Well, telling you just how many fights there are in any part of the adventure would just defeat the point. However, by and large, you will almost always have time to prepare new spells and heal between fights. There are exceptions of course, mostly towards the end of this book, but generally most of Call forth Darkness deals with preparing your shiny new dungeon for attacking adventuring parties rather than fighting off endless monsters.
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"Not trusting me might be the smartest decision you made since getting off of your horse."
And since that would involve telling you what's coming up in the adventure, you'll have to exercise your best judgement instead.
Also, on the chieftain - I checked, and Ray of Enfeeblement can't drop strength below one. But at effective strength 1, even the leather armour he's wearing counts as a heavy load, never mind the great-sword. He's basically non-combatant, and given that you forced him to that stage in a humiliating fashion, the boggards are all hesitating. This would be a fine moment for making a demand for surrender or something.
(A significant majority of encounters in this adventure path can be negated and/or avoided with the use of clever thinking and well chosen words. Several can even be turned to your advantage. Full xp is still awarded for dealing with them in that fashion.)
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"Not trusting me might be the smartest decision you made since getting off of your horse."
Also, on the chieftain - I checked, and Ray of Enfeeblement can't drop strength below one. But at effective strength 1, even the leather armour he's wearing counts as a heavy load, never mind the great-sword. He's basically non-combatant, and given that you forced him to that stage in a humiliating fashion, the boggards are all hesitating. This would be a fine moment for making a demand for surrender or something.
...Time for Schtein to become new cheiftein of boggards! Intimidation shall be oh so fun!
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I'm not proficient with greatswords unless I was allowed to swap some of my feats around.
What a pity... C'est la vie, though if you wouldn't mind I call dibs on the chief death blow just so I have the option of using a necrothurge spell later if I need it.
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There's no problem with killing the chief like that, no. He really can't do anything, being barely able to move at the moment. Now, you have a number of minions... what next? If nothing else, there's more than five boggards in a tribe...
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"Not trusting me might be the smartest decision you made since getting off of your horse."
There's no problem with killing the chief like that, no. He really can't do anything, being barely able to move at the moment. Now, you have a number of minions... what next? If nothing else, there's more than five boggards in a tribe...
I have enough minions to worry about I will nominate Kydrak and Victor as my co captains for boggard brigade since they know fighting and what not.
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That made me spit-laugh my tea all over the laptop. Have another cookie! And then send me £20 so I can get the laptop fixed
Glad I had some defensive spells ready for action though.
Also, we have 9 Boggards still alive?
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Ah, misunderstood you, I thought you were saying there were five others in addition to those we had here.
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Just to be clear, there are currently now sixteen boggards in the tribe, plus Zikomo Hears-the-Father, their shaman. And some quick checks against Knowledge (Planes)...
Schtein recognizes the shaman's tattoos as being prayers to some sort of unholy being. Quint recognizes them as being dedicated to a being called 'Father Dagon', and not, you know, Vetra-Kali. It would appear the Bane-Wog tribe is somewhat mistaken as to the purpose of the Horn.
How unfortunate.
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Gotta love the convenient lie already set up for us.
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Pretending to be emissaries of the gods in order to manipulate the locals into doing your bidding is a time honored evil tactic. And technically, you are the emissaries of a god. It's just not the one the locals believe you represent. Recursive deceit.
And yeah, Paizo have a fondness for Lovecraft references.
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Kharal Zhou, Fire Aspect of Lookshy:
Last edited by Maugan Ra : 08-23-2012 at 06:36 PM.
Well, just need someone to speak with the lovely, possibly insane Shaman with visions of cthuloid monstrosities in his head. In the meantime, I'm going to work on using google docs to actually make a map of the Horn. Or at least, those parts of it the boggards know about.
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"Not trusting me might be the smartest decision you made since getting off of your horse."
And... map! The other levels will be coming soon, as will an IC post. This is also a simplified map, with no secret doors marked, and with a few irrelevent sections removed.
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Ah, my bad. OK, it should be enabled for public viewing now, but not editing.
And Victor, you find signs of architecture in the cave with the mud pits, where apparently the temple above extended some kind of support down into the rocks. Odd that it doesn't appear to have been done anywhere else, though.
If anyone wants to explore a particular location in the caves, let me know.
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The holding pen is where the boggards keep any captives or prey that they've managed to get their flabby mitts on. It is presently empty.
And as for where you have to go, well, aside from the abyssal head handing out clues, it's usually a decent bet that the important stuff is at the very top of the temple.
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"Not trusting me might be the smartest decision you made since getting off of your horse."
Well what do you know, guys, I just learned something about "Evil Victor"! He's totally into creative torture gadgets! (Note that the original creation of his concept was never evil, I just modified it for this campaign.)
Would I be able to cast Clairvoyance on the Balcony/Third Level?
And no familiar here, I'm using an archetype which removes that as an option.
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