So following the events of the ‘collapsing tower’ from our previous session, the party was quite into the campaign and really wanted to get in another session. Normally we game on Saturdays (Fridays being my Iron Kingdoms game), so we discussed the possibility of running a session on Sunday but sadly my girlfriend (the party druid) had prior commitments. Sunday night in a flurry of IMs we found out that we could game late Monday night, so we decided to continue then.
Our last session had ended with the party discovering that Clegg Zincher had been charmed by local Drow. I suppose since my players are enamored with Clegg, they wanted to game ASAP in hopes of saving the poor Crime Lord. Upon starting the session they made directly for the cave in an attempt to defeat the drow and try to free Clegg from their charms.
The sojourn into the cave went rather poorly at first, with the party activating a Glyph of Warding; alerting most of the drow to their presence. After a few rounds of combat with the two guards stationed near the entrance, the Shadow Demon joined the fray. Not having Ghost Touch or a dedicated spell caster (the wizard is more of a fighty spellcaster), the Demon gave them quite a bit of trouble. They went a few rounds with the demon as he engaged, attempted to fear, pulled back, charged back in, though eventually they headed further into the cave complex to continue the fight. At this point the players caught the attention of the Drow Druid and his Gecko, who went to town on the fighter. The Monk hurtled in and grappled the Druid; effectively removing him from combat. Soon after the Gecko and Shadow Demon were killed in lucky hits, and the Druid fell shortly after. With these enemies defeated and more coming, the players decided to do the smart thing and run back to camp.
Now as the DM I had a problem. I wanted the last encounter to be difficult and not a walk in the park. The fact that the PC’s decided to run back to camp presented me with two problems.
- If they rested up and came back, then the encounter would be fairly simple.
- Why wouldn’t the drow leave the island immediately after the attack?
So I decided to tweak the adventure a bit, and had Clegg Zincher not return to camp the following day. Since the players were for some reason devoted to the Crime Boss, they rushed off to the cave once more. Seeing Clegg face first in the water, the party druid rushed forward in wolf form to help him… only to receive a pick in the face. It was only appropriate that Clegg Zincher’s first real attack was a critical with a pick!
The ‘final battle’ started with the heroes rushing out to assist the druid, and the dark elf cleric emerging on the docks onto the water with her water walk spell. The monk wasted no time and jump tackled the drow, knocking her prone on the water while he swam just under her. Then the druid noticed the Orca in the water…
I’ll keep the summary somewhat brief… but the combat involved the Monk single handedly fending off the Orca and the drow priestess, while the rest of the party were forced into combat with Clegg Zincher. Zincher started tearing through the party and dealt quite a bit of damage before he was finally killed by a luck hit from the fighter/wizard. However the battle was just as epic, if not more, than the battle in the collapsing tower!
So for Adventure 3, I’m debating starting with the party madly fleeing the island as Akatas chase after them, or start back in Riddleport with the funeral for Clegg.