path was very narrow- 5 ft, and there were no railings.

    As they nearly reached the temple, at about 80 ft, 2 gargoyles emerged from the stone, trying to push Mad dog and Harry off. Mad dog resisted, but Harry fell down 80 ft like a brick. ("Harry's player left a bit before that, and Julian's player was playing him. He roamed through his spells. "Feather fall, feather fall. Why doesn't he have feather fall?" Harry crashed hard, down to 0 hit points down below.

    A hard fight developed above, as more gargoyles came (6 total, double that of the module). They fought with claw, tooth and horns. Again I was amazed at how vulnerable Mad dog is, as his hit points went down quite fast (Though he was facing 3 of them alone at the head of the party). Sena was frustrated that they weren't demons, since then his bane scimitar was quite pathetic. And Julian's spells? Miss and go...

    An awkward battle ensued, but at it's end the party was victorious. Harry was still below, having drank a potion of CLW. Sean wanted to move fast, and his urgency was accentuated by a shrill scream piercing the night...

    But not all is bad! The party just leveled up to 6th level! (They gain everything except for "per day" abilities, including spells)
    ------------------------------
    We stopped here. On the whole this was a somewhat frustrating session. Mainly due to the long debates and waste of time (We've since discussed this. I will give up to 15 minutes for major decisions. then, they'll just have to act), and the focus on leading armies, the complexity of it all, which took something out of the roleplay.

    I hope I'll learn from this and be able to improve the game later on. The army with it's many units is starting to prove quite complex to handle roleplay wise. I keep forgetting about all kind of units or commanders (John, Arabeth, The Knights of Sarenrae), but the players also seem to like it (Or so I gathered).

    About the Chapel: It assumes the party is 6th level, and though officially the party now IS6th level, they come a bit less prepared. I hope the mythic abilities will cover for that. I hope to put one more minor Mad Dog/ Julian transformation, and perhaps an encounter with Excorius, mostly for roleplay purposes (He came hereto heal). I am worried about Muagla, the Nabasu at the end. He seems very powerful, and I fear that the party might burn their resources on what they'll perceive as the "boss battle", with the half demon head of the Chapel.

    I hope you are enjoying the read! We're supposed to meet next Friday. I think they might reach Drezen then. I will also have finished most of my Med School final exams, and maybe I will be more free (And update a bit more frequently hopefully? ) Thanks for reading! Feel free to drop a line.

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  5. - Top - End - #65
    Pixie in the Playground
     
    PirateGuy

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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Awesome reading! I like what you did with making the commanders of the other armies more three dimensional. I can't wait to see what happens with the campaign traits you changed.

  6. - Top - End - #66
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    We're currently scheduled to play next Friday, but there has been a major development- Mad dog's player quit. She and Andera's player (Her boyfriend) have been having some difficulties lately, and they just broke up, and she doesn't wish to be around him too much. She assured me that she enjoyed the play, even with the added rules and such, and that she might join another group in the future, either without her BF or when things have cooled down between them, but for now she prefers to step out.

    Bummer. I really liked having her in the game. She put some effort into roelplaying nicely, and add various new ideas. Hmmmm...

    This has led to another change however. Harry's player has been frustrated playing an evoker against demons, and he really missed hitting stuff. Apparently he has been thinking about changing characters (He usually does this every 4-6 levels), for a bruiser. So he talked with her, and they decided that he will take over running Mad dog, with some tweaks to the build and such.

    Oddly enough, this fits nicely with the situation in the campaign- Harry will die at the bottom of the spire (Perhaps from crashing dead gargoyles? ) and Mad do will continue. I know Sena's player at least was quite anxious to move along, and didn't know if he could wait for Harry. Now they don't have to

    So some shifts and shuffle. I thought about the first campaign I documented, and suddenly realized that Sena's player have played Gabriel in the past (Also a cleric), Julian's player played Red (Some kind of a high arcana prestige class, don't remember), Mad dog (previously Harry) played Google (A half giant superb massive damage dealer), and Andera played Danves (a Dusk blade/ rogue that played mostly like a skulking secretive rogue).

    I guess people gravitate towards some roles it seems.

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  7. - Top - End - #67
    Pixie in the Playground
     
    PirateGuy

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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Sorry to hear you are losing a player
    Our Paladin just recently moved to another city and another friend is going to be taking his place as a Barbarian. I don't know how I feet about losing our party head with all of his charisma and diplomacy. Not to mention all of the nice demon slaying that comes with Smite Evil but I look forward to the new party dynamic. I am using some of the downtime to swap out a couple feats and changing some skill points around so that I can now be decent as Diplomacy situations.

    I find it easier to play a character that I really care about. I like to spend time with the DM and bounce ideas around with him to get a feel for the atmosphere of the campaign. What current events are happening and other things like that. If I remember the concept for one of my other characters is started off as "Someone who specializes in using magic but can't have magic himself" and that eventually turned into "Someone who uses magical trinkets to help him do his job, but he doesn't dabble in real magic because his wife was burned at the stake for being a Witch and it scarred him. For a time he also pursued people who use the Black Arts and persecuted them but has since found that his life had no meaning. He then decided to instead spend his life protecting and defending those wrongly accused while protecting others from the wrong doings of those who choose to use magic badly".

  8. - Top - End - #68
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    In my party the two who quite invest in the flavor of characters are Sena's player, and Julian's player. Both usually come with characters you can "feel", and that have a presence in the game. Though or some reason Julian's player hasn't been able to find her voice yet... Sena is already showing his interest in the mongrelfolk, The Queen, His mentor John and more. He is giving us some great moments.

    Harry/ The new Mad dog player focuses mostly on statistics, killing stuff and being bad ass when he can. Andera's player sort of alternate between roles, doing a bit out of something, and is probably the most rules-savvy player amongst us, and he helps move things along at times. However, he has really, really, REALLY rotten like with the dice, which has become a recurring joke in our group.

    When I play? I am a player soooooo rarely, other than PbPs, that I get to think a lot about potential characters I'd like to play, and so I develop them quite extensively, though they have one thing in common usually- I live them quite a lot of room for development and growth. I prefer my character to have a solid base of personality, but with a lot of room ro respond and react to the party, the NPCs, the world.

    I also get to write better journals as a player. (I have more time to take notes). The "It began with a crash!" journal demonstrates it I think, I'm just sorry it ended abruptly.

    On another note: It seems Mad dog's change will include trading all of the ranger levels for barbarian ones. To tell the truth, I always thought the class fitted the play style far more. We'll see next week.

    1. Special projects:
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  9. - Top - End - #69
    Pixie in the Playground
     
    PirateGuy

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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Quote Originally Posted by Kol Korran View Post
    Andera's player sort of alternate between roles, doing a bit out of something, and is probably the most rules-savvy player amongst us, and he helps move things along at times. However, he has really, really, REALLY rotten like with the dice, which has become a recurring joke in our group.
    I can relate to that pain. It seems like our DM is constantly getting critical hits against us while another player in our group fumbles almost every battle. It is part of the reason that everyone in the group has invested some feats and mythic power in defensive abilities and resisting critical hits.

    Quote Originally Posted by Kol Korran View Post
    I also get to write better journals as a player. (I have more time to take notes). The "It began with a crash!" journal demonstrates it I think, I'm just sorry it ended abruptly.
    I did read "It began with a crash!" after I read all of this journal. I have to say I was sad that it ended so soon.

  10. - Top - End - #70
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    This session was a blast! A bit of everything- battles, inter party conflict, tense situation with the armies, and a short mass combat. Quite a bit more roleplay on this one, but we like it that way.

    We also had quite an extensive use of the mythic powers in this adventure. So I'll have some thoughts on that as well...

    Session 10, part 1- Reclaiming the Temple of Welcomed Night

    That's the name I gave to the lost chapel. An old temple that was dedicated to Desna before it was defiled. I've been using this location to give some hints about the "chance Encounter" campaign trait, as well Arulashee herself. It was also meant to give Andera' player a few more chances for roleplay, though it ended up with other players doing so.

    But first things first- out with the Harry, in with the new Mad Dog!
    Last we left, Harry fell of the spiral to the chapel, but was able to drink a potion of CLW. Since his player changed character, well... the gargoyles remains fell on Harry, splattening him bright red across the rock, and accidentally damaging all magical items he might have carried for good. Not exactly finesse, but gets the point across.

    Spoiler: The new Mad Dog!
    Show
    Harry's player now plays Mad dog, instead of the old player that quit (If you haven't read the previous posts). I gave him mostly free reign to change things. He is now a full barbarian instead of ranger, and he changed some gear to upgrade his AC by about 3-4 points. (We all noticed the hammering Mad dog have taken each battle). He also shifted some skills into perception, but on the whole that's it. He continues with the same campaign trait and complications thereof.


    Hearing another scream from the temple, the party rushed off. They will give their farewells to Harry later.

    Entrance and ghouls
    At the ruined courtyard they again notice the remains of gargoyles, with crystaline arrows (Arulashee's arrows) in them. Andera retrieves one arrow, and again notice it is not of Mendev make, but of exceptional quality. He keeps it, but thinks no more of it.

    Sena, anxious to get to the halfing who was cut open, rushes to the chapel room. But the ghouls have heard the cries of gargoyles, and moved to block the entrances. Mad dog and Andera open other doors, and notice two ghouls in robes in the back. One advances, while the other start casting some spell... Sena rolls a good spellcraft- summon monster 5?!? (The module says they try summon a Babau) They hear the name of Kabriri, demon undead lord of ghouls spoken a few times, and notice the desecrated altar of Desna, and Kabriri's sign above it.

    But Julian moves and casts hydraulic rush on the caster, which manages to disrupt the spell (And get him very wet). The battle is quick and decisive from there- one Channel energy kills of the lesser ghouls, and the combined force of the rest manages to kill of the rest. Mad dog manages to do massive damage with a cirt, and basically disintegrates the ghouls with his strike. ("Mad dog can "channel energy" too!")

    A matter of ethics?
    Again, Sena doesn't spend time waiting and searching the prayer room, but rushes ahead. He finds the halfling, but not the winged demon (Nuklieth). As they get to him they see his stomach has been cut open expertly, and his internal organs removed, but he is somehow kept alive nonetheless. He is awake, suffering, but obviously on limited time, and beyond hope of any healing other thrn maybe a heal spell. The halfling looks at them pleadingly "Help me! End me!"

    Julian moves to do a mercy kill, but Sena tries to interrupt, he wishes to question him, but Mad dog and Andera stop Sena. Sena asks me to use his channel energy to at least lessen the pain of the halfling, I allow it, but Julian then quickly kills the halfling. "He was under my command, my responsibility, my decision."

    Sena does not accept this. "We could have helped him. I just wanted to ask him where his butcher was, and what danger he posed! We have to stop it, I think he may be using the organs of the kidnapped to somehow magically disguise demons to infiltrate our army! (What an excellent campiang idea! ) You act to rashly!". Julain snapped "And you think to much, he asked us to end him!". Sena objected "he asked to help him!"

    At this point they both looked at me, and I said he asked both. Miscommunication. Sena's player decided to play the mistake nonetheless. "I think to much? You kill to easily, and not think enough!" Julian retorted "It wasn't simple!" And Sena retorted back "Looked simple from where I'm standing! Simply because he was YOURS".

    As the others backed up Julian that the halfling asked to be killed, Sena relented. The player laughed "Don't confuse me with the facts!"

    Spoiler: Provoking Julian
    Show
    I talked with the player in the weeks before the session, about the previous session, and the reduced level of roleplay. We mainly worried about Julian's player, who usually contributes a lot to the game, and add great moments. But even the player said he couldn't quite find his voice with Julian. So Sena's player decided to try and push her, provoke her, challenge her, and let the player find more instinctual responses, which will start giving a more thorough base to the character.

    He has done it throughout the session, you'll notice a few more "clashes". He's not trying to be a jackass, but to give Julian's player something quick and ready to play against, with little "plot" re precautions.


    The cooler and battle with Nuklieth
    The next room was a room cooled by magic, a sort of a grisly pantry. There were huge meat hooks, and from them hung 5 corpses. 3 were stripped on nearly all meat, but two were of Sena's mognrelfolk, and they were cut in a way that seperated body parts coming from different heritages. Sena fumed, and rushed to then next door, yelling, and opened the doro to Nuklieth' room

    Nuklieth is a half nabasu humanoid, with some inquisitor levels, and he leads and care for the ghouls- "his children". two were here, blocking the door, intending to buy him some spell casting time.

    Sena cast spear of purity, and managed to damage Nuklieth nicely, and blind him. "Die vile beast!" he said with fury and anger! Nuklieth uses hsi turn to heal somewhat. Andera vanished and snuck past the ghouls into the room, kills one ghoul, and gives room to Mad dog.

    Julian here starts her routine of casting spell after spell and not passing the DR (which is quite harder than in D&D, which has two spells that make it a mockery) or saving throws. She ended up casting spell after spell and failing, but then succeed on a battle ending spell. Sorcerer!

    But there is time till that... Sena and Andera move to flank, and hit him, but Nuklieth smites Sena, and with the variety of spells already prepared (The party made ample noise), he takes down more than half of Sena's hit points! it is worthy to note that Sena has a very high AC (1aroudn 25 without any spell, can reach near 30 with spells), but he has fairly low hit points comapred to the rest.

    Sena retreats to heal, but Mad dog delivers a great blow. Nuklieth jumps and flies up (The ceiling is broken) up to about 30 feet, while Julian keep being ineffective with spells.

    it is at this point we all come to an interesting realization- None in the party can fly, and they have very little abilities (Other than Julians' spells) to deal with flying creatures...

    As the party tries to think of what to do, Nuklieth unleashes a holy blight, but the buggers all save except for Andera. He disappears, and climbs the wall (Got some sort of speedy climber trick on the 6th level.) intending to maybe jump on him for sneak attacks or something...

    teh rest have no idea... mad dog has some cross bow he thinks?

    Julian's second trip to demonic telepathy

    Julian's headache appears again. She suddenly seem to... "See"? Sena as a flaming sword, Mad dog as simple, but with soemthign hard deep inside, not himself, Andera as a shadow, but with trailing starts around and... she can hear Nuklieth's mind, but another mind as well! Nuklieth seems angry at the loss of his childern, and is surprised at the ferocity ofthis attackers. he asks help from the other mind, but it seems to wathc wantign to "See what they can do".

    Julian shotus to the rest. "It got his boss nearby, prepare!" Sena's player grasp at this "How do you know this? You know what they think?!" But no time for that, perhaps the new headache focuses Julian, as she lets out an ear piercing scream spell, which dazes and harms Nuklieth.

    Mad dog, without anything to do, just kill the last ghoul (Really, they are there just for the players to feel great, and block stuff. Didn't score a single hit! Sena just walks by them ignoring them.)

    Andera throws shurikens, and uses mythic power for more attacks and to bypass it's DR, damages him nicely. .Julian magic missiles him, dropping it to 1hp. Nuklieth becomes desperate, calling for help! Julian, sensing this warns the others "Incoming!" Sena again seems surprised at her.

    Remember me?
    Excorius appears behind Julian. "What sort of an anathema are you? You can hear our minds? What sort of thing did you become?" Sena seems furious about this, but again- this is not the time.

    Mad dog and Julian both attack Excorius, and mange to have him teleport. (Julian hears "They are stronger than we've thought! Vhane must hear of this! If the dwarf will listen! What is he up to now?") And so Julian got a confirmation that Staunton Vhane is indeed head of Drezen.

    Sena decides to end this, and uses mythic power to cast spear of purity again, killing Nuklieth in a shining blast through the chest. it falls and crumples on the floor. Julian comments "The sword of vengeance is burning strong". To which Sena turns, obviously not pleased...

    A matter of trust...

    Feeling that the threat is over, Sena stops to talk. Or accuse more like it- "You hear their thoughts? Demonic thoughts? How can it be?" Julian tries to deflect him with humor "You just need to learn how to listen!" But Sean is not laughing. "you are full of Sh*t! This is what happened at Keeper's canyon? And you kept it hidden from us?"

    Julian started to get defensive. "Why does it matter if I can hear them?". Sena responded "It may mean they have some link to you, some power over you. This Excorius was there at both time, maybe he got an influence on you!" (Ooooh! Interesting idea! )

    Julian lost some of her cool "Look fellow, I've been through a lot from these demons, and lost more than you can know. There is no way I'll be working for them! Don't fear, I won't join them." But Sena would not relent. "So you are like Mad dog- you passed the same ritual?" Julian's lips tightened. "No. Mad dog passed some ritual maybe, but he has proven himself. I passed no ritual, I just witnessed too many people die and suffer by these... creatures!"

    Again, Sena would not relent. "Who? When?" But Julian pushed him off. "This is my private business, if I get to know you, maybe I'll tell you."

    "We must know, we march towards..."

    "Oh! I know full well what we march against! If you wish to know so much, you share! Why such a burning hatred!"

    Sena was surprised, a bit taken aback. He gave it a moment's thought. "I saw that halfling, what that... butcher did... that ripper... I had to do SOMETHING!"

    "He was my responsibility!"

    "I too wished to help him, make him suffer less, and to avenge him! i have no patience for..." He kicked Nuklieth dead charred body "These creatures!" Sena was huffing and puffing, at some emotional turmoil. He turned to Julian "Now tell me!"

    Julian began telling parts of her story- growing in an orphanage in Kenabres, and when one day she and some friends decided to sneak into the Kite and see the Wardstone on a dare. They got attacked by a demon who broke in. It killed the rest, but sent Julian into a months long coma. She didn't say it directly, but hinted that the Wardstone might have saved her. This was enough for Sena it seemed, though Julian did omit a few important details...

    But something still didn't sit right. "I am a citizen of Kenabres, I would have heard of it if the wardstone was attacked!" Julian rolled her eyes. "Would you? This is exactly the kind of thing Hurlun would hush up."

    Sena thought for a moment. "yeah, that makes sense. Look Julian, you came with the recommendation of the Queen, and I trust all who come from her. (Really? GO Nurah! ) I am... just afraid that what happened to Mad dog will happen to you, a different stage."

    Julain seemed to wave it off. "i just feel some sort of a screaming and rush of voices in my mind. I can handle it." (Just normal then?)

    It was at this point the other two probably got edgy "Don't we have two more prisoners to rescue?". "We do? oh, then lets get going!"

    Julian put her hand. "Truce?" Sena shook it. "Truce!"

    Desna's observatory, and Andera's vision

    Mad dog checks for traps and pick the lock- or just kicks the door to the next room. They immediately encounter utter silence (under a permanency spell), coming fro ma room that looks like a private prayer room, open to the sky, with tarnished remains of silver lettering on the walls- prayers to Desna. Most of the silver has been taken out, but some was still there.

    And on the floor was a shackled tifleing, bloody and bruised- a sorcerer who was put here so she couldn't cast spells. Sean and Mad dog set on setting her (hey, adamantine sword), and Andera was ready to join, where he saw something.

    A whispy, hazy figure was just where the tiefling was, incorporeal, kneeling inf front of Desna's symbol. Then it seemed to split, into two figures who felt to be... the same, yet different... They then joined back to the figure, who seemed to be praying. "Where is it? Show me, please! Where is the bell of stars?" Suddenly the figure, (Still with unclear features), turned around as incorporeal gargoyles (Part of the vision) came in. "I have been found out! No turning back!" The figure rose and pulled out a magnificent great bow, and shot the gargoyles with cristal arrows, and rushed out...

    The vision ended quickly. Andera's player asked "Was the bow the one who belonged to the archer Andera saw years ago?" (Chance encounter trait). I confirmed it. They got out of the room into the second large courtyard, to talk away from the silence. Andera quickly recounted this, and the party get interested in the bell of stars. Sena manages to barely remember that it was some sort of a holy item of Desna, that got lost in the war, but little else. They decide to investigate this later.

    Muagla the Nabasu
    Which is when Muagla appeared (Nuklieht was helping it turn into a greater Nabasu. No upgrades so far). The party however didn't understand that, but just saw a big violent demon. Battle on!

    Muagla opened with Mass hold person, and only Sena saved. The party was all "Oh ****!" but Sena used mythic power to cast remove paralysis, and got all except for the tielfing and Andera free.

    Mad dog did what he knows, and charged. Julain also did what she knows, and tried to cast a spell, and failed. Here we go again...

    Muagla then flew up (The party was "we really need to find a decent solution for this!") and started summoning. Julian tried to stop him ,but failed, and a round later a Babau (only one) was summoned. Andera still couldn't make the save.

    The party started fightign the Babau with Julian casting ineffectively, And Muagla using his enervation to bring some fear to the party. Sena started channeling alignment (CE... got a feat), which damaged a bit, but not much. They started using more and more mythic power for defenses and such.

    This seemed like a really bad ending, but as the saying goes- try, try, trrrryy, TRY again! Finally Julian was able to affect Muagla with oppressive boredom. It flew with a bored look on his face. Sean suddenly had an idea, and puleld out a scroll of command, and manged to make Muagla "Fall"!

    Before he owuld og down though, they positioned themselves around, and with a barage of readied actions, AoO and extra attacks from Mythic they slaughtered him as he came down. A sneak attack by Andera was enough to finish the job.

    The demons of the lost chapel were dead now.

    Finishing up

    They found the last prisoner, a halfling that was but a bit bruied so far in the last room, a sort of storage. As they came back to the courtyard, I remembered that I didn't give any clue as to the cash oof potions. So a short sign of Desna's start leading t the chapel later, and the party were looking for secret stuff. They found the hidden compartment, but I made it openable only by a prayer to Desna. After a short trial and error, they figured it out, and found the stacks of potions. (Under my rules these were 5 sets of CLW potions for a medium army, single use) The party shortly debated whether to keep some for themselves, but decided the armies will need them much more.

    In the course of searching for a way to open the cache, Sena did the best he could to restore the small prayer chapel and Desna's shrine. As he finished the party felt some sort of warmth, openness and thankfulness (They have just reclaimed the chapel by the rules, and gained extra XP). The tainted presence of Kabriri was gone, and after the thanks, so was Desna's. It was but a ruin now...

    Spoiler: reclaiming the temple
    Show
    I didn't give any signs for it. ANd the players acted as part of their character, not because there was XP involved. They didn't know of it, and were quite surprised. Their actions:
    - Cast a consecrate and broke the desecrate.
    - Killed all of the defilers.
    - Restored Desna's alter
    - Gave all of the potions to their armies.

    3 suffice.


    They buried the bodies of the halfling and the two dead mongrelfolk in the church, and gave them a short prayer. They have descended the road of stars down the pillar, and buried what remained of Harry. They were quite tired by this point. Julian concluded "We began as 5, and now we are 4". Though the party was victorious here, they played it solemnly, with the dead kidnapees and Harry's death weighing on them. With that im ind, they headed back to the camp.

    But they won't sleep just yet, as trouble was brewing back there...

    Spoiler: Summary: The lost chapel and first uses of mythic power
    Show
    I was quite pleasently surprised at how fun this little adventure was! I think it comes from 3 main factors:
    - It's a short dungeon, with very clear concept battles. (Cliff gargoyles, Ghouls, Nuklieth, The Nabasu)
    - Adding some touches to make it feel less of a dungeon, and indeed a place with history helped.
    - Most of all, how the players added their own content and connection to the issues involved.

    It taxed quite a bit of the party "per day" resources, though they didn't face a great deal of danger (Other than the point where Muagla caught them all in his Mass hold person spell... If Sena hadn't succeeded on a save...) But this was also to them using quite a bit of their Mythic power.

    Most uses were either to cast more spells through the path abilities, or add extra attacks that disregarded DR (So main uses of casters and mundanes). Sena used a surge once, for a saving throw. Sena used the most (6 points, he has the extra mythic power feat), and Mad dog the least (about 2-3 times at most).

    All in all, quite an interesting promo to these abilities.


    ----------------------------------
    This took about 2/3rds of the session, but was great fun. Spirits were high, and we were ready to move on to the next part. I aimed to have a few more diplomacy/ conversation/ army leadership issues, and we were just coming to that...

    I believe I will be able to update in the next few days. As always, feel free to comment.

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    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  11. - Top - End - #71
    Ogre in the Playground
    Join Date
    Feb 2008
    Location
    Israel
    Gender
    Male

    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Onwards to the second installment!

    Session 10, part 2- Trouble at the camp, Battle of the Bloody Sands

    Now, one thong before I begin- none of what follows appears on the module. The first part stems from trying to lead a complex army, and specifically these units. The second part is another Mass combat which I wanted to add between the Lost chapel and the hive encounter. Just to keep these rules fresh, as well as try to add some flavor for a campaign plot. (I'll get to that). Anyway, back at the camp...

    The standoff

    As the party returned, with the two kidnappes in tow, Some of Sena's mongrelfolk rushed towards them, looking worried. "There is trouble in the camp! Some accusations and things are heating up!" The party grumbled, obviously tired and not wanting to deal with this, but they hastened their pace.

    Near the camp Nurah came to them. "Glad you are here! The Bartlets and the Lions are edging for a fight, and the tieflings are on defense. Commander John is keeping them in check, but not for long. Quick!" She hurries the party to the center of the camp.

    They were greeted with an intense scene- in the central area were the tieflings, with blades half or fully drawn, sorcerers in the middle, ready against the offenders- The Bartlets' hounds on one side, arrows nocked, and the Lions on the other side, weapons in hand, all intense, ready for violence, but Commander John's people, the Knights of Sarenrae standing as a defensive wall between them. The commander himself was in the saddle, shouting orders here and there, looking haggered, tired...

    Julian was in no mood, and stepped forward. "ENOUGH! Lay your weapons down, NOW! Or You'll have to deal with me!" Her threat didn't carry much weight it seemed, the mood was heated up. (Bad intimidate roll). She tries something else. "What happened?" She yelled angrily. Bartlet steps forward "We saw them! Their sorcerers! Conveying with the demon lords! In our midst! We will not accept this!" There were cries of assent, and some turmoil. "Who saw this?" Julian demanded. four halflings and two barbarians stepped forth. "Allright, you lot- into the command tent! The rest, to your tents! NOW!" But this didn't work. They were not mollified...

    Sena sighed, and stepped forth. He started by introducing the two kidnapees, and told that all followers of Desna would be gratified that they have reclaimed her temple tonight. He asks for the people to calm down, but they instead shout at Commander John "And who's he to suddenly grasp command? Who made him leader? We will not be subjugated to someone cursed by the gods!"

    Sena tried again to divert the attention. He talked about the death of Harry. This touched Dumas Ardent, and the Silver Banner raised their swords in a salute. "He could never swing a sword to save his life, but he was a good lad! Go forth to the heavens Harry boy!" The party smiled at that. Sena tried to calm the others down. "We will hear your grievances, but I ask for the rest of you, go to your tents, and rest. It was a long night, we shall discuss it amongst the commanders. Go and rest." He succeeded, even though many grumbled. As they went to the tent though Sena could hear two of the barbarians speak silently "The cursed one's disciple speaks? Huh!" So... Sena got some reputation, in relation to John.

    Inside the command tent

    The tent got pretty crowded- all of the armies commanders, and the support NPCs (Anevia, Aravsh, Nurah), plus the 6 halfligns and human barbarians who... saw something. Julian wishes for Sena to cast a zone of truth, but even that meets with objection. "Why should we trust him? He follows John, the ghost damned! How do we know he isn't cursed himself?!" Julian heats up, and seeks to speak for John, but Sena stops her. "John can speaks for himself."

    The commander looked... tired, his mind somewhere else. He spoke briefly, to the point. "I have shown my worth many times in the past. I have never stopped facing demons. I need prove nothing to no one. I seek to do the best for the army, accept it as you wish." With that he sat back down.

    Julian decided to speak up for him regardless. "Where were you Bartlet when Kenabres fell? Or you Jester?" (The spiritual leader of the Lions) They both answered that they arranged their forces and marched to free the city. "Well, while you were marching, Commander John here arranged the city's last defenses, and led them against overwhelming odds, and without him we would have never managed to free the city!"

    Bartlet seemed somewhat swayed, but returned an answer, along with input from Jester. "We heard he was captive in the Worldwound for many years! And that he somehow betrayed his people, and that they haunt him since! He is cursed by the gods for his cowardice!" (I saw Sena's player being alarmed by this. This part of John's history was only recently known to him, and as a rumor. It was supposed to be a great secret. I saw the wheels turning in his mind, yet he said nothing).

    Sena decided to speak as well. He spoke of John's teaching against the demons, of the building of the Knights of Sarenrae, and he attributed his entire success, the groups' success at the grey fort to John. "This place, this Worldwound, it changes people. But John is no coward. When you face what he has, and dedicate your life to fight demons as he had, we'll talk of cowardice."

    Their support of John was enough to mostly mollify the leaders, at least for now, and Sena was allowed to use a scroll to cast a zone of truth.

    The halflings speak that they've kept an eye on the tiefling, and they saw their sorcerers gathering in a tent, made dark by their dark powers, where they chanted and speak with... some forces, but the name of Deskari was spoken quite a few times! "We cannot trust them!" shouted Bartlet. "They still worship the demon lords, and WILL turn on us given the chance! We cannot march with the enemy in our midst!" This got quite a lot of commotion going.

    The barbarians told a simialr story- they have been watching the tiefligns, and saw quite a few of their regular soldiers speaking in Abyssal to the Worldwound, offering small sacrifices to it. "When will be the tipping point?" Said Jester Holten. "When will they decide it's better to fight for the enemy, and then attack us? They WORHSIP this vile cursed land! They cannot be trusted! We must now allow them to betray us when we are vulnerable!"

    Andera turned to Qulin, his long shadow wrapping itself around him and moving at odd erratic angles. "IS this true Qulin?" The tiefling leader groveled low. "Partly oh master! The people are afraid! They do not know where to turn! We fight for you, fall for you, and yet these people do not trust us, talk about us behind our backs, hate us, curse us! Some feel they are all alone in this, and fall upon... traditions! They call the old powers, but we are lost to them Master! We are yours, your tools, your people! Please, believe us Lord Andera! We seek to serve! We seek to serve!" Qulin seemed vulnerable, anxious under all of the glares, and Jester yelled back "Groveling liar! He will say anything to save their skins!"

    Julian has had enough, and she lashes at Jester. "The Worldwound has affected you as well! Look at what it has done to you- spy on your allies, accuse them, call for their demise before they have committed a crime! You say they are weak in nature, but you are weaker by far, and don't even realize it!" Along with a really bad roll, this has had a negative effect. (1 failure at the negotiation, attitude towards Julian downgraded). Jester brimmed and turned to Mad dog: "You will stand for this!?" Mad dog's player was caught by surprise, he preferred to stay away from these negotiations. He spoke briefly. "I trust the judgement of my friends, we can only win this together." Which of course, lowered his attitude with Jester as well...

    This was not going well, but Sena has been thinking, and stepped forth to talk. "In Kenabres, this kind of sayings were said about the mongrelfolk as well- They are different, cursed, touched by the demons, untrustworthy, will betray us at the first opportunity... Everyone fears the different." He stopped a bit, letting this sink in. "But, and I believe Arabeth here could attest to it- Without them we could have never freed Kenabres. And in the darkest hour, they fought a losing battle, just to buy us more time. They would have laid their lives for us..." Again, a short pause, He then put his hands on the table, determinedly. "If we go by the road of hate, it will fail us. If this is the path we choose, then let us just pack our things and go home now. The demons have already won."

    In the silence that followed, Andera stepped forth. "In Vilareth ford, Qulin and the rest of the tielfings werethe first to step into the demons' camp. Without their help, they enemy would be mroe unified, andthe Lions would have suffered many more losses. Yet, you still suspected them... In Keeper's Canyon, we went forth, climbed the cliffs of our enemies, and stopped them before any more deadly barrages were shot. And yet, you still suspected them... Well, I do not! I have fought with them there, and I will fight with them again, and I will fight with them, side by side, in the last battle of Drezen!" This vote of confidence resonated in the tent, but mostly with Qulin. This was the first time Andera made such a speech and appreciation of them. (Attitude went up).

    (Some rolls modified by the arguments later) Most of the commanders were reassured and mollified over the tieflings issue. Only two remained... Bartlet seemed unsure (Open to a counter offer by the Giant's diplomacy rules), while Jester was insulted, shamed and angry. He strode of the tent with fury. The party understood this is not over yet. The commanders have dispersed, but the PCs were not over yet. Nurah complimented the diplomatic efforts, and went to talk with the common troops and ease their spirits.

    Spoiler: DM design- trouble at the camp
    Show
    Those who read the module know there is someone pulling the strings here- Nurah, the Queen's adviser. She is the betrayer in the midst of the army. In the module she puts an addictive drug, shadow blood within the belongings of the NPC that I replaced with John. Other than that she might interfere in the siege, but the module assumes she is found out quite quickly.

    I decided to play her differently a bit. She was under the Queen's nose for Iomadae's sake! She knows well enough to keep her tracks. (And I'm not just talking spells to cover her alignment and hide her more... nefarious equipment. Her main influence is trying to turn the armies against each other, and against the commanders. It's amazing what some subtle clues and talks, as well as a suggestion spell here or there can do. persuade the tieflings that the others are against them, and maybe plant doubts that the demon lords have let "unworthy" to return to them, Tell the lions to "just look out for your army", and reassure and "understand" their suspicions, and so on...

    Commander John is a special case. Currently she tries to shake him up for two reasons- first, he is the siege expert, and his unit hold the siege weapon. If he is discredited, the army is so much weaker. Secondly- It would devastate and compromise Sena's position- he will have to choose between the army, and his Mentor and good friend, not an easy choice. I was against her putting the shadow blood in his stuff so soon- it would seem too obvious, and he is intelligent enough to understand this. I hope for a better opportunity- there would be another opportunity.

    Why these specific armies? The Bartlets, the tieflings, the Lions? Well, simply put- because they belonged to the 3 PCs that had problems to relate to their armies. As Sena has done, I wanted to push them a bit. This got a good response from Julian's player (Who seems to have decided Julian has a fairly short temper! ) and even Andera's player, who gave a cool speech. Mad dog's player... less so. Oh well, still good I think.

    I use the Giant's diplomacy rules (Check the link in the very first post), but with a contest- either there is a competition between different sides to get "wins", (First 3 succeed), or just the best out of 3. They won with most leaders, failed with Jester, and Bartlet is sort of on the edge.

    hope you like it!"


    Damage control, private conversations

    Julian went to Bartlet's private tent. She knelt down due to the low ceiling, and sat with him. This time she was much calmer, diplomatic, and... flattering. "I need to know that we can trust each other. I know the dangers the tiefligns represent, I do not fully trust them either, and if they might turn on us, they could danger the whole army..." As Sena, she gave it a short time, letting him know she is with him. "But... we need them. I am willing to give them another chance, they can change. I am asking you, not commanding you, to put your trust in me. Not them, but me."

    Bartlet thinks about it, and accepts. "Very well, the Queen trusts you, and so shall I. We shall keep an eye on them, but will give them a chance." Julian smiled, "that is all I ask!"

    One problem averted.

    Andera called for Qulin, but was quite stern with him: "This... speaking with the demon lords, is unacceptable! They are your enemies as well now! We cannot have people calling on them at this time! You will talk to the people, and have it stopped!" Qulin again groveled "Of course Master Andera! Your will be done! I shall tame them with an iron fist! We will serve you fully oh lord! "Andera was getting tired of the groveling, but couldn't manage to change that (I was having way too much fun with it! )

    And Sena? Well, Sena's sleep will wait. He had a few talks in mind, the first with Lann. The mongrelfolk leader, who was of course present at the talks, turned half amused, half sad at Sena "So this is the art of diplomacy? Squabbling like toddlers?" Sena was dumbfounded for a second, but then replied. "Sometime it is, we do with what we get. Look, I don't trust those tielfings. What I said was for the commanders' benefit. I don't think they are anywhere like our folk. There is a big difference." Sena walked beside him and talked softly "But we do not have a say on who's to blame just on thought, on who should die, and ho will be saved. Now until they do something, we cannot act, just watch." Lann nodded but stayed silent for a few moments. Finally he said "I know you got something in mind, what is it Spirit?" Sena sighed, tired of all of this mess as well. "I want your people to keep watch, over the entire situation. Not to trip the tielfings, or Bartlets or such, just... watch." Lann nodded, and went to mourn the two people who died in the Chapel.

    Next? Jester Holten. He came to the priest's tent, which seemed irritated at him coming. He forced a smile "Come man of Sarenrae." But Sena spoke directly, beyond simple niceties. "Jester, do you trust me?" Jester's face darkened. "I do not know... You follow the cursed one, and you have come... unhamred form a battle with a demon who easily felled Mad dog. I can't say I'm not suspicious... and that Julian!"

    Sena doesn't aplogize for her, but he does defend himself. "The reason I survived the demon was Sarenrae's protection, and Commander John's teachings. You will hold THAT against me?" Jester hesitated. Sena however pushed forward. "Let's talk straight. I don't trust the tieflings completely as well. I agree we should keep an eye on them, but if we aren't going to give them a chance, we are sealing our fate. What we expect of them, they will become. If we see them as traitors, they will be so."

    Jester laughed bitterly. "You speak like a true optimist, like a true priest of The Redeemer. But we, my people, have lost so many to their kind, we have lost our cities, our wives, our children, our country to the demon spawned! We have been betrayed too many times, and we know their evil, it cannot easily be turned!"

    They exchange a few more views (didn't write those down), but Sena finishes with the following. "Let me propose something- I will make SURE we know if they intend to betray us. My mongrelfolk will observe. You can't catch them yourself. You can of course, watch them yourself. I respect you, your warriors, your courage and your ways. Let us work it out, we cannot have the army fight itself."

    With the arguments and good diplomacy (including the last mythic surge) Sena manages to avert the worst for now, but doesn't revert the Lions' suspicious. They have escaped the worst, for now... Jester seems to think, and observes Sena. "Maybe you and the others ARE changers. We shall give you the benefit of the doubt."

    Lastly Sena went to John. The commander was removing his armor, and talking to Nurah, who tried to reassure him that he has done well. She smiled at Sena, and left them to talk. "Are you ok? Luckily you were there, or we would have no army to return to." John laughed bitterly. "Luckily you have arrived, I was having little affect on them. This is a... complicated army to run." John sighed, closing his eyes. "I think we shall all be tested before this is done. The worldwound tests all." Sena seemed worried, and put a hand on his mentor's shoulder. "John, I know you have doubts, but you are still the person I hold most dear. I hope you will keep doing as you do. We need you." John smiled, and patted Sena. "Thanks, but now it is time to sleep. We may not have much time till we need to march. It has been a loooong night!"

    Sena rose "Indeed it has. Indeed it has." And left

    Spoiler: Sena and Commander John
    Show
    Some of you must be thinking- doesn't he notice there is something wrong here? Thing is- I'm sure the player does. But he also wants to see where this goes, and play out the relationship (Or so I believe) and so is willing to let his suspicions be. (I think he understood something was wrong from The start of this module).

    The player have asked me to not make John a betrayer/ Darth Vader type. In a way I will play upon this a bit. John will stay a good guy, but might make some mistakes, if the party doesn't stop things in time. But the player would like this I think, he believes in inner conflicts, and hard decisions.


    Continuing the march, day 6, The battle of Bloody Sands

    Next morning, (A bit late) The army was moving again. The two mounted units and The Knights of Sarenrae (With the siege engine) traveled in the gorge, while the rest above the cliffs on the north bank.

    Random Worldwound rolls: First they met some bad omens- the sky looking weird, the sounds of spirits bemoaning and asking for release. They rolled or moral, and both the Queen's Knight and the Silver Banner's moral decreased. (I should have played it out more, but the session was coming near to a close.)

    nest they found necrotic vermin in some of the units provisions, but Bartlet's hounds somehow had extra provisions (A mistake from messing with the army files? Or did they buy? Never mind) ,And were able to replace that.

    They were coming on a narrow point in the canyon, riddled with little caves in the cliffs, when suddenly the sands in front burst with a large host of bloody skeletons, and in the armies midst rose mud elementals! And worst of all, 2 packs of about 100 Vargouiles each came shrieking from the caves, towards the above armies.

    But all of the armies had ranged weapons, and after Julian learned that Vargouiles could take out a head with a kiss, she used her mythic points to add fireballs! These along with the barrage of arrows decimated the vargouiles while the Silver Banner and Knights of Sarenra managed to dispatch of the elementals.

    The bloody skeletons proved a bit difficult due to their DR, but The Lions, mongelfolk, Tieflings and Queen's knights ganged up on them from all sides and ripped them apart! All in all, the battle proved to be far easier than I expected, but the group felt good about doing something fairly simple for once, and scoring a good victory. They managed to get a bunch of upgrades (tactics or boons) For different armies, which was appropriate, giving that they are soon coming upon Drezen...

    A bit over 2 days from now. But first- the Hive of the vesecrators...

    Each player's XP: 30,330
    -----------------------------------------------------------

    So we stopped here. I hope you enjoyed reading, we had a blast. I imagine that in the next session we'll reach Drezen, for which I'm still contemplating a few surprises and the first mythic challenge- Soltengrebbe!

    As always, feel free to ask, leave comments or just say hi!
    Last edited by Kol Korran; 2014-10-18 at 08:31 PM.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  12. - Top - End - #72
    Ogre in the Playground
    Join Date
    Feb 2008
    Location
    Israel
    Gender
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Between Session 10 and 11

    Been some time since I've done one of these posts. The game feels to be heating up, and coming to the siege of Drezen will be a big thing. So here are some thoughts and stuff, in no particular order :

    1) Player logs?!:
    Spoiler
    Show
    We have discussed the reason behind the decreased roleplay, and Julian's player said that part of the deal was that between sessions we lose the "Feel of the game" with our sessions about 4-5 weeks apart. Yes, they can read my (far shorter and bullet point) description of what the main things were, but the atmosphere, the momentum, and such.

    So he suggested an idea- the players will write logs as well, but from the character's point of view. Each session one player will use some of my notes to write some "key scenes" from their character's perspective, with an emphasis on giving it a "story feel".

    Since I know quite well that writing these logs can be time consuming, I suggested they would split the session between several players each session, and so each will need to write less, and we get a taste from a few angels. The idea will "Be considered" with hesitation. Most of the players aren't writers, and they have little time as it is. So I'm doubtful that this would work, but I'm also hopeful. If this goes, I will put these "In character scenes" as an addendum to the session logs.


    2) The vesecrators' hive:
    Spoiler
    Show
    I must say I'm somewhat worried about it. The swarms are immune to weapon damage, and most (if not all) of Julian's spells are nto area spells. I also worry about their ability to destroy equipment- worse then the rust monster! Only Mad dog's adamantine sword is impervious, everything else can, (And most likely will) be destroyed. I'm hesitant about this.

    Buuuut... on the other hand, they come to the challenge knowing what they face (Knowledge checks permitting), and they have their mythic power (Though Julian blew 2/5 of it in the battle of bloody sands on fireballs). Also- you're the freaking heroes? Deal with stuff! I'm intrigued at what they might come up with for this! (I would say they'd take Aravash, but he used his fireballs as well)


    3) Soltengrebbe:
    Spoiler
    Show
    This is probably the key point in the siege, other than attacking the fort itself. And this is the first Mythic trail. I will use the Scorpion's alternate statistics suggest by Alleran. (They look damn nifty! I especially like the multiple heads granting it double will saves, and the upgrade to the power attack).

    But, I'm alos looking for some good music for the battle. Something that convey both something epic, highly dangerous and lethal, and a heroic moment. I will most likely be using one of the Two Steps from Hell tracks for this, but feel free to suggest.



    4) The Attack on Drezen itself:
    Spoiler
    Show
    The module goes all about making it an "unconquerable" fortress, but then it just give some bonus to defense to the forces inside, and it looks like a remarkebly boring battle. I wish to make it more interesting. Some main challenges in the battle I'm thinking of:
    - The fortifications confer SERIOUS advantage. Without finding a way to deal with them (Breaking them up, Somehow opening the gate- the party allready has infiltration plans, or soem subterfuge) a direct assault will be suicide.

    - Special forces: i want to put something that requires special consideration. Perhaps some flying forces, perhaps a small unit of high level demons (babaus and up?) That are deadly to face head on, perhaps with extensive defenses or power ups.

    - Some sort of a magical grand defense. I am making the Drezen citadel into something more than just a place, but also a magical device unto it's own. Part of this I will keep secret for now, but part of it I imagine as exerting some exotic effect on the battlefield- Perhaps it can summon a spirit host (On the lines of a spiritual weapon, just mass size) To attack enemies from afar for a few rounds. (Like those with the siege engines? Or the archers?) Perhaps it can exert ifnluences such as a mass fog cloud, or small elemental storm or such? Need to think of it.

    - Commanders: In most battles, the party has faced a minor commander. In this I want there to be at least three commanding different forces. For reasons I can't explain right now, Staunton isn't one of them. One might be Excorius, but I have no idea who the other two are. I want the party to face the closest thing to an "Enemy PC group" in armies.

    Not yet sure how to bring it all in together, but Thinking about it.


    5) Nurah's shenanigans:
    Spoiler
    Show
    Thinking past the last session, it becomes clear who Nurah's next target is- Sena. He acts as the (unofficial) leader of the army, the soother of tensions, and the army's main healer. So I think she will focus her efforts on discrediting him, Commander John and his mongrelfolk. Plus, She just might try to sabotage the party's sole siege engine. She needs to try to do this, but without being stupid.

    And yet, I might need to give the party's attempts to watch the armies some credit. Perhaps the mognrelfolk will find something.

    An interesting point might be- Will Nurah try to contact Excorius? (He can really help her spreading misconceptions with his abiltiy to assume other forms and teleport) If so... How? Can the party take advantage of that?


    Just sharing some thoughts. Feel free to suggest your own ideas (Or music tracks )
    Till next time!
    Last edited by Kol Korran; 2014-09-12 at 02:30 AM.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  13. - Top - End - #73
    Pixie in the Playground
     
    PirateGuy

    Join Date
    Jan 2014

    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    It sounds like Nurah is causing quite a lot of trouble for your armies. I used some of my spells to allow our part keep awake all night in disguise wandering the camp and we caught her delivering the shadow blood to Aaron's tent, but we did not suspect betrayal and so she escaped.

    I agree about the hive. It is a very dangerous place being immune to weapons and all of their fire resistance and the screeching. Our Paladin eventually just got tired and charged straight through the cave and somehow picked the correct path to find the queen.

  14. - Top - End - #74
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Quote Originally Posted by devlear View Post
    It sounds like Nurah is causing quite a lot of trouble for your armies. I used some of my spells to allow our part keep awake all night in disguise wandering the camp and we caught her delivering the shadow blood to Aaron's tent, but we did not suspect betrayal and so she escaped.
    Well, the module kind of makes her a fairly minor threat. They even say that she's supposed to be found out before they reach the siege. But I think that kind of trivializes her, and the enemy- it makes it look like the demons have ineffective spies, and quite downplays the potential of Nurah as a feature.

    It is my belief that in order to feel that in order to remember an enemy, to feel that it has engaged you, and that overcoming it meant something, you need to not just breeze through them. It needs to challenge you really, confound you, make you make mistakes, trick you or so on. You need to come and respect it.

    I don't intend to make Nurah impervious to being found out, or have some super duper abilities. (I'm playing her stats right of the box except of adding a permanently invisible Handy haversack to keep her more hidden stuff in. A spy in the Queen's court will need that. Plus, I changed one feat for Skill focus (bluff)). But she will act smart, and try to avoid drawing unneeded attention to herself. I'm adding a few mistakes she might make, but subtle ones. A very obvious one might be that due to the march and siege quickly progressing, is that she is acting quite fast, and I hope the PCs will realize that it's unlikely that SOOO many troubles will be on their army so fast.

    If she sabotages the siege engine, it will become clear that there is a betrayer in the camp. She is trying to put enough confusion and "Likely suspects" before this happens, and then use her high bluff to place the blame on someone else, or at least to reflect it off her.

    I agree about the hive. It is a very dangerous place being immune to weapons and all of their fire resistance and the screeching. Our Paladin eventually just got tired and charged straight through the cave and somehow picked the correct path to find the queen.
    Hmmmm... worrisome. Did you guys survive with your gear intact? I don't have the stats in front of me, but from what I recall the swarms can destroy practically anything in 2-4 rounds or so.

    Edit: A thread discussing music for the Soltengrebbe battle (Added it to the previous post as well)
    Last edited by Kol Korran; 2014-09-12 at 03:15 AM.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  15. - Top - End - #75
    Pixie in the Playground
     
    PirateGuy

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    Jan 2014

    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Quote Originally Posted by Kol Korran View Post
    Hmmmm... worrisome. Did you guys survive with your gear intact? I don't have the stats in front of me, but from what I recall the swarms can destroy practically anything in 2-4 rounds or so.

    Edit: A thread discussing music for the Soltengrebbe battle (Added it to the previous post as well)
    None of our equipment was destoyed. I don't know if the DM just didn't see the ability (because he really loves breaking our gear) or if the Major Image I cast to make it look like we were just a rock fooled them. The nice thing is I made my knowledge planes check to know that they are mindless so I just cast a simple illusion. My reasoning was that Vermin and Insects are too stupid to know that rocks shouldn't be able to move.

  16. - Top - End - #76
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    So the group is about to meet on Saturday. This time we had a very long delay between sessions, due to RL issues, and a Shadowrun session in the middle. My head was focused on other things, and if that was the thing with me, I can't quite say what it will be with my players.

    I've also been doing quite a lot of thinking in lieu with some changes in my life. For those interested, you can check them here. (Warning though- not actual game related! And long... you know me )

    I've talked with the SR GM about the problem of playing every so often in long running continuous campaigns. There are two main problems here as I see:
    1) The players lose track about what happened, they lose the continuity of it all- NPCs, current goals, not to mention small nuances and subtle things.
    2) Once people come to a session, they seek to have the blast there and then. There is less patience for a build up for several sessions, as that build up is lost, and what you get is an "on the way" adventure, which feels disjointed and lost.

    So my thoughts is something on the following lines (I'll ask this as well on the general roleplay forum): I'm thinking to sort of change the structure of the session to feel more like self contained episodes in a long running series. Think of Buffy, Babylon, Deadwood, Firefly, and lots of other shows- each chapter posed a problem, a few different kind of scenes, mostly dealing with the problem, but 1-2 with hints to the bigger story, and usually some sort of an end scene/ climax to seal up the chapter and current problem.

    Using these mind frame- providing an "inside the session" problem, with it's own dealing and climax, will help the players focus their minds and attention more, and will give them their "roleplay dose", which they've come to get this month. The climax is especially important for that!

    I think this is why the former session (Dealing with the temple, camp trouble, and battles in the sands) went quite well- The temple gave a concise "in session" problem to deal with, and gave a nice climax which the party loved. I noticed that after it there was some unwinding, and losing of attention. But even then- the players were mollified- they had their fix, and went along amiably.

    This is also why the session previous to that (The Battle at keeper's canyon) did not work well. It was just a progress along the route, but without any concise problem to deal with other than "get through obstacles" (Which is always kinda boring) More impotently- there was no resolution, no climax to the issues presented there- The teleporting demon, and the changes Red and Mad dog went through.

    There was no outlet of frustration, no conclusion, no finalizing the session, and so it felt incomplete, unsatisfying. Had they scored other major victories, that could be forgiven. But without them, well, there was no excuse...

    Climaxes are IMPORTANT!

    Now this may be problematic, since players will do what players are won't to do, and won't prescribe to any preplanned time frame or plan. But... I think if the GM has this "inside session problem resolution leading to climax" mind frame, he can adjust, improvise and make sure SOME sort of a climax (Even if not the initial one, which may be delayed to later sessions, altered or such) takes place.

    As in the series, each chapter usually have a few hints about larger things, and 1-2 scenes that progress these. These are ok, as long as:
    - They stand up enough in the players' memories, they are big enough, influential enough to leave a lasting memory.
    - They are not the main thing, and do not fully deter from dealing with the main issue.

    Notes for the coming session

    The party is supposed to go through the vesacrator's caves. Yeah, I'm gonna scratch that. It's a boring encounter, which feels "on the way" (Like Keeper's canyon) which does not add to the main problem at hand.

    What will be the main problem at hand? Handling the siege of Drezen! A few things about this. As the "Issue" of the session, it will be preparing for the siege, with problems without and within harming their way. My idea is to make it feel tenuous, a big effort of dealing with quite a few stuff, with the main problem is trying to keep the army functioning. Main efforts:
    - Getting the 6 objectives outlined in the module (the 3 mass battles, and 3 party- battles)
    - Nurah's shenanigans: Sabotaging the siege engine (There may be a replacement), turning the army against itself, Making Commander Johan leave
    - Retribution: There is of course Soltengrebbe, but I'd like to add some stuff... How about- the Vesecrators? Descending upon the army to madden it, to destroy it's equipment and so on? With a queen in tow? Won't that make it interesting? I also plan on a possible assassination attempt by Excorius, perhaps... not sure.

    So, quite a lot of elements here. No set out plan, just knowing the pieces, and adjusting to the players' actions. But, what about the climax? So a few ideas:
    - The currently planned climax is Soltengrebbe. I intend to have quite a lot of in session build up for her (Wounded soldier- "the Beast of Drezen will take you!", and lots of other mentions. I want to find a few sound bites of a lion/ dragon roaring and play them sporadically, as she bellows behind the walls). The big advantage is that she can appear anywhere, and that defeating her pretty much wins the siege (Other than... um... the actual castle). Problem is that she is a tough challenge for even 7the level party, so I need to see they get there at least.

    - But what if they don't? Then there is a fall back- Nurah and Excorius. I intend to play them as have known each other during these few days. I will plan some appropriate betrayal (and hopefully it's foiling? ) to give the party a battle with them, and perhaps a few summoned demons. Or perhaps even... some of their own troops, who have been "persuaded" by Nurah the party are monsters? Perhaps during one of Mad Dog's tranformations? "The demon has returned! We must kill him!"

    Again, this is going to be fluid, and call for some nice timing. But I DO intend to give the party some sort of a climax. and resolve at least ONE of the two major issues in the game (Winning the siege/ main threat of Soltengrebbe OR the problems within their own camp). Hye perhaps they'll be able to manage even both?

    Hope this works. Thanks for reading!

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  17. - Top - End - #77
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    RangerGuy

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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Could you publish the stat blocks for the armies you made for book 2?

    Thank you

  18. - Top - End - #78
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Quote Originally Posted by Grizzly.Dude View Post
    Could you publish the stat blocks for the armies you made for book 2?

    Thank you
    I will try to. Note that though the stats are quite similar to those used in the Mass Combat Paizo Rules, Some of their meaning have been modified to our rules. I have been asked before to publish our version of the rules, and I hope to get down to it. Been a bit busy.

    I've put two armies of Kenabres here. If you're interested in the enemies, I may do them later. The armies written here are BEFORE any upgrades the party got for them.

    I don't much know how to use the tables function on this site, so it's in a stat block instead:

    Spoiler: Armies of Kenabres
    Show


    Queen's Knights
    Spoiler
    Show
    Face: Kamilo Dann, 4th level female human cavalier.
    Composition: Medium army, 4th level human cavaliers, heavy warhorses.
    Size: 2 squares
    ACR/ Init: 3/ +3
    hp: 32
    moral: +1
    move: 4 (Mounted)
    DV/ OM: 16/ +6 (Long range ability)
    Tactics known (Max): Fast movers, Cavalry expert (bonus) (2/3)
    Resources: Mounts, Improved armor, Improved weapons (Cold iron), Long range weapons, 14 BP supplies
    Special: Mounts (Included), Challenge- May increase OM by 2 against a single army, -1 DV for others., Tactician (Included)
    Consumption: 7
    BP cost: 54 BP


    Eagles of Kenabres (Formerly the Eagle Watch)
    Spoiler
    Show
    Face: Tamm Stern, a young male human fighter 3. Possibly Arabeth (Cavalier 5)
    Composition: Large army, 2nd level human fighters.
    Size: 2 squares
    ACR/ Init: 3/+3
    hp: 32
    moral: +2
    move: 2 (+1 vs. fear and routing)
    DV/ OM: 14/ +4 (Short range ability)
    Tactics known (Max): cooperative fighting (2)
    Resources: Short range weapons, cold iron weapons, 6 BP worth of supplies
    Special: 2 extra feats (included), bravery (included)
    Consumption: 3
    BP cost: 34 BP


    First Ascendents (Mongrelfolk)
    Spoiler
    Show
    Face: Lann (Possible leader), Lily (Female mongrelfolk rogue 2)
    Composition: Medium army, 100 1st level mongrelfolk rogues
    Size: 1 square
    ACR/ Init: 2/ +2
    hp: 20
    moral: +2
    move: 3
    DV/ OM: 12/ +2 (Short range ability)
    Tactics known (Max): Ambush (2)
    Resources: cold iron weapons, short ranged weapons, alchemical items (3 uses), 4 BP worth of supplies
    Special: Sneak attack- +1 OM when flanking or ambushing, Stealthy- +4 to hidden movement, Darkvision.
    Consumption: 2
    BP cost: 28 BP


    Knights of the Sovereign Order of Sarenrae
    Spoiler
    Show
    Face: possibly Commander John.
    Composition: medium army, 100 3rd level fighters
    Size: 1 square
    ACR/ Init: 2/ +2
    hp: 22
    moral: +1 (+1 vs. fear and routing)
    move: 3 (Armor training)
    DV/ OM: 14/ +3
    Tactics known (Max): Defensive wall (2)
    Resources: cold iron weapons, improved armor, healers (Can be moved to other units by Sena), 10 BP supplies.
    Special: extra feats (included), bravery (included), armor training (included)
    Consumption: 5
    BP cost: 37 BP


    Lions of Sarkoris
    Spoiler
    Show
    Face: Jester Holten (Cleric of the green faith 5)
    Composition: medium army, 100 3rd level human barbarians.
    Size: 1 square
    ACR/ Init: 2/ +2
    hp: 24
    moral: +1
    move: 4 (fast movement)
    DV/ OM: 13/ +4 (12/ +6 in rage for 2 rounds)
    Tactics known (Max): Fight on the run (2)
    Resources: Improved weapons (cold iron), moral boosters, 6 BP worth of supplies
    Special: rage (included), fast movement (included)
    Consumption: 3
    BP cost: 34 BP


    The tiefling host
    Spoiler
    Show
    Face: Qulin long shadow (Sorcerer 5)
    Composition: large army, 200 3nd level tiefling rogues
    Size: 2 squares
    ACR/ Init: 3/ +3
    hp: 26
    moral: -3
    move: 3
    DV/ OM: 13/ +3
    Tactics known (Max): Dirty fighteers (2)
    Resources: casters (Abyssal sorcerers)
    Special: Darkvision, sneak attack, Darkness 1/ day, Tiefling resistances, evasion
    Consumption: 4
    BP cost: Free or execute!


    Bartlet hounds
    Spoiler
    Show
    Face: Bartlet!
    Composition: Small army, 50 4th level halfling rangers, mounted on riding dogs
    Size: 1 square
    ACR/ Init: 1/ +1
    hp: 10
    moral: +1
    move: 4 (mounted)
    DV/ OM: 12/+2 (+4 vs. demons) long range capשbility. +1 ranged fighting style
    Tactics known (Max): Expert shooters (2)
    Resources: Mounts, cold iron weapons, long range weapons, expert scouts, 16 BP worth of supplies.
    Special: low light vision, favored enemy demons (Included), ranged fighting style (included), stealthy
    Consumption: 8
    BP cost: 29 BP


    Dunklehelm Mercenary company
    Spoiler
    Show
    Face: Possibly Dunklehelm (Fighter strategist 5)
    Composition: Medium army, 100 3rd level dwarf fighters
    Size: 1 square
    ACR/ Init: 2/+2
    hp: 22
    moral: +1 (+1 vs. fear and route)
    move: 2
    DV/ OM: 13/+4 (short ranged)
    Tactics known (Max): Full Defense, Dirty fighters (2)
    Resources: Engineer support, short range weapons, cold weapons, alchemical (3 uses), 12 bp worth of supplies
    Special: Darkvision, 2 extra feats (included), bravery (included)
    Consumption: 6
    BP cost: 43 BP (+2 if Dunklehelm commands)


    The Silver Banner, Crusaders of the Last Wall
    Spoiler
    Show
    Face: Dumas Ardent, 5th level venerable fighter
    Composition: Small army, 50 5th level old fighters, mounted on warhorses.
    Size: 1 square
    ACR/ Init: 2/+2
    hp: 18 (Reduced for age)
    moral: +2 (+1 vs. fear)
    move: 4 (mounted)
    DV/ OM: 14/ +7
    Tactics known (Max): relentless brutality (2)
    Resources: mounts, improved weapons (cold iron), improved armor, 10 bp worth of supplies
    Special: 3 extra feats (included), bravery, armor training, weapon specialization (included),Old (-1 hp per ACR. -1 DV. Included)
    Consumption: 5
    BP cost: 30 BP



    Spoiler: Commanders of the march to Drezen
    Show
    4 Commanders other than the PCs:
    Arabeth
    5th level crusader.
    Cha modifier: +3
    Soldier: 9
    Moral bonus: +6
    Leadership: +8
    Boons: Bloody but unbroken
    Special: Drill sergeant- - for 10 minutes adds +1 DV or OM

    Commander John
    Oracle of battle 6
    Cha modifier: +4
    Soldier: 10
    Moral bonus: +7
    Leadership: +10
    Boons: Siege Specialist, Triage
    Special: Battle Cry: For 1 round +1 bonus to all.

    Lann, Mongrelfolk hero
    Mongrelfolk fighter 2
    Cha modifier: -2
    Soldier: 5
    Moral bonus: -1
    Leadership: 1
    Boons: None
    Special: When leading the first ascendants gains +4 to moral and leadership

    Dunklehelm, mercenary leader
    Dwarf fighter tactician 5
    Cha modifier: +1
    Soldier: 8
    Moral bonus: +3
    Leadership: +5
    Boons: Loyalty
    Special: Will only lead his company
    Last edited by Kol Korran; 2014-10-16 at 11:30 AM.

    1. Special projects:
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    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  19. - Top - End - #79
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    I'm preparing forthe next session. As part of it I'd like Julian's "condition" to become harder to resist, and with more consequences. The idea is that she comes to develop the mind of a demon slowly. First came the telepathy, and understanding of their language but.... what next? Maybe become prone to suggestion from them? perhaps her sources power maybe become tainted with abyssal power somehow?

    Does any of you have any cool idea on how to portray this? THis need no be the end in itself, but a step on the way. Ideas folks?

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  20. - Top - End - #80
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    BlueKnightGuy

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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Perhaps something along the lines of a chorus of infernal voices in her head that become more omnipresent and insidious as her exposure continues. Maybe starting as just an occasional easily ignored whisper in her ear, but as she continues to be exposed to the corrupting influence of the Worldwound, the whispers become voices, which become compelling commands. Perhaps a Wis/Will save every week/day/whatever (maybe just during specific times of stress, when a person might be inclined to act out of character anyway) you feel is appropriate, or be forced to take some course of action that would be detrimental to herself or her party?

    I would be inclined to say some slight physical manifestation would be in order, but I think Mad Dog might have that arena pretty much covered.

    The idea of altering her source power to Demonic would also be very mechanically clean, but the transition itself might be a little odd, if you're simultaneously removing her existing source power. It also lacks a bit of flavor, IMO.

    Just my immediate thoughts. Hopefully someone (maybe myself) will come up with something better!

  21. - Top - End - #81
    Pixie in the Playground
     
    RangerGuy

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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Thank you, this is great.

  22. - Top - End - #82
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    (EDIT: The TLB, I like your ideas, still thinking of exactly how to implement)

    We had a GREAT session tonight, really fun, really engaging. I wished to try for the episodical session structure, leading towards a climax, but the party took things in a totally unexpected manner, and despite me trying to adjust, my intention didn't work. Damned players! Despite that, we had a hoot of a time, and I hope you'll have fun reading this as well!

    This was a 9 hour session (We decided to play longer due to the long delay), So I may seperate this into 3 parts, we'll see how it goes.

    Session 11, Part 1- Vescavor remains, A dispute at the approach

    First thing first- after the battle in the magical trap, the party armies and leaders got quite a bit of Mass Combat experience, and got to improve some things:
    - Sena chose the defensive tactics boon, upping his mongrelfolk defenses
    - Andera learned flexible tactics.
    - Mad dog trained some sniper support
    - Julian trained her forces as sharpshooters.

    The party was feeling as if they were gaining experience, becoming more seasoned. Time to move on.

    Worldwound woes
    As they moved on they faced great oppressive heat (the random "events table" I mentioned). This affected the Lions of Sarkori, The Bartlet hounds and The Silver Banner. The effect was decreasing provisions and hit point by 2, and moral by 1. This posed two problems: The provisions were becoming problematic. The armies started with provisions enough for two weeks. They were coming on the end of the first week, abd they didn't have enough to finish up the second. They hoped to raid some in the Drezen surroundings.

    Secondly, more importantly, The Bartlet were 2 hit points down. To most armies it didn't matter much, but the mounted halflings are a fragile troop, with 10 hit points total! This started a discussion about wounds, which led to a bit of a surprise where we found most units were already wounded, mostly the Queen's knights, and the tieflings. The silver banner and lions were also a bit wounded but not much. The Sarenrae healers and Sean's channel energy helped somewhat, but left some to be desired. "We're not exactly coming to Drezen top shape, are we?"

    Spoiler: events in the Worldwound
    Show
    The adventure doesn't have anything like that. The second module says the third does, but the third just has a table of wondering monsters, so I made something up! The idea was that there will be events to affect moral, provisions, hit points, and such- things that grate on an army, and wear it down slowly. Enough to feel that the Worldwound is an inhospitable place, and that it takes it's toll. It worked quite nicely.

    Basically the party rolls 1d6 3 tiems for an event (I was a bit lazy here), and the leading survival expert (Mad dog) throws against a certain DC and can help circumvent or mitigate the event. Also, in most cases, being down the canyon helps.

    The table was initially planned if the party will try to reach through the plateau (West to the first mass battle. Villi... something ford.) but it had been slightly adjusted here.


    Vescavor lair, or "The furnace!"
    The party progressed, still 4 of their forces above the canyon, and 3 inside of it. Anevia came back with strange news- there was a narrowing of the canyon, which seemed lined with some ores. There were many gaping holes in the ground there, about 10 ft diameter each, about 20 of these holes. In a flash of an idea, Nurah calls this "The Furnace"- a were molten ores slip from the abyss to this place, and cool down. Sometime the demons come mining different metals here. (Which also explains the Vescavors)

    The place is eerily quite, like nothing lives there. Now, those who've read the module will go: "There are supposed to be huge swarms there!" Bear with me, I'll explain a bit later.

    The party curses. They decide to let Sena scout ahead with the mongrelfolk. They approach above the canyon, above the holes. Sena's keen percpetion hears some sort of a buzzing, but faint. he descnds, making some noise as he nears the holes. The vescavor swarms from inside rise up to meet him, and he uses mythic power to meld into stone. He notice the entire area covered with a slight goo with bluish freckles inside (Vescavor poo! ) but first eh tries to resist the confusing jabber of the swarms. He easily makes it (Will 13?! Really?!)and the swarm doesn't notices the mognrelfolk, and returns to their caves. (2 swarms total). With some time left to his spell, he goes to explore the twisting caves, the humming echoes through the tunnels.


    He even find remains of a bigger creature, as big as an ogre, which left claw marks like a large insecticide."The Queen!" and in typical gaming fashion- "We need to findher and kill her, and dissipate the swarm!" Who watched enoguh alien movies, who!? Sena returns to this troops, and they return to the main force.

    Aravesh recognize the creatures and their ability to devour objects, confuse and traumatize. He assumes that this has been some sort of a hive, or breeding grounds, but knows not what have made it move. Oh, and as a tiny swarm, they are immune o weapon damage.

    Bug hunting!
    The party starts to think what to do. One idea they have is to use their engineer core to build some sort of a cover, keep the swarms down with wall wind (Mythic power), till they cover them up, and then pass quickly. But the crisscrossing tunnels kind of nullify that... After this idea and that they decide to go and kill the swarms, bringing Arvash with them since he got one more fireball (But he also gets full XP! )

    They try to sneak, but Sena's full plate makes enough of noise, and they welcome the rising swarm. Julain unleashes a prepared "Diamond Spray" (Cool spell to bypass demon's resistances) which I accept as effective damage since it fills an area, Aravash follows with a fireball, but they have resistance. Regardless- nicely wounded. Sena tries to stop the jabber with an area silence. "Hey, turn the humming off! Silence!"

    The swarms approach and cover all except for Andera (Who took time to hid a bit away. "I just watch and take XP!") All except Julian manages to move away, so the swarm doesn't devour their belongings. Julian, lacking anything big, has her wand of hold person nearly destroyed (Broken, we decided it has some misspell chance). Mad dog gets confused by the jabber (Ok, so 13 IS worth something ) and... hits himself!

    Sena has a "dope!" moment as he remembers his signature abilty, comes close, and channel energy (evil outsider) and decimates the swarm.

    We done here, right? "Hey Mad dog, roll another will save" (Rolls and fails)

    Spoiler: What did I do with the Vescavor swarms?
    Show
    I decided to "relocate" them. They are now in Drezen, and will act as another "retaliation" other than Soltengrebbe. I wanted to pose them as a threat to the army, and give them a more meaningful, more stressful, more interesting place other than a "monster on the way to destination". The queen, and her massive swarm, will appear later...

    Why did I leave these two swarms? Well, as a build up mostly, (Now they know there will be such a threat, and it will be more exciting!) but also as a fun "starter battle to the session. We are coming upon Drezen itself, which is full of mass combat, I wanted to give the party a bit more "party" time.


    Here we go again! or "You don't want to get me angry!"
    As Mad dog failed his save, he once more underwent the transformation of becoming a sort of a half demon- bigger strength, spikes, bloodlust and wanting to kill his friends, the works! Only this time the DCs were higher... Andera tries to trip him but fails, and mad Dog charges and the surprised Julian, and knocks her down to 1 hp! (The player used rage and all). Julian, stunned, moved back and used her half broken wand which held Mad dog thankfully (Not such a high will save.

    (Party in joke: "Beauty & the Beast!!)

    Sena heals Julian, while Andera grabs his sword. Sena tries to cast protection fro mevil (As they suspected would work) but it fails. They then quickly manage to subdue him since he can't break the enchantment, until he makes his save to control the rage and returns to himself.

    Immediately, Mad dog apologizes to Julian, offering to be her bodyguard and protect her from now on. "From whom exactly?!" She exclaims. Sena's players (Always looking to spice things up) raises up an important question "Wait, you also went through something, no? How do we know you won't try to kill us as well!"

    "Oh it's completely different! I don't have a blood lust, I just have many voices in my head trying to confuse me!" Andera becomes alarmed "Many voices in your head? Can they learn about us?" (Interesting idea there ) Julian, with her usual talent, deflect the issue back to Mad dog. "Aravash, do you understand this?" The wizard is unsure. "We need to explore it. I'd say it's some sort of a curse, but a very powerful one, or some sort of a transformation trigger. It seems that the unbalancing of his mind by this Vescavors managed to trigger this."

    With no real answer at the moment, they decide to head back, Deeply frustrated that they found no real solution to the problem. Sena speaks one more thing to Aravash. "What went here, stays here, ok?" Aravash agrees, but is obviously weary of Mad dog.

    Spoiler: Aravash new role
    Show
    With Harry gone, and Julian focused nearly entirely on the Arcane, I just realized that Aravash can assume the role of "NPC sage" for the party. I originally assumed that Harry and perhaps Sena will conduct some research to the matter, but now it seems that Aravash for a dispenser of some plot or the like. Could work quite well really!

    He is also the most likely NPC to follow them in missions. I need to restat him for this adventure.


    7th day of travel, and trouble brewing at camp!
    The party manages to go past the vescavor breeding ground and make camp further along. Tomorrow they are supposed to reach Drezen at mid day. But the party decides to move only half the distance tomorrow, and let their army rest (heal up a bit) They wish to come to Drezen at full strength. They are worried about their provisions, but decide to risk it.

    The days travel bring them to hauntign grounds (random event), where tormented spirits wail and moan, affecting the moral of about half the armies. (-1) they bypass another heat wave, and finally rest in the canyon, near the ramp that will lead them into Drezen surroundings themselves.

    They start making camp, and send Anevia with a few mongrelfolk,and a few bartlets to scout the grounds, a mission that will take all night. (I had the possibility of roleplaying a scouting mission, but the party decided to skip it, and use the basic info). But not all was well.... They could hear some commotion. And they could see Arles Jhestander, The second in command for The Queen Knights, a respected soldier, veteran of many battles, also an ex paladin (Still good, but lost heart at one time) rises with his horse on a small uprising, and address the vast armies.

    Spoiler: Arles Jhestander
    Show
    Arles appears eariler in the module as a simple social challenge, speaking of dismay and despair. I wanted to make his appearance at a more opportune time, and nothing liek just before enterign Drezen! But his words are not fully his. He believes them so, but they come out of conversations, manipulations and even 1-2 suggestions by our dear friend- Nurah.


    "Look at us... Like sheeps to the slaughter! We are doomed! We are going to our end. I have stayed my words till now, out of respect to the Queen's wishes, respect to our leaders, praying for Iomedae's guidance, but I can hold my tongue no more! For if we I will not speak, I am as responsible. We are 700 only! 200 of which are tielflings! About to tackle the most fortified fortress build in the Worldwound! Led by cursed leaders, and an evil omen over our heads! We must head back, and do it now!"

    Mad dog to my surprise, tried to tackle him: How can a coward 9Speaking of his past and when he lost his paladin status) speak of turning back? How can one who lost his way, try to show us a new one? How can one who was punished for turning back, ask that of us now?"

    Arles answered "And how can one, with a demon inside him, can speak of fighting demons? One who's own troops fear to follow?"

    We decided Mad dog's attempt will count as "Adi another", (since it is easier), and he got a bonus due to tacking an "aspect" of Arles, but poor dice roles screwed that.

    Sena however, sought to be heard. He took off his helmet, and strode forth. "Well Arles, it is such an interesting time you have chosen to bring this up! We've been striding in the Abyss for several days now, and now, just before we finally come to do what we were sent for, you bring this up? You held your tongue due to... respect? We are not dictators, you could have spoke at any time! what is behind this?"

    "I have prayed, and sought guidance, and I have found it! Iomedae showed me the way! You are leading us into a trap, and your leadership is not worthy at all! One who had the demon in him, one who consorts with tieflings, one who consorts with the sons of the worldwound, and one who's lost more than I ever did, and is cursed till this day!"

    It was at this point that they rolled their diplomacy, adjusted according to the deals they made. Both were considered to hold a similar regard, though Sena a bit more. And Sena won this. Again, I ran this as a contest.

    Currently: Group/ Arles= 1/0

    But the party was worried. Arles seemed to be speaking the truth. They thought he was manipulated, perhaps through his prayers, and "Iomedae's guidance" (Close to the truth, Nurah helped to "interpret" her will...)

    But Sena was furious now. "You can say what you want about me, but the mongrelfolk have SAVED Kenabres, and you will not besmirch them or their contribution and loyalty! I hear only slogans, hollow words, Understand this- The First Ascendents are OUT of this bantering game!"

    Julian strode forth, and gave one hell of a speech! "Quuen's people, brothers, sisters... How many times have we heard the word "Impossible?" Not so many days ago it was siad that Kenabres was "Impossible to save.". And yet it is saved, and safe... because of us. Silver Banner. ("Mmmm? Aye?") how many times were you told the battle is unwinnable. ("HA! More times than you got years youngling! Why, I'll tell ya of...") Lions of Sarkoris- You have been driven away from your homes, and told not to fight, for the land is lost, that it is impossible... is that so? ("No! For Sarkoris! We shall restore you!") Queen's Knights, did the Queen ever sent you on a mission where there was no hope, on a futile mission? Do you wish to disappoint her now? ("For The Queen! For Galfrey!")

    and she went on! "Fear... I know fear. Arles knows fear as well. He was punished for fear (zing!) But I call for you- have courage again! Iomedae faced the impossible several times as a mortal, and accomplished it every time. (Here he started making accounts of such acts.) Arles, it is human nature to fear, it is a knight's nature to overcome. Become what you have always been, deep inside, and let us storm this fortress together!

    - Arles retorted with word more shaky It is said that you too have some influence in your mind, that you hear the words of demons. (Party perked up "How does he know that?!" Excorius told Nurah.) and all your words come from the words of tainted, cursed, warped and worse!

    We decided these will be 2 rolls. Julian had massive bonuses (+5 to one argument due to deal. 3 tiems +5 for the 3 armies who's aspects she tagged very, very nicely) Still, one was a lousy roll (we decided he misquoted some facts about Iomedae, and religion, verging on blasphemy), so one success, one failure.

    Currently: Group/ Arles= 2/1

    Arles, seeing he was losingthe argument, lashed out more: "Why should we trust them? These.. sweet talkers? We are so amazed by their power, but where did they get it?! They said they have met with the Worldwide Witch Areelu Vorlesh, and that they managed to SURVIVE"? She is said to be second only to Deskari itself? And yet they met her, and walked away? What did they sell for their lives? Their souls? Or maybe OUR souls? All of us, led to the slaughter, in the demons game- play with your prey, taunt it, torment it, and only then kill it! Raise their hopes, and crash them down! Do not be fooled!"

    Andera then strode and spoke a bit sarcastically. "I agree with Arles! There are demons in an unconquerable city, so lets turn tail, head back to the Queen, hide behind the broken Wardstone, and wait for the demons to come to us... Arles you say we are the work of demon's trickery? How do we know it is not you who is tricked, used? Ye,s we have met Vorlesh, and she tried deception with us, (And here he went to explain it all truthfully)..." Andera then turned to the entire army, shouting to be heard. "Don't you see? They are trying to make us work against each other! Turn on each other! Will Iomadae give her hand, her consent to this?"

    A good speech, and a good roll, and the party won! There were chorus of people suddenly trying to think of all these words, and of the bigger task ahead, and putting away their differences. Arles rode down slowly, Kamilo turned to speak with him. The party wished to do so as well, but Sena first wished to address the entire army as well. (Some of this speech may be a bit familar. )

    "Army of Kenabres! Tomorrow we march on Drezen! Let this be the glorious fight that it should be! I think I may say this- even if Mendev will stand for a thousand years, this may be our finest moment!" He let some cheers go up, but cut them quickly with a glare and clang on his armor. "But let me say one more thing- there is another crusade amongst us. We WILL NOT attack the weak amongst us! We WILL NOT prey on easy targets! If ANY of you have any problem with the mongrelfolk or with commander John, you have a problem with ME! They have proven themselves many time, and I will not stand and see their reputation be dragged in the dirt no more!"

    Sena, as can be imagined, was really fed up with this (As a character).

    Oddly enough, the party did not pursue to talk with Arles no more, and though they understood that SOMETHING was going up, they still suspected some sort of outside influence, or at the worst- Excorius.

    From the crowd, Nurah smiled, but inside she was thinking "Time to up the stakes"....
    --------------------------------------------
    This is so far for this update. The next one will include the stormy entrance into Drezen territory, a twist of plans, and... casualties!

    Hope you enjoy! I will try to update as soon as I can.

    +1 moral to all armies (Some needed it)
    Last edited by Kol Korran; 2014-10-18 at 10:31 PM.

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  23. - Top - End - #83
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Session 11, Part 2- assault on the Drezen environs

    This next part deal with the strategic planning and the tactical mass combat where the party's army struck into the Drezen environs. It would be difficult to understand the surroundings without havign the map in the module, but I'll try to make do.

    The war council- making plans
    Since I don't know what sources you have, and I can't post the map, I'll try to explain the environs. Skip it if you have the map.
    Spoiler: Battle zones of Drezen environs
    Show
    - The Ahari gorge divides the environs to north zones and southern zones. The army approaches from the east. The slope enabling the siege and horses to come up on the south bank, in the SE corner. The gorge can be passable to climbing forces, but not to mounted ones or siege weapons.
    - "The south bank" is a long strip of roads and ruined houses, stretching to the west. For clarity purposes it is divided to two segments: SE bank, and S bank. From the SE bank there is a bridge crossing the gorge up north to a hill called Paradise Hill. From the S bank there is another bridge north leading to the fort of Drezen itself. to the west of S bank there is a mist shrouded cemeteryץ
    - The cemetery can access only the S bank.
    - Paradise Hill and Fort Drezen comprise the north half of the map. There is a side branch of the gorge separating them too. Near the top of the territory there is a broken bridge spanning the two.
    - Drezen Fort is quite big, and with in it a big citadel. The walls are slightly damaged, but stand tall, and though most guards towers are non functional, 4 remain- 3 near the main gate, and one towards the small ruined bridge.

    Ok, I hope this makes things clear, though I hope you do have the map in front of you.

    Anevia returned with the other scouts, bringing news. She allocated 6 main targets, 3 of them for mass battle, 3 for more "surgical strikes". She first emphasized that the place looks deserted, a bit like a ghost town. The forces seem somewhat disorganized, disjointed. She pointed out the following targets:
    - In the south bank, they spotted 2 medium armies of dretches (100 each), along with a big host of tielfings (200). A bit to the west were humans- cultists serving the lords, seemingly better equipped.
    - Paradise hill is a paradise no more. It was used for luxury apartments and workshops, but now it is in ruins, but has some fortifications. There are some tielfings there, with long bows, but also an army of Schir demons. Something is going on there though, as some tortured shouts come from there.
    - To the west of the south bank there is a mist shrouded cemetery, and the dead walk in it- ghouls and skeletons, with rotting crusader armor on their bones. There seem to be an area of darkness within, unpierced by light, but the scouts couldn't defer what it was.
    - The bridge leading to Drezen directly has been weakened, and four Aurochs are tied to the pillars, ready to break it down. The place is guarded by a small group of tielfings, but if a massive army will come close, it would surely be felled. If the bridge isn't saved, mounted troops and siege weapons may not pass the gap!
    - The four surviving towers od Drezen hold siege weapons. With the height benefit, they could out reach groudn siege weapons. These need to be sabotaged in order to succeed. All 4 towers...

    Another info comes from Julian's familiar- her hawk. It circled around Drezen itself. It saw some Schirs, some cultists, tieflings, dretches, but also some worrying signs- The citadel itself grew in some pulsating greyish red light. Something very, very wrong about it. Also, there were some pillars just at the front of the citadel, glowing in a neerie pale grey light, and some strange.. structures? placed around the citadel. But the hawk surveyed it but slightly, for it suddenly felt something, some presence, some power, staring back at it! and so it flew.

    Ok, Planning time!
    As usual with this group, they started making overly complex plans. Two things worried them- capturing the bridge before they'll decide to drop it, and avoid being caught between the cemetary and forces from paradise hill if they rush to the bridge.

    Feeling another "no end in sight" discussion coming, like in Keeper's Canyon, I limited the discussion to 10 more minutes. And it seemed to have focused them on a different plan alltogether! They planned to strike to the SE bank, and WHILE FIGHTING THERE rush towards Paradise Hill and conquer it, trying to catch them by surprise, and then pushing all the forces into the hill, and fortifying their base of operations there. Then, possibly rebuild the broken bridge to Drezen, thus not needing to rely on the "suicide approach" bridge to Drezen. Plus- they'll need to face only one tower, which they intended to sabotage.

    I loved it! Time to try and put things to action! As the party gathered their forces and set the army in motion Julian's player did a quick tally "Wait, I counted more than 2,000 people we're facing all in all in this siege? With our 700? Against a fortified location?" Sena's player replied "Let's hope they are reaallly disorganized!"

    A bad beginning...

    The armies come close, and I put out the tactical map. Most of the area has ruined buildings, which gives the enemy a home advantage. Reaching the SE bank, they first meet with two armies of Dretches, and a larger unit of tiefling rogues. The army moves cautiously but... the Lions move far ahead, and meet the Dretches head on. Within 1 round the two dretch armies tear through the Lions, destroying the army! By our rules, Mad dog escapes with half hit points, but that does little to ease his mind.

    Sena's player ask: "Who in their right mind rushes straight at them ahead of the army?!"
    Mad Dog: "Barbarians?"

    Which is exactly the time when this is heard, all over the Drezen Environs coming from Drezen itself.


    The party: "What the hell was that?!" But there were other things to worry about. Through out the session I would use various roaring clips to have the party WELL aware that something BIG is hungry!


    Mad dog retreated and joined the Silver Banner. "For the Lions!" Dumas shouted, which became their battle cry through out this battle. The armies engaged, and suffered some wounds but managed to destroy the forces. The tiefling in the meantime moved towards the bridge of Paradise Hill, when they noticed a new danger/

    The cultists from the western parts of the south bank were hidden at the edge of an open field, covering the bridge. They held long bows, and an open space between them and the armies of the PCs. They needed to time their assault right, or else a good volly could repeat the case of the Lions.

    Spoiler: Picture of the situation
    Show


    PC armies to the right, Bridge in brown to the north, and cultists to the left.


    Triple charges! And Paradise Hill
    The Queen's Knights and the Silver Banner can move fast, and have timed their dual charges to catch the archers before they could fire! Yet even in close combat, while not a match to the two mounted troops, they could occupy them for a time, and inflict wounds.

    But the army wouldn't wait for them to join. The tiefling strode over the bridge, and surveyed the hill- 2 armies of tieling long archers, an army of quasits (?) which went and turned invisible, and an army of Schirs...

    Spoiler: a picture of the situation
    Show


    At the top the two red are the tieflings, between them the Shcir army. The quasits have disappeared. 4 forces are at the bridge, with the tieflign occupying it's length. Below the two mounted units face the cultists)


    And the Schirs rushed powerfully charging down, while the tielfing taunted them (Tactic), and their sorcerers cast defensive spells (Resource). Those, along with good rolls made it that the Shcirs didn't hurt the tieflings TOO bad. though the tielfings failed to hit them at all. ("That is what happens when you are mooning the enemy instead of fighting it!")

    Remember that saying about bridges and bottle necks? Well that is exactly what happened here. The Schir- tieflign conflict locked the battle, as the two tiefling archer units came down and started shooting. More than that- the quasits went soon after the Bartlets. With focused fire and a lot of effort they got them down before they could make real damage, But meanwhile the archers were doing small, but persistent amounts of damage, as was the "main event"- the tielfings were worn down slowly, and they barely damaged the Shcirs, who proved to be a TOUGH unit!

    They needed a change...

    The feint and victory

    So the tiefling quickly withdrew! and went back, with the other armies forming a sort of a cul de sac.

    Spoiler: picture of the cul de sac
    Show


    I rolled a dice to see if they'll fall for it. (Obvious tactic, but not too smart and winning so far) They fell for it... As they came in the party gathered round their forces and managed to dispose of the Shcirs. One of the tiefling unit's broke due to moral and fled, and I decided to end the battle there and just declare they kill the last unit.

    Two major battles were one, but one unit was lost, and the rest were nicely battered and wounded. They quickly rushed to the hill, to find what was there (with some scouts to quickly gather resources from the south bank, and prepare to make this a temporary base, from which to plan further attacks on Drezen! And lets not forget, the Schirs were guarding something here...


    ------------------------------------------------------
    It's still not the end of the session! In the next part I'll discuss some preparations, ideas, and the party trying to tackle a "surgical strike" which turns out to be a bit of a fun mess!

    I hope you're enjoying, please feel free to comment!
    Last edited by Kol Korran; 2014-10-19 at 01:11 PM.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  24. - Top - End - #84
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Hey, I told you it was a long and busy session!

    Session 11, Part 3- Reassessing & the tower assault!

    Now, as the party checked up what resources they had left, I was trying to think on the terms of "an episodical session with a climax" (discussed in one of the previous entries), but it was tricky: They were still 6th level, so Soltengrabbe was still out of reach, and besides- it was waaaayy to early in the siege for that! The outing of Nurah also felt a bit too early. (I tried to give sublte signs... perhaps too subtle?) I still wanted to see if they could stop Commander John from his decline.

    What about the Vescvor swarm? That could work as the first retaliation, can it? I heard the party talking about their less than optimal resources, and needing to get the army back to shape. They were thinking of rest? Good, The Vescavors will attack at night!

    Taking stock and holing in!

    Just s the armies crossed the bridge they called for the engineer support (With the nights of Srenrae, under Commander John) to barricade the bridge enough. "Who will guard it?" I asked. " 2 armies, at all times!" They answered. ("Target for nightly ghouls attack- check!").

    The armies, though victorious, and without any fatalities, were pretty well wounded up. Sarenrae's healers, Sena's powers and some army potion stocks were used to heal up most, though not all of the damage. They debated about maybe to save the potions, but Sena replied- "After what we did? There will be a retaliation, we must be ready!" At which point I put the roar again. "AND WHAT IN THE ABYSS IS THAT?"

    But first of all, experience from the battle! Sena and Andera both take a boon called "Sniper support" (Granting them more damage) The armies and leaders are pretty maxed out now in terms of new abilities. Unless they get more levels, charisma, ranks in Profession (Soldier) or the leadership feat. In this regard the army system worked nicely, putting the armies at quite competent just before the last battle of this module.

    The party found quite a few things in their search and looting- some provisions, not a whole lot, but giving them a bit more breathing room. They also found a damaged siege engine! (Will take 1-2 days to fix), and most importently, they found captured crusaders (Not the class. Fighters by class), who were captured by demon raids and in excursions into the Worldwound. They thanked the armies, and vowed to fight for them. With all of the defeted armies, it was easy to refit them, and Mad dog took command over them, calling them "The lucky bastards!"- A name which raised a few eyebrows, but perhaps it's more of a wishful thinking after how he has rolled this session.

    The Lucky bastards told them that they were slave force, and "entertainment" for the demons here, but that Drezen would house many thousands of demons in the past! Aponavicious (A top merilith general) took almost all of the forces to fight the armies of the south, leaving Staunton Vhane, a most loyal and devout Anti Paladin to guard the city. The dwarf seemed both a highly prized serevent, and a tormented toy to Aponavicius. Rumors say that he has went into the citdel, and sealed it up... Something is going up, some sort of dark magic...

    And they lso tolf of Soltengrabbe, the demonic chimera, prized pet of Aponavicious. Nicknamed The Beast of Drezen, it is highly ferocious, and of great power! ("So those are the roars... Yay!" Sena said sarcastically...)

    Spoiler: The lucky bastards
    Show

    Composition: medium army, 100 3rd level human Fighters
    Size: 1 squares
    ACR/ Init: 2/ +2
    HP: 22
    Moral: +2 (+1 vs. fear and route)
    Movement: 3 (armor training)
    Attack: 14/ +4 (long range)
    Resources: Improved weapons (Cold iron), long ranged weapons, Improved armor
    Special: Bravery (Included), 2 Extra combat feats (included)
    Consumption: 4


    John in the meantime comes to his own. He still seems weary, tired, but starts arranging this camp, the siege. He gives directors to the engineers, send people to check the fallen bridge and gorge, manages supplies and guard post and so on. After doing that John set up command and lookout posts at the top of the hill, on the hill's fortifications, and started viewing the Fort, studying it, using Nurah's map. The idea was to give him a feel of a siege specialist, (as he add a +3 to their siege score). It was also to show that he is worn down a bit. I saw a look of concern on Sena's face, but he quickly got swept in other things.

    A small matter about John: I thought the siege would take longer, but it seems the party is going to use Blitz methods (Pardon me any history buffs if I'm mistaken)- They plan on striking hard, fast, and keep pushing, not letting the enemy time to regroup. I originally planned for a slightly more prolonged siege time, but it seemed I will need to speed things up. First retaliation tonight, in which Nurah will do her best to undermine Commander John's position. Unless great measures are taken, John will crumble under the stress, use too much Shadow blood, and will abandon the group and head to the fort (taking the role of Aron Kir n the module). However, the players have often surprised me, I wouldn't be surprised if they... um.... surprise me again. (Lousy sentence! )

    Speaking of which- the players wanted to start building the north bridge, linking Paradise Hill and Drezen as so as possible! But there was a guard tower watching that place, with siege weapons! So they decided to take it out! They debated whether to do this tonight, or now, and opted for now. At night the enemy has advantage, and they still have element of surprise- having attacked by armies, and seeing them all bunkering up, the enemy wouldn't expect an elite group taking down their towers now, would they?

    Now, the party lacked on a few resources- Sena's channel energy was used up, (For the armies), Julian used most of her mythic power to cast fireballs on the previous battle (Forgot to mention that), and a few more minor things. But on the whole they were pretty up and ready!

    In my mind: "Um, attack now? But the Vescavors, the climax? Um... how... ohm just roll with it and see where it goes!"

    Easier done than said!
    Two more "minor" things to do: Job for the engineers: Either continue to barricade the hill, work on the siege engine, or start building the bridge. Tell the truth I didn't plan on "daily" missions for engineers, but this seemed reasonable. They decided to start working on the siege engine.

    Secondly- how to approach the tower? There were troops on the walls. I decided on a stealth roll to get to the gorge, climb down, climb up, and another stealth to get to the wall, and another climb up, or whatever solution they come up with.

    So about those solutions: They manage to sneak well to the gorge, (Lots of ruined buildings and long distance). There Andera reminded me of his "wall climber trick", which made hi ma little spider man. Julian joined him by casting Spider climb, and Mad dog climbed well all on his own. As to Mr. Full Plate Sena? He used his favorite spell- "Meld into stone". Just before the party got up into view Julian spammed invisibility spells, ans do all got close and up to the wall.

    When something strange happened. As Sena entered the Fort's wall he felt something strange, a presence, a being in it! He was forcefully expelled from the wall, with one clear image in his mind- It was Staunton Vhane! This worried and alarmed the group (Mostly Sena) but not enough to abort mission. Luckily, the guards didn't notice him being expelled (good roll), they were looking at what was going in Paradise Hill.

    Don't split the party! Or... "What is plan B?"
    Up close they heard some strange guttural huffing sound from above, and a sickly odor drifted down. Andera quickly recognized the sound- a Brimorak! (They met one at Vilroth Ford). "Oh Sh*t!" they thought (For some reason they thought these were really, really strong!).

    The party wished to climb up first, and sort of scout. They decided Andera and Julian will go up, with her invisibility and spider climb. Julian als ohad another plan. "When I drop a coin down, make some noise!" She told Md dog. Up they went (Both invisible), and reached the top, where a lone Brimork was having a bit of a shouting over a few tieflings on the walls. It seemed that the fort keep lookouts on the walls, but not the entire forces. Sena's player wondered "We are fortifying in front of their faces and they are not on full alert?" He grew worried, remembering the presence in the walls. (The module doesn't mention guards on the walls, but it seemed silly to me to have only the 4 Brimoraks. Plus it added tension- the dismantling of the siege engines needed to happen FAST!)

    Julian then dropped a coin. Mad do dutifully made some noise, which Drew the Brimorak to look over the barricade, when Julian cast Hydraulic rush with piercing metamagic, but rolls lousy! The Brimorak is awash with water, and looks back, eyes, horns, mouth and sword flaring with fire! Time for Initiative.

    Andera rushes and stealthily pus a roe down (Why just now?) and Mad dog and Sena begin the long climg. Meanwhile The Brimorak starts to summon another, and some tiefling shoot at the (now visible) Julian. Julian has more bad luck as she tries another Hydraulic push and fails, and the Brimorak comes toward her and breaths fire on her.

    Andera has an idea, rushes invisible past Julian whispering "Retret! I'll handle this!" nd dives stelthily under the siege engine, hiding between it's mechanism. Julian wishes to argue, but then 3 other Brimoraks teleport in! "Retreat! She yells, and jumps over the wall, casting feather fall.

    Not over yet!
    Andera alerts me that he is going to take 20 to disassemble the siege engine. He is sure he can hide here. Last thing they'll expect this time! Mad dog and Sena dropped from their short climb, and Sen cas Magic circle vs. evil, wishingthe others to stay near him for protection against the archers. But here were bigger problems- the 4 Brimoraks teleported down to block escape.

    Squeals of joy came from Mad dog's player! Julian's player: "What? You think to fight them? We need to escape!" Md dog's player "Oh no... Now, we're going to kill them all!" I think he was frustrated from nearly killing Julian t the start of the session, then not doing well with the Arles negotiation, and finally losing his army! He wanted to kill stuff!

    So he charged at 1, and with two strikes (one from Mythic power) took it's hit points down to 1! Sena licked his lips. "i see they use fire... Lets take that advantage away, shall we?" and cast communal resist fire. And just in time, since the Bromiorak unleashed 4 fireballs on them!... To nearly no effect with saves and such (Mad dog suffered the most- 10 hit point)

    Which sort of prompted this...

    The 6 tieflings on the nearby walls keep shooting at the party kept shooting them, but had little effect (Julian had her mirror images, Sena's armor was sky high, and Mad dog had tons of hp) it was fun for the party to disregard them as annoyance. However, more troops were rushing. I gave the party 3 rounds before dozens of tieflings will be on the walls.

    The battle was quick and fierce- Julian kept not having luck with her spells, using ear piercing scream as her main shtick at the end, Mad dog just took down most of the hit points of a brimorak, and then moved to the next, letting Sen and Julian take it down. The fiends tried dispelling their spells, (but didn't succeed taking out the communal resistance from fire) and a few other stuff, but indeed- without fire power, tey were pretty useless. The party took 3 down, and wounded the fourth, before it teleported away. As they ran off I let a few more volleys of arrows on them, but to no avail. The party managed to escape

    The party defeated the Brimoraks, and Andera was left under one of the siege engine, withe a few dozens of tieflings and humans on the walls. He was successful though, and his total "take 20" was high enough, so he decided to disable it so as to look functional, but fall on itself if used or examined closely. He suggested that he might find a way or time to sneak to the other towers? He can disappear for a short time using his ninja tricks however...

    As interesting as it was, it was time to end the session. But not before one last detail- Level up! and just barely! Level 7- attained!

    Each Player's XP: 35,013.
    --------------------------------------------------
    So we stopped here. A very good session, people felt good, and engaged. I told two of them before about my idea for "episodical session design", and they commented that not every session needs a climax. Hmmm... Perhaps not? This session went unplanned on many places (I love it when they do that!) and it was quite a hoot!

    I believe the next session will see the battle over Drezen itself after some fashion, and probably all three major events I planned as possible climaxes for this one- the Vescavors, Nurah and Soltengrabbe!) I hope to put a post with the updated characters (For level 7), including their army commanding stats and their armies. If any of you wish to me to post anything else, I will try. I am going to try and post the mass combat rules, after a fashion as well.

    Leave a comment, question, or whatever. It helps to know people are interested.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  25. - Top - End - #85
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    I started transferring and updating the Mass Combat rules to This thread on the homebrew section It will take some time to finish it, about a week give or less. Going over this stuff takes time, but the two first sections re there already, so take a look if you want. It should be on my signature now as well, and once complete I will put it in the log and the "contents" post t the right place.

    That thread is open to review, comments, questions and whatever, as always. Farewell for now!

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  26. - Top - End - #86
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    And the Mass Combat write up is finished! Well, at least the initial version, before comments. Feel free to look it up (Link in the post above). I'll be putting a link to it on the "contents" post (Second post of the log, along with the links to the sessions) and on the relevant session (I think it's the second half of Session 7)

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  27. - Top - End - #87
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Little response so far, oh well...

    Anyway, We will probably meet in about 2.5 weeks, so a bit of an improvement overall. The party is a bit anxious about the coming session. Some thoughts:
    1) I think the session will mostly deal with the rest of the Siege of Drezen, with somewhat complex retribution attempts from the defense. As I mentioned earlier, I think this session will include a lot of "climax moments". One I'm looking forward to dealing with is the potential leaving of Commander John. Though Sena is of course the most involved with him, Julian's player, and the other two as well to a lesser degree grew fond of him. I intend to have a preliminary talk between Sena and Commander John, a sort of a last talk, and the last chance to turn the tide, before John leaves. Sena's player is an excellent roleplayer, and I wish to see what he will make of it.

    2) Nurah's true face will also finally become apparent. Either the party will find her out. (She will make 1-2 mistakes now that she's under pressure), or she will have one final surprise, alongside the attack by...

    3) Soltengrabbe! I have an idea of how to use the beast of Drezen to invoke more awe, horror, and a sense of great danger. Not telling anything yet, but it might be quite intense. I'll be using the homebrewed set of statistics that was suggested earlier, along with... another set of statistics. You'll have to wait and see.

    4) The campaign traits: As the module is fast nearing it's end, I'll be givign the party a few more clues this session. They have been a bit lost with the few clues so far. I'm going to put in a few more dramatic touches now, elaborating a bit on the link between Julian and Mad dog's story, a few more puzzling info about Arulashee, and even Sena will get a glimpse of his story... Hopefully this won't be too lost on the party. I hope to use Aravash here as a "plot giver".

    5) And then there is Staunton Vhane. I assume you've guessed I have done something quite different with him than the module suggests. I have indeed, he is something... not quite natural now. I'm not yet certain of the details, but in a sense the party will get to know and face him for an elongated time. Which brings me too...

    6) The citadel of Drezen: I'm weary of this dungeon. The party disliked the Gray Fortress Dungeon at the end of the first module. It felt too long for them, and they kind of hate a multitude of small, yet ultimately insignificant battles. We play far too rarely to spend time on this stuff, dredging through encounters just to wear resources and get XP. So I'm looking for ideas on how to change this.

    Anyone was able to minimize the dungeon to fewer more dangerous, more cinematic encounters? My current ideas are:
    # Make a list of the XP, and the main interesting encounters, then add lots of support in some form to the main antagonist (Those succubi I remember), moving that XP there.
    # Put some other limitating conditions, that warrant extra XP for their complication, but without taking so much time (A pressing time limit, some of the citadel being wrecked upon them and the like)
    # Staunton Vhane himself will feature in many parts, in differing challenges. So he might make for lot of the XP chunk himself.

    I'd love to her experiences from you folks about whatever worked, didn't worked, and the like in the citadel. Or any other ideas you think would be fun to implement. So bring it on!

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  28. - Top - End - #88
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Our session is next week, but in order for me to prepare the players have sent the 7th level updates to me. I'll be posting them here, and now that I've learned to do table a bit, it will be slightly more nifty.

    Here goes! (Do remember that all character got +1 feat, +2 skills, +1 to a save and +5 permanent hp from the trial at the Hall of Heroes (Replacing Iomedae's benefits in the first module).

    Stat Andera Julian Mad dog Sena
    Race Human Human Half elf Aasimr (human scion)
    Class Ninja 7 (Scout) Sorcerer (Arcana bloodline) Barbarian 7 Cleric of Sarenra 7
    Alignment CG CG CG NG
    HP 53 (pre lvl 7 roll) 55 86 47 (pre lvl 7 roll)
    Abilities (Heroic scores) 10, 19, 12, 13, 10, 16 10, 14, 14 ,12, 10, 20 (22 with headband) 19, 14, 14, 10, 14, 10 16, 13, 10, 10, 18 (20 with headband), 16
    Traits Chance encounter, group fighter Exposed to awfulness, Arcane temper Stolen Fury, Demon slayer Touched by divinity, eyes and ears of the city
    Regular feats Weapon finesse, two weapon fighting, shadow strike, blind fight, extra ki+ 7th lvl feat? Eschew materials, spell penetration (+ greater), Expanded arcana (twice), metamagic- silent, still, piercing Skill focus (Survival), power attack, cleave, finishing cleave, weapon focus (great sword), dodge Combat casting, selective channeling, heavy armor proficiency, alignment channel (Vs. Chaotic evil)+ 7th lvl feat?
    Main skills Stealth, acrobatics, Disable device, diplomacy, bluff, UMD Bluff, diplomacy, intimidate, spellcraft, perception perception, survival, acrobatics Perception, diplomacy, sense motive
    Main magic items Mithral chain short +1, +1 cold iron wakizashi, daredevil boots, bunch of bane arrows Headband of charisma, cloak of resistance +2, 4 spell knowledge pages +1 Adamantine great sword, demon defiant breast plate +1, defense boosting items Head band of wisdom +2, full plt and shield +1, +1 cold iron demon bane scimitar, bunch of scrolls
    Special class features: Tricks: Vanishing trick, sacred sneak attack, wall climber, sudden disguise Hawk familiar Rage powers: Superstition, reckless abandon, witch hunter Domains: Heroism & good
    Mythic path Trickster Archmage Champion Hierophant
    Path signature ability Surprise attack Wild arcana Sudden attack Inspired spell
    Path ability Defensive move Enduring armor Flash of rage Heathen slayer
    Mythic feat Mythic weapons finesse Spell lore (Mythic spell) Mythic power attack Extra mythic power

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  29. - Top - End - #89
    Ogre in the Playground
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    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    We played this Saturday, but I didn't have the time to start updating till now. It was a roller coaster of a session- fast paced, with the party taking the initiative, quite a few highlights and in general- it was a blast! We were having fun, so the session dragged on to a total of 11 hours of gaming! Phew! It was hard to run the session, but it paid dividends!

    Edit: I initially thought to post this in 3 parts, but I see the second and third part are fairly short, so I'll bunch them both to the second part.

    I'll be posting the session in 3 parts, due to the length. The first part deals with some traits developments and the deal with Commander John. The second deals with the events leading to and including the battle with Soltengrabbe and the last part is the final mass combat assault on Drezen itself! (And the consequences)

    I hope you enjoy as we did, here goes!

    Session 12, part 1- Nightly retaliation and John's "trial"



    The saboteur!
    Last we left Andera was up with on the north east tower, under the siege weapon, as the rest of the party retreated back. He decided to try and get to the other towers, and disable them as well. He used his trick Sudden Disguise (Enabling him to use disguise self effect for several minutes), and made himself appear as tiefling. Knowing Abyssal he made his way towards the second tower, trying not to draw attention from the tieflings and the cultists. He manged to get to the second tower, one of two over looking the bridge, and in a quik moment dove under the siege weapon and disabled it as well. He chose not to risk trying to get to the tower across the gate (The increased vigilance of the gate guards worried him. It's so long till he rolls really bad... This player is known for it!) and uses his disguise again to walk part wy back, then vanish and down the walls.

    However, in all of these wanderings he did notice a few things:
    - There were quite a few dretches in the keep, about 300-400 of them. Also about 200 tiefligns, and 200 cultists, both units seemed well armed and disciplined compared to the troops they've met so far. There were also about 100 Schir demons. Quite a few forces... More than their own army!
    - There were also a few... disturbing structures inside. First there were 4 big crystal concentration, glowing in a soft sickly red greyish light, around the citadel. Secondly just in front of it was a sort of a... twisted maze of a sort? It had white translucent light flowing in it, and strange moans coming from it. Lastly there was the citadel itself- it looked as if the same red greyish light of the 3 structures was glistening of it's walls, only deeper and more intense. Andera had no idea what these things may mean, but some other info partly hinted at it:
    - Andera heard quite a bit of dissatisfaction and division within the forces. Some were loyal to Aponavicius and Staunton, while others groaned that Staunton should have acted till now, and "why does he hide in the citadel all this time? We haven't seen him for weeks!" But others were afraid of him. It was apparent that the dwarf invoked quite a lot of fear...

    With 2 siege weapons dismantled, and some new information, Andera the sneak made his way back to the troops. Meanwhile, back at the camp...

    Spoiler: Drezen map
    Show


    Now, I used the bridge being approximately 200ft to measure everything else, the illustrated map in the module has no scale. I added a few stuff there, some of my own design to make the final battle more interesting, some due to my party's interest:
    - The 3 red rhombuses (I think that is how they are called). These are tools of command Staunton will use in the last part of this session.
    - The red squid/ start thingy near the gate and the entrance to the citadel is another surprise. Probably the most dangerous one, with a few hints along the session to it's meaning. The party faces it at the last session.
    - Note that the fort is quite HUGE, even for the 900 or so troops stationed here. I wanted to give the place a feeling of being vastly deserted, and also allow the party's armies place for stealth and clever maneuvering.
    - On the map, to the NE you may notice the broken bridge. The party thought of restoring it, so I positioned it if it comes in to play.


    Interrogation and visions


    As the party reaches back, Lann stops Sena. "We have scouted in the area of the south bank battle. Someone has been there after the battle. They have left a message". He gave Sena the short message "Wait for my signal. There have been delays. The Harvest is almost ready". I may have been too cryptic, but the party couldn't make heads or tails out of it, and ended up disregarding this entirely.

    Aravsh approached the party, and informed them that there were few survivors amongst the enemy, and that the commanders are interrogation them. As the party reached the main tent, they learned that Commander John has left upset, finding it difficult to stomach the interrogations, and Nurah left after him.

    The party decided to watch, as Arabeth and Bartlet took a few more aggressive "strategies" with the tieflings and schir. As Arabeth struck one, Julian suddenly had a vivid recollection: She remembered the demon who struck her at her youth (Exposed to awfulness), back when she snuck to the wardstone chamber. But this time she remembered a few more things:
    - First she remembered there was a woman there, elven woman, with a jade dress, and complementing jade eyes, speaking of "We need more subjects! Maybe those close to the stone could with stand it?" He eyes were cold, nd made Julian shiver deep inside. "No... this one is too weak, she won't survive the night".
    - But the more disturbing thing was the demon that struck her- It's spikes, build, look. It looked like a worse version of Mad dog in his transformations.

    Bartlet took a knife to one of them, and as this happened Mad dog has his own recollection- his entire village put to tests, checks, and the same green women. "Xanthir said it would work! Why doesn't it work!" He again saw her jade, freezing eyes, as she caressed him and his... brother... "These will do nicely. We'll make demons out of them yet!"

    Julian immediately called to stop this (Though the party joked about getting a lot of visions- Slap! => vision. Kick! => vision.) Arabeth was dismayed "They are but demons! They deserve nothing better, and understand nothing else!" Julian spoke "We shall not become as they are!" The interrogation yields some info though- Staunton and Aponavicius had a strange relationship- he was both her favorite commander, but she also treated him quite roughly. A sort of "I like you while you behave, or amuse" kind of relationship. She left him in command of Drezen though, but he has gone inside and... never showed his face again. Something has... happened to him, which scares everyone in the surroundings. Something strange and unnatural even in demon standards.

    Staunton was not the only one to go through the change. Aponavicius herself went through it, as well as her chimera Soltengrabbe (Cue in another roar), her red dragon (The party: "WHAT?", "but it died", "Phew!"... Just made me want to bring a mythic undead dragon ) and a few others. One schir snorted at the party "You are the big heroes? They said there were 5 of you, now 4! We'll have thousands! Vorlesh promises new age of demons!" This did worry the party, but with their usual ability to ignore anything that doesn't require direct dealing with, they put it aside for now.

    A few other rumors: Cultists going into the graveyard and digging a lot at night. And also something about a betrayer that they caught and is now held by Staunton Vhane forces. "They will soon break her, or boil her soul!" These lowly demons didn't knew who was the betrayer, but they confirmed she flew and fired a deadly bow (The party did make this connection, which intrigued them greatly.

    The trio (Andera was still on his mission), went and talked privately. Sena lucked and identified the green eyed demon- Jerribeth of the Jade (From the 3rd module). Here I messed up bit cause I forgot to reread the info about her, so gave only basic info, and her connection to Xanthir Vang. Julian was quite worried about Mad dog:
    "Someone like you nearly killed me years ago, and you nearly killed me with those swarms a few days ago. I don't want to risk a third incident!" Mad dog tried to beg forgiveness and swear it won't happen again, but this didn't go that far, but Sena again questioned how much was Julian safe, which she tried to deflect, and gave up her chase of Mad dog. They dispersed to their business...

    Spoiler: Interrogation and traits development
    Show
    The interrogation was there as a sort of a minor info dump.Give the siege a bit more context ,a bit more "personality/ life". I didn't do it well though- it didn't motivate action and protectiveness from the players. They were spectators here, and this usually leads to bad gaming. Same goes to the visions. I needed to perhaps play them out more, and give the party some sort of influence on them, a few defiant lines, maybe something they my have noticed back then, or so on.

    In short, this could have been done better. Not that much of a loss, but not good either.


    Mentor and student
    Sena went to visit John. As he came near he heard Nurah whispering to him " You know you will need to share this with someone. You can't burden this all by yourself. If you feel like it..." She noticed Sena "Ah! Splendid! Maybe you can brighten his mood." And then left.

    As Sena approached John he heard his haunting spirits (Haunted curse) much louder this time. Some calling "Betrayer, murderer, deserter!" and such. Sena's player's eyes looked at me with suspicion. (We had a deal that John won't be a sort of a Darth Vader when discussing his character). Sena set next to his mentor, father figure, dear friend whom he looked up to.

    John looked kindly, but tiredly at Sena. "Ahhh... You have returned from yet another successful mission, I am sure of it. It has becoem a habit- you try on impossible things, and triumph where others fail. Like in The Hall of Heroes, like in the Gray Garrison, like in the Temple of Welcomed Night, and leading this army into this forsaken land. I am proud of you." He put his hand on Sena's shoulder. "You have indeed surpassed all expectation, and I can fully say that I have nothing left to teach you. You have went beyond everyone's forecasts. I am proud of you, as proud as I can be!"
    Sena's ears pricked up. He didn't like where this was going apparently. "Well thank you, MASTER, maybe you feel I have surpassed you, but for me you will always be my teacher!"
    John sighed, looking more tired. "Well, that may be, but now I have been your teacher for so long, yet you show little need of me. I f at ll, you rely more on these new friends you have. As it should be. I have been a teacher for so long, ("Teacher? Betrayer!" went the spirits) that I have forgotten to take care of my own burdens... My spirits, they are becoming stronger now, demanding their pay. I have too long ignored them, and now they demand their price. I must attend to it. Fear not! I will remain your adviser and lead the Knights of Sarenrae, but I will attend to my own matters as well..."
    Sena looked somewhat respectful, somewhat pleading. "Perhaps if you will share this story, perhaps then I can understand what the spirits are all about, perhaps I can help?"
    John agreed. "I owe you this much, yes. It is not something I am proud of, and it... haunts me. Years go, I was part of a mission that went into the Worldwound, not that far from here in fact (This pertains to the lost settlement in the 3rd module), where there was some research to conduct. But something... went wrong, and the leaders of the excavation, who are Andrew's parent (I emphasized this to Julian's player, but was replied with "Not playing him anymore!") have called upon a harsh and terrible decision- execute most of the expedition's members."
    Sena's face reddened "But why?" John looked miserable. "I don't know exactly the full details, but they were part demon somehow, and becoming worse." (Oddly enough, no one made the connection to Mad dog and Julian's story )
    "Me and a few others were exempt, and carried out the execution, and ran off with whomever we could. But some demons pursued, and so me and a few trailed off, as a decoy, and were captured. We were then kept and tortured for a few years, with the demons using various techniques to control me to kill or torture my friends, till I didn't know if it was my decision or the demon's decision..." John seemed to take it hard here, Sena listened intently. "They... they follow me still."
    Sena tried to console. "But none of these were your decision! You were forced to it!" John smiled weakly. "I taught you better than that- we always hve decision. I could have disagreed with Andrew's parents, I could have chose not to torture my friends, but I think my real sin is... not trying to make amends when returning. Sarenrae has given me power to escape, but the curse followed me. When I returned to Kenbres the whispers followed me, and yet I would ignore them. I could have tried to make retribution to the families, commemorate the dead, but I... I just fled from the responsibility. And it is haunting me now."
    Sena looks confused, desperate, he did not like what he heard. "Maybe you cn make up for it now?" John replied "I am trying. The worldwound sends tests to test all. I must stand my own." (I tried to make it look like John wasn't telling the entire truth, but the player didn't want to question him.)

    Xena decided to leave the subject alone, give John some time, but brokw another subject. He brought up the note that Lann told him "Can we be the harvest?" and also brought up Jerribeth of the Jade. "What do you think?" John asked him. "I think we may have a traitor, but who might it be?" John looked at him wearily. "Whomever it is, it will be one of the lest obvious. Demon infiltrators are good at what they do! And as to the demon of Jade..." John wrceked his memory (He has a high history modifier). She is known as one ofthe most cruel, competitive, and elusive demons we know. She could get everywhere, and seduce her way easily, though we have ascertained she is not a succubus."

    Sena thanked John, and with mixed feelings, left outside.

    Spoiler: talk between Sen and John
    Show
    The idea was to give a bit more background, but also allow a bit more conversation place and roleplay before what is to come (See nightly retribution further along). I wanted to portray John as tormented, but that some of his choices re his own. I do not intend to go back on my deal with Sena's player (Make him aa betrayer/ blackguard), but give enough place for doubt on the matter. Mostly- I want to present the player with an interesting dilemma- how to treat his friend, even with facing some of the horrors he did? Albeit "mitigating circumstances".


    8th day summary and plans, before sleep

    By this point Andera has gotten back. As to the siege status, the party were at:
    - Start with 10
    - 2 battles won: +5
    - 2 enemy siege engins sabotaged: +2
    - Commander John, Siege engineer: +3
    - Nurah's sabotage: -3
    - 1 day passed: -1
    - Army lost: -2 (Not in the original module, butthen gain- it doesn't uses multiple armies)
    Total: +15.

    The army's moral was considerbly better than the start of the day, but they were still worried at the imposing walls of Drezen, and "we sttruck first, now it's their move!"

    As to the party? They allocated guards and decided on the following:
    - The engineers must first make the broken siege engine usable (1 more day), then go and fix the bridge.
    - they must explore the rumors about Staunton Vhane not being liked by the forces. Perhaps that could be used to their advantage?
    - They need to get hold of the bridge, in case fixing the broken bridge takes too long, and to keep options safe. (Mounted troops can only pass by those routes)
    - They need to create another diversion for Andera to take down the remaining 2 siege engines.
    - They need to find out about the prisoner in Drezen. Perhaps they could mount a secret rescue team?
    - Scouts to check out the graveyard and the darkness within better.
    - And last but not least- the question of a traitor. The party had various ideas. They agreed it needs to be one of the command staff (a bit through meta gaming, but also due to needing to be in a position of influence). Some suspects were Qulin Long shadow, John, and the most prominent one strangely- Aravsh?!? ("He always tries to be helpful!") but with no real ideas. Julian thought to have them all strip of their magical items and cast zone of truth or discern lies or such, but they knew no one will agree to that treatment. No, they will have to find the traitor the old fashioned way.

    So... a lot of options! They decided to tackle them in the morning.

    Dreams and visions

    Not to leave Andera and Sena out, I gave them some visions themselves. Yeah, I know dreams are really overdone, but couldn't come with anything else.

    Andera's vision: he feels himself making a feverish prayer, some of it in celestial, some of it in abyssal, alternating, fighting, his hand scratches the wall, the other tastes blood, icor burning blood. "Where are you? Where are my skies? I have lost the Bell of Heaven. Sky mother, I am so far from your light…"

    The party assumes this is the prisoner, only they think of an interesting interpretation- she is like Mad dog! She has become half demon and is struggling to contain it. The party now wishes to find her more than before!

    Sena's vision: He feels more than see... some sort of a light, chained, contained, Looks inwards… Inside there is a hardened shell, a statue, a core, a diamond. Sena is in a warm, comforting, wet place, (Julian's player: "The womb?!" Correct!) reaching out when suddnely the light reaches out, and a great shimmering power envelops…

    Sena's player seems confused, but answers "Where Sarenrae points, I follow!" (And Squeaky wheel gets the kick! Please tell me you know the references! )

    Niightly retribution

    But not all is over yet! For The forces of Drezen are sending combined efforts to bring an end to the invasion...


    The party were awoken (All were asleep by random rolls, so chain shirts) by this great buzzing. The Lucky Bastards (With Mad dog) and the Bartlets (With Julian) were guarding the bridge to Paradise Hill (The unbroken one) and the rest were up on the hill. Look out stations near the gorge alerted for the coming of a large vescavor swarm army (8 squares big, each square 100x100feet). The party asked "We got replenished right?" I replied "Not till morning!". Party "Damn!"

    The party's initial attempts to fight the swarm prove ineffective (Immune to weapon, and most spells are out). After a few rounds Sena luckily remembers the queen, and spots her! Only these few rounds prove critical:
    - The swarm descends upon the tieflings and Queen's knights. Not only does it do damage, but it destroys some of their equipment as well (Reducing DV and OM by 1 each round).
    - 2 ghoul armies from the graveyard sneak in (Ambush tactic and sneaky) and engage the lucky bastards by the bridge. The bastards fight back valiantly, destroying one army before the other retreats)
    - A ghoslty figure (The projection of the berbalan from the vault in the graveyard) comes and attack the Bartlets, sapping their strength! Julian face it solo, and scorches it well with her scorching rays. It disappears for now.
    - Most alarming however is the sudden explosion and fire from the working siege engine! followed shortly after by Nurah's shouts "Stop commander John before he reaches the other siege weapon!" (At which point Sena's player looks at me "You bastard!" )

    Sena is torn between going after John, and trying to take down the queen. He decides that his priorities for the army come first. At this point the plyers surprise me by not wishing to face the queen as PCs, but use their armies! At first I disallow pinpointing her from the army, but as Aravash (Played by Sena), successfully uses glitterdust on it, I allow it. After 2 mroe rounds of focused fire by the Bartlets, mongrelfolk and the tieflings (Who have disengaged) the blinded queen dies, and the swarm disperse.

    In the meantime, Julian has broken off her army, and come to face John, just before he reaches the tent. There is a strange maddened look upon his face, his chain shirt shows blood. Julian faces him, tries to web him between some tents, but he then pulls a wand and tries to activate it, suddenly going "oh sh*t!" and disappearing. Julian recognizes the spell as... teleport? (The party: "A wand of teleport? Pretty strong! We should get it! face palm! )

    The Silver Banner, led by Dumas find John at his tent, (With no signs of web Julin noted later) somewhat dazed and out of it, and bashed him "As appropriate for a betrayer!" Before Julian reaches the place and puts a hold to things.

    All in all the armies survived the attack. The Queen's knights suffered many injuries, and lost 3 DV/OM (They scavange equipment to make up for 2). The tiefligns similarly, and the Berbalang jumps in again(fully healed thanks to fast healing), and damages the Bartlets nicely.

    But all of this matters less. Now they have to deal with Commander John.

    Spoiler: Vescavor swarm
    Show
    The entire attack was meant to confuse the player, and force them to divide their attention. The swarm was easily made, with my idea is that they fight the Queen as a party. Their decision to use the armies took a bit of adjusting, but I allowed for it.

    Category Value
    Composition Large Vescavor swarm army
    ACR/ init 7/+7
    Size 8 squres
    hp 70
    Moral NA
    DV/OM 17/+7 (See gibber and immune)
    Tactics None
    Resources None
    Special gibber (succeed on moral or lose -4 to attack)
    immune to weapons
    traumatizing (Army moral vs. 20. Any below are lost to madness)
    ravenous: reduces OM/ DV by 1 every turn


    "Trial" of Commander John

    A music after the battle, nd for a bit of emotional tension.
    (Suggested by curious-puzzle! Thanks a lot!)

    The spirits in the camp after the last sudden attack, and the loss of the siege engine (For it was utterly destroyed), are in turmoil, rage, anger, seeking vengeance. Into this John, looking shocked, dazed, in grief and at a loss, His spirits churning accusations and hard things, is dragged by Dumas and two of his soldiers, towards one of the raised platforms of the hill. Upon it the various army leaders are gathered, in various states of emotion. The party heads straight there, just as Nurah () puts herself forward to speak with the crowd. "I have known John for sometime, and he is a good man, but I have seen him! In the attack, I ran towards the armies, when I heard something from the siege engine tent, I called two of the Knights of Sarenrae (The two stood there, at obvious discomfort, and were questioned briefly, sying the sme basic story), and we entered, seeing John working on the engine, talking to two tieflings and mognrelfolk, all of which ran. John cut me deep (She DID have a nice slice of her side. Sena healed her- apparently he trusts her?) and ran straight for the second tent. Thank Iomedae that Julian was there to stop him!"

    John himself looked miserable "Perhaps I have done it... reality, shadow, it is all a mix now. Perhaps I am a monster." The man looked broken. Andera called at him. "You admit it? What did you do?" Julian intervened "What do you remember? Not what you think, what you ACTUALLY remember!" John, not finding any more reason to resist, spilled that he has fallen to the use of the drug known as Shadow's blood. At which some of the more knowledgeable in the NPCs cursed.

    (Shadow blood is a drug used in the campaign to lower Aron/ John's mental defenses. Comes from shadow demon) Nurah looked at John pitifully. "It is as I feared, he has fallen under the influence of the drug, and has acted in it's evil influence." Sena interjected "Wait! But that means that he is tricked, that someone tried to influence him!", Nurah agreed. "Indeed, must be one of those mongrelfolk or tieflings that were with him, the half demons vanished into darkness, the other under the tent flap into the chaos. We should search the two armies well! But it matters not- Commander John has been security risk amongst us, and nearly cost us the crusade!"

    Accusations flare up against the tielfings and mongrelfolk (Due to the previous days and Nurah's efforts, the ground was ripe). Andera even questions Qulin, who's shadow envelopes around him protectively. Qulin promises to purge any betrayers from his camp with feverish admonitions!

    Nurah tries to sway the army more, but presenting her position as caring for the army, the queen's representative and to ease John's own soul and suffering. Sen seems torn, and can't decide. As Nurah gains favor, suddenly Dumas calls for a field execution. It is Julian that comes to the front. "Wait! This is wrong. Something is amiss here! This man is being used to divert us, tear us! I agree, he is a security risk, we will lock him up, and judge him AFTER the siege is over, and decide his fate properly, not in a hashed out manner like this!" The crowd hesitates (The party did mange to protect his name before. Julian continues "This hill has prisons, the bastards have seen the worst of them. We shall keep him there, and make sure that The Knights of Sarenrae themselves guard him."

    Julian's words resonate in the crowd, and John is locked down below. Andera begins a search with his scouts over the tieflings, and Sena leaves the command of the First ascendents (Mongrelfolk) fully to Lann. "I wished these were other circumstnces, but..." Sena's voice broke a bit, when Lann put his hand on him. "I understand brother Spirit". Sena then went to the Knights of Sarenrae, and took command of them. "I don't believe it. There is something else behind this. John's actions have disgraced us. I will command this force. This is temporary till brother John returns and redeems his name. I'm sure of it." This decision will prove most important later on in the session, in the siege of Drezen.

    Sena then quickly searched John's tent, and found 3 empty vials of shadowblood, 1 full. He went to his cell, and knelt before it, whispering to John. "These have made you do this?" John looked hollow. "They were a temptation, Sarenrae was testing me, even if through betrayer. THIS was my decision, and yet... I failed, I was weak, I gave excuses." Sena was angry "Stop this! You were under demonic influence!" John looked down, not meeting Sena's eyes. "They lower your defenses, but where are my decisions? Where does the demon begin, and where do I end? I am... I am sorry Senatef..." At that John went to the far end and would speak no longer (I thought this is an appropriate ending at this point, and the party wished to move along).

    Frustrated, grieving and confused, Senatef went up, to a troubled sleep. Tomorrow the siege continues... The player commented: "This reminds me of the story from Neverwinter Nights 1, where Arabeth's lover was killed, which started her descent into being an Antipaladin..."
    ---------------------------

    Phew! This took much longer than I've thought to write! I think this covers about half the session or so. Hope you're enjoying! I will be putting the second and third part together into one second part. No need for too much splitting.
    Last edited by Kol Korran; 2014-11-21 at 02:49 PM.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
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    Thanks for reading!

  30. - Top - End - #90
    Ogre in the Playground
    Join Date
    Feb 2008
    Location
    Israel
    Gender
    Male

    Default Re: DM's campaign log- Wrath Of The Righteous (PF & spoliers!)

    Session 12, part 2- The Bridge, Nurah, Soltengrabbe and the attack on Drezen!

    Morning news- Commander John is gone! His cell lock is picked clean, and the Sarenrae soldiers are killed. On the wall is written "I'm going back to the source" (The shadow demon inside Drezen). A watch post said John stormed past them, and cast hold person on them. a long post said that the gtes of Drezen opened up for him, and welcomed him.

    The party awoke a bit dismayed, but at least- powers recharged! (Including the 7th level spells and such). After a brief discussion the party decided that they will first capture the bridge, and then maybe will give Andera his diversion to go sabotage the other siege engines.

    "So it this the last of him?" Asks Andera, concerning John. Sena shakes his head slowly "I have feeling we'll see him again..."

    The Ahari bridge massacre

    They grew close to observe the bridge, and saw the 8 tieflings, 4 chained aurochs (For which they for some reason decided that they have over 100 hp each? ), and Barrid, the sorcerer at the back. Andera snuck through the gorge to behind the bridge, enough to get close to Barrid, while the rest? 3 invisibility spells and one silence got them to about 20 feet of the tieflings, to unleash the onslaught!

    And what a decisive onslaught it was! The battle was a joke! Sena started with smite evill on the tiefligns (Very surprised to see them fall so easily), Julian started spamming grease spell on the beasts to stop them pulling, Md dog charged to kill them quickly, and Andera did quick work of the surprised Barrid at the back. (Andera took the Step up feat which works EXCELLENT against casters! Disrupted him nicely!) In 2-3 rounds the battle was over without a single hp lost. A real "strike team" operation!

    Spoiler: Ahari bridge
    Show
    Crappy encounter, which is supposed to be tough, but really isn't. None of the participants have good perception skills to notice the chשracters, so they just... sit and wait. But good enough to let the party feel awesome!


    I let the party retreat a bit and check the magic items (Especially the wand of teleportation), When I sprang the next surprise on them!


    But first, closing up loose ends

    The party heard a great roar, and saw a big shadow flying... not towards them, but towards their armies on Paradise Hill! Here I may have made a mistake. The party wanted to use this as a diversion for Andera to go sneak (Apparently they didn't think of Soltengrabbe seriously), but I hinted they think they may need their entire strength. Julian's player was annoyed at me "A DM should never hint!" (I hven't so far, but I wished for Ander's plyer to experience this fight as well). Hopefully not a big mistake...

    Julian conjured tow mounts, and the party bolted, casters on one horse, mundane on another. But an Ambush has been set, by none other than Nurah, Brother John (with Wakizashis?), 15 rogue tieflings and 3 sorcerers. ("Wait, so he is a betrayer?") Nurah casts grease on Julian's horse which falls in the middle of the bunch, but Mad dog spurns his horse to jump over the blockade of tielflings and "Can I jump from my horse on her?" Me: "Um... Sure... give me athletics 15" Mad dog jumps in mid air and comes burying his sword in the surprised Nurah. Andera also jumps and lands near John, each wielding two Wakizshis. Andera hisses "There is no redemption for the likes of you!" and used mythic power to do an impressive sneak attack for more than 50 damage! AS he hit him, the pain made the mask of Brother John slip away to reveal... Excorius!

    Seeing this Sena rose "ENOUGH!" And cast Smite evil, killing most of the tieflings in the way. Julian kills excorius with MM and threatens the others "Run now, while you still can!" Nurah tries to move 5ft back and cast displacemקnt, utterly shocked at the onslaught. Mad dog finishes the job and buries his sword through her skull down the length of her body. (This player seems to like grisly descriptions as well!)

    Without further ado, the party heads towards the mess with Soltengrabbe.

    Spoiler: Nurah nd Excorius- what really happened
    Show
    My version of things is that While Nurah was plying her subterfuge to the army, she noticed Excorius, and somehow contacted him. HE then supplied her of the demon's blood, straight from the source (Teleport is a wonderful ability), and used his own shape shifting skills to sow confusion, such as in last night, where he masqueraded as John ("Activating" a teleport wand). This was the meaning of the note "Wait for my signal".

    They now wished to give Soltengrabbe as much time as she could to wreck the armies (See soon enough). I initially thought the Nurah might be able to escape (She's a crappy combatant), but failed that.


    Soltengrabbe!

    Awesome battle music!
    alternating with
    More great music!
    (Suggested by kornwiser! Thanks a lot)

    There is some distance from the bridge to Paradise hill, not to mention an (albeit short) delay on the way. This gave Soltengrabbe 3 rounds with the armies. We rolled randomaly and she fell (of course) on the Queen's knights (They suffer the worse of the burnt) She attacked them for 3 "army rounds" (3 minutes) before the party could get there. The army didn't manage to damage her, due to her resistance.

    Spoiler: Soltengrabbe army stats
    Show
    Category Value
    Composition Fine demonic mythic chimera
    ACR/ init 4/+4
    Size tiny
    hp 40 (each hp= 3.5 hp for regular play
    Moral +4 (to death)
    DV/OM 14/+4 (See Significant defense, great speed, breath weapon)
    Tactics relentless brutality
    Resources
    Special Significant defense +15 DV (Epic)
    Great speed- 2 attacks per turn
    Breath weapon- 1 attack, if "hit" than ACR damage


    On the way to her the casters casts a few defensive spells. They meet her chomping down a horse on top of a hill, the other armies soon disperse, recognizing hero stuff in the making! Mad dog charges on his horse again, and uses mythic power to bypass her DR, damageing abotu 40 out of her 140 hit points. Andera attacks, misses and vanishes. Soltengrabbe uses her mythic power to breath swiftly, and then full attacks Mad dog, dropping him into about -22! (From about 80). Thankfuklly due to mythic he doesn't die immediatly.

    Sena appraoches, and uses mythic power to cast commune protection from cold on him, the horse and Julian, Soltengrabbe approavhes and tries to smack him, but misses. the party is surprised at Soltengrabbe's second turn in a round! Julian tries to slow her, but her many brains ability helps her win against that.

    Andera then begins his routine of comign to her invisible, sneak attacking with mythic power and hten bvanishing. She uses full attack after full attack on Sena, but he turtles in and evades nearly all attacks (Really High CR), while he uses his channel smite (the 7th level feat) to struck harsh strikes on his own. Julian's spells are ineffective.

    With Mad dog's initial heavy damage, Andera's continual decent blows, and Sena's tanking they manage to bring Soltengrabbe down!The party rejoiced in their victory, as the thrilled and cheering armies came to greet them!

    All in all I think it was a bit too easy. I wonder at Senatef nigh impenetrable armor. Hard to challenge like this... Still, the party felt awesome!

    Spoiler: Soltengrabbe stats
    Show
    I've been using the altered stats of Soltengrabbe, which were suggested by Alleran earlier in the thread. I post them here for the interested...

    SOLTENGREBBE CR 10/MR 4
    XP 9,600

    Female advanced mythic chimera (Pathfinder RPG Bestiary 44, Pathfinder RPG Mythic Adventures)
    CE Large magical beast (demon, mythic)
    Init +10/-10M, dual initiative; Senses darkvision 60 ft., low-light vision, scent; Perception +17

    DEFENSE
    AC 24, touch 11, flat-footed 22 (+2 Dex, +13 natural, –1 size)
    hp 142 (12d10+76)
    Fort +11, Ref +10, Will +7
    Defensive Abilities three brains; DR 10/epic and cold iron or epic and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 21

    OFFENSE
    Speed 30 ft., fly 50 ft. (poor)
    Melee bite +18 (2d6+6/19-20), bite +18 (1d8+6/19-20), gore +17 (1d8+6 plus trip), 2 claws +17 (1d6+6) Power attack: -4/ +12/ +8
    Space 10 ft.; Reach 5 ft.
    Special Attacks mythic breath weapon, mythic power (4/day, surge 1d8), crushing jaws

    STATISTICS
    Str 22, Dex 14, Con 17, Int 4, Wis 13, Cha 10
    Base Atk +12; CMB +18; CMD 30 (34 vs. trip)
    Feats Ability Focus (mythic breath), Improved Critical (bite), Improved InitiativeM, Iron Will, Power Attack (-4/+12)M, Weapon Focus (bite), ToughnessB
    Skills Fly +8, Perception +17, Stealth -2 (+2 in scrubland or brush); Racial Modifiers +2 Perception, +4 Stealth in scrubland or brush
    Languages Draconic
    SQ demonic

    SPECIAL ABILITIES
    Crushing Jaws (Ex)
    If Soltengrebbe hits a creature with both bite attacks, it savages its prey as a free action. This deals 2d6+1d8+9 points of damage. In addition, the victim must succeed at a DC 22 Fortitude save to resist being staggered by the pain for 1d4 rounds. The save DC is Strength-based.
    Demonic (Ex)
    Soltengrebbe's transformation into a mythic creature has infused it with many demonic resistances and immunities. It counts as if it had the demon subtype for the purposes of effects that have additional effects against demons.
    Mythic Breath Weapon (Su)
    Soltengrebbe's breath weapon is usable once every 1d4 rounds, deals 6d8 points of cold damage and 2d8 piercing damage in a 40-foot cone, and allows a DC 21 Reflex save for half damage. The save DC is Constitution-based. If Soltengrebbe expends one use of mythic power, it can be used as a swift action.
    Three Brains (Ex)
    Anytime Soltengrebbe attempts a Will saving throw, it rolls twice and uses the better result.


    Mythic tier 2+ aftermath

    First of all- Tier 2 changes:
    - Julian: Took Eldritch Breach. Her two mythic spells now are ray of enfeeblement+ hideous laughter (She changed the last from Mirror image which did not work as she thought)
    - Andera: Took combat trickery, seeking combat control.
    - Mad dog: Took burst through. He wants to charge!
    - Sena: Took faith reach (Mostly for communal spells)
    The party got some extra hp, amazing initiative and increased their main abilities by 2 each.

    The party got Excorius and Nurah's equipment back. They especially liked the handy haversack (I gave it a secret compartment where Nurah kept the vials of shadowblood), and the w nd of modify memory ("That explains a few things!") And Andera of course took the Wakizashis, both magical (1 of them spell storing, another by suggestions in the forum- a +1 sword turning to +3 for sneaks and confirm crits). A heavy boosts to his magical abilitiesm, but he lacks behind the rest by faaarrr...

    The armies were of a VERY high moral (After the bridge and Soltengrabbe), but the Queen's Knights were beaten up bad (more casualties), and the betrayels of some tieflings took 2 permanent hp of Ander's army.

    All in all the Bartlets were 3 hp down (Doesn't seem like a lot, but 10 is their max), Queen's knights at -15, tieflings at -7, and a few other minor injuries to the armies. Not to mention the unconscious Mad dog. Sena became angry at everyone drinking his channel and spells (Mad dog took a LOT to heal), but dispensed it till he was dried out, and still the Knights were not that good...

    Andera takes this opportunity to give his people, now free of their betrayers a new name- "Deskari's bane!" (Also a sort of a precaution, putting them FIRMLY on one side of the conflict). Qulin mulls over it... "I like it! I t means problems maybe, but we are your servants, Deskri's bane, and we shall be your weapons.... maassttterrr!" (Cue in profound groveling, and rolling of eyes)

    Parley at the gate

    What next? The turn of moral was too good to pass up! Julian said it "I bet the enemy really didn't like seeing their champion beaten down! Lets go shake them up a bit more, and give Andera a chance to take down the other two siege weapons."

    So the party did something unexpected, and quite lovely! They cut off the 3 heads of the chimera, and rode towards the gate. On the way Andera rolled off and went into the gorge, sneaking. As the other trio reached the bridge they put the heads on display, and Julian called out loud. "My the lord of this land show itself!" () They did not quite expect the outcome.

    A sort of a dark presence loomed over the bridge, and the ghost image of Staunton Vhane, They could feel his power over the troops, a gripping hand of terror. "You dare the affront of speaking with us?"

    Julian didn't flinch "We have slayed those on Paradise Hill, we have killed your spies" (She threw the bodies of Nurah and Excorius. "And we have easily killed your Champion. I come to offer you surrender!" This was met with a great sinister laugh from the wall, one hollow and grave. "You have only faced the outside of Drezen. Come, clash on it's walls, and bleed!"

    Julian tried to spar some words with him, giving Andera good time to sneak to the walls, but she was caught "Such paltry tricks? we shall double the guard, for any sort of approach. None gets into Drezen!" (The party joked "You do not simply walk into Mordor!") Andera managed to sneak well enough to avoid detection, and hid back in the gorge.

    But there was aa second reason to coming here. Julian makes a final ultimatum: "Well it was nice speaking to the wall that cannot surrender. Tomorrow Drezen will fall! None that will stay tomorrow will survive. The dwarf is stuck within, but the rest of you can still turn away. It is not your way. His soul is chained to the wall, sorcery is all around you and still- it doesn't help! We give you till tomorrow, run away or be destroyed." With that the party left.

    Now, to tell the truth I wasn't expecting this, but I let Julian roll intimidate against Staunton's intimidate, and she managed to persuade some forces. 2 dretch armies and 20% of the shcir army hp were removed from the siege. As you will see, this may have saved a few armies later on!

    Andera wited till dark and made his move. though the DC were harder, and meeting the last surviving brimorak in the last tower he manged to evde everything, sbotage the engines, and make his way back.

    At night the berbelang attacks a bit, nothing much to report...

    It is at this point that we come to the near 9 hours mark of our session. But we decide to play on!

    Day 10, the siege of Drezen!

    (Apologies: I can't for some reason rotate the following pics. If anyone can help in this, I'd be much obliged. Thanks!)

    It is Julian's birthday! "I'd like a fortress as a present!" The party decides to forgo the graveyard and such, but insted to attack the fort today. The plan is fairly simple:

    From the north east, near the broken bridge, the siege engine of the Knights of Sarenrae (Under Sena) will try to bring the wall down, and draw troops outside, and away from the main gate. The other non mounted troops (Tieflings under Andera, Bastards under Mad dog, and The mongrelfolk under Lann) Will try and occupy such troops and maybe force a way in. If possible, the siege engine will be moved towards the gate. (They assumed the enemy can't launch, or won't want to launch a massive offense outside of the walls)

    At the south, the mounted troops (Bartlets under Julian, Queen's Knights and Silver Banner) will either use the siege engine to bring down the gate, or will force their way in otherwise (They didn't quite have a plan for this). The big idea was to splint the enemy's forces, and try to lure them out, since facing them ll at a defended choke point won't succeed.

    This also meant splitting the party- Julian alone, Sena with the siege engine, and the rest on his side. Julian's hawk familiar will deliver messages.


    Spoiler: Map of initial approach
    Show


    North is to the left, east is up... Grrrr...In the east I joined the map of Paradise hill, where the initial non mounted troops are gathered.


    As the forces were getting to attack position, they could see enemy forces. Tieflings over the NE walls, Cultists over the gate, and another groups of cultists on the walls between them. Dretches and Schirs were not seen yet. Sena gave the order to start the attack, and heaves of stones flew to Drezen's walls.

    Did I mention the player rolls well? He hit the walls hard, and put in a dent. The Bartlets let out a surprise volley on the cultists at the gate, and retreat. The fort tries to reply, but their catapults cave in on themselves. Andera looks pleased! The PCs' catapult lets down another barage and takes down a wall, but the fort had more surprises- the trapped ghosts of former crusaders rise from their maze like structre (not that the PC know of it), and rush from the walls straight towards the Knights of Sarenrae! In here is hows how frutious is is that Sen commanded them, since his defensive spells, Smite Evil and channel energy gives the army SOME ability to fight back. (I originally thought they might need some strike team inside).

    Between fightingthe ghosts the army manages to retreat a step and takes a second wall section down. A large tieflign army along with a dretch rmy come to the gap to stop approaching armies.

    Spoiler: Drezen siege, coming out of the wall
    Show


    This time north is down. To the east (Left) Sena's forces are engaged with the ghost army (White). out of the walls come the tieflings (Red), and dretches (green), the cultists are still on the walls for the meantime (blue)


    If you need a job done, call a wizard

    The tiefligns try to engage the ghosts with sorcerers alone, while the siege engines are being held. Julian, seeing through the eyes of her hawk doesn't like this, and tries to come up with ways to open the gate. Knock? too big... hmmmm...

    Meanwhile, Sena's channel energy finally takes down the ghosts, but they see their energy flowing back to the fort, and soon after they appear again!

    Julian decides it's enough, the siege engines won't come this battle. She picks two sturdy crusaders, casts mirror image and invisibility on the 3 of them, calls for the forces to make some diversion, and teleports them 3 to one of the towers near the gate. She imagines that there is a mechanism there. We roll, and she rolls lucky and picks the right gate. The 3 rush down and face the Brimorak left to guard it! One mythic hideous laughter later, and a knock on the door leading, the two crusaders start opening the gates! Arabeth signals to the QUeen's knights "Charge!" They come to clash with the Shcir army (A dretch army behind them), with the Silver Banner coming close behind, and the Bartlets starting shoot out with the cultists up the wall

    (This took a bit of improvisation, but her logic seems cool enough)

    Ducks in a barrel
    On the other side, the armies leave the Knights of Sarenrae (Who get one or two parting shots before being engaged in the weakened ghost army. They lose power each time they are destroyed), and start a shooting match with the tieflings, and then cultists who join. Sena, who leads this side, has enough and makes a crucial mistake. "Enough! Engage them!" He calls to the others.

    The 3 armies comply, and climb down the gorge, but the enemy just comes to the top of the gorge and start shooting them down, not enabling them to get up! The tieflings suffer heavy losses, the bastards moderate.

    Spoiler: Drezen fight, down in the gorge, battle at the gate
    Show


    Again, north is down. The forces to the east are in the gorge, with the enemy blocking them from up. At the gate the Queen's knight (South, or up) against the shcir, the other armies behind them


    Could go either way!

    A few tense rounds pass. One one side Sena manages to shrugs the ghosts again, and manage a shot at the tiefling Army. Andera's army uses darkness on the cultists, and manages to scamper up and fight, but nearly gets wiped in the process. The potions from the temple of welcome night are drank left and right. Sena curses deeply as yet more ghosts form. Nearly out of smite eveil and channel energy.

    On the other front The Bartlets deal good damage, but tke good damge as well, and nearly disperse. Julian uses the dimension doo wand to get to a clean tower, and launches fireball after fireball and the cultists, showering the knights below with charred heathen meat.

    The Queen's Knights however meet Staunton's presence commanding the Shcirs! They prove tough, and The Queen's knights also suffer heavy losses. His presence is enough to instill a routing check every turn (The reason the others don't face this is because is presence is in the fort's territory only.

    The party roll about 4-5 20s on defenses and such. a very close call. Finally the Shcir fall! (Thanks to Julian's previous demoralizing speech), but Staunton presence disperse the Silver Banner. The enemy tieflings fall as well, and the Lucky bastards climb to fight with the tiefligns against the cultists.

    Spoiler: Drezen stage 4- Nearly done (us or them?)
    Show


    North is to the right. In the east Sena's army is still occupied with the ghosts, while the others are getting out of the gorge. The Knights are at the gate, with the green dretch army in front.


    Finishing it off

    Though the Queen's Knights are triumphant, the dretch army charge, along with Staunton Vhane's presence annihilates the army (Arabeth escapes). After that it's fairly over though, Julin continues to blast from her perch, and with the Bartlets takes the last of the cultists and dretch army. The bastards engage the cultists and enables Andera's army to retreat, while the mongrelfolk go inside and wreck the ghost-generating-maze, and last tiefling army.

    Opposition annihilated, the rest of the army enters Conquered Drezen!

    The cost: The Silver Banner, The Queen's Knights, Tielign at 2 hit point (and suffered casualties), and Bartlets at 2 hit points. plus the others wounded to various degrees. But the feeling of elation great!

    Happy birthday Julian!

    Each player's XP: 50,263 (Almost 8th level. That went by fast!)
    -----------------------------------------------

    We finished the session here. It was a terrific ride so far. This also concludes the mass combat part (At least for this module) and I may talk about it in a further post, when I get the time. I intend to talk about our experiences with mythic (Now having played with it for 1 tier).

    But for now- sleeeeeeep! Please, add a comment, a note, or a question. Responses really help a lot!
    Last edited by Kol Korran; 2014-11-21 at 04:46 PM.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

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