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Keep on the Shadowfell Anticlimax(some spoilers)
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<blockquote data-quote="CharlesRyan" data-source="post: 4373550" data-attributes="member: 5265"><p>My group played the final session of KotS last night, and the last encounter was anything but anticlimactic!</p><p></p><p>My group has six players, and the only allowances I made for the extra player was giving Kalarel an extra action point and ignoring the effect of the Bahamut statuettes. (I also went easy on the wight when I could have written him off--more on that below.) However, the clay scout had escaped both of the previous encounters unharmed, and was added to the mix in the Kalarel battle.</p><p></p><p>It started out well for the players. When the rogue hit the bottom of the chains he bought himself a round with an incredible Bluff check--enough time for the other PCs to join him. All six PCs (even the wizard!) succeeded in the Athletics checks to get down the chains unharmed. In the first round, the Ranger used his Thundertusk Boar Strike daily to slide the wight into the pit in the eastern dias--bye-bye wight!</p><p></p><p>As expected, the meleers hacked their way through the skeletons and attacked Kalarel, taking a few rounds to do so due to the dazing and immobilizing effects of Kalarel's and the clay scout's ranged attacks. Kalarel teleported to the magic circle.</p><p></p><p>I let the wight, who (barely) survived the fall into the pit, climb out through one of the grates a few rounds later. The wight appeared and reanimated the skeletons just as the party, some members still shaking off lingering effects, was finally coalescing around Kalarel. Suddenly they had the wight and two skeletons (albiet all three with only around 10 hp) at their backs, and they still hadn't finished off the clay scout. Their attentions were fragmented, and Kalarel (aided by the circle and the Thing) was able to stand toe-to-toe with the two or three PCs that remained focused on him.</p><p></p><p>The turning point occurred when the lesser foes were finally dispatched, and the wizard asked if he could make an Arcana check to see if he could deactivate the rift. (The players were concerned that the Thing was going to burst through at any moment.) The wizard made an incredible roll, and though it netted him no knowledge about closing the rift, I did tell him that Kalarel was gaining power from the magic circle--which the heroes hadn't previously clued in to. The PCs immediately began coordinating their attacks, marks, and moving effects to push and keep Kalarel out of the circle, and despite a few more rounds of ups and downs, that was essentially all she wrote.</p><p></p><p>At the end, only two PCs were bloodied, though most had been bloodied or near death at least once in the fight, and virtually all available healing had been used up. Kalarel's death evoked a loud cheer around the table, and the players all seemed to think it was a very exciting fight and a great end to the adventure!</p></blockquote><p></p>
[QUOTE="CharlesRyan, post: 4373550, member: 5265"] My group played the final session of KotS last night, and the last encounter was anything but anticlimactic! My group has six players, and the only allowances I made for the extra player was giving Kalarel an extra action point and ignoring the effect of the Bahamut statuettes. (I also went easy on the wight when I could have written him off--more on that below.) However, the clay scout had escaped both of the previous encounters unharmed, and was added to the mix in the Kalarel battle. It started out well for the players. When the rogue hit the bottom of the chains he bought himself a round with an incredible Bluff check--enough time for the other PCs to join him. All six PCs (even the wizard!) succeeded in the Athletics checks to get down the chains unharmed. In the first round, the Ranger used his Thundertusk Boar Strike daily to slide the wight into the pit in the eastern dias--bye-bye wight! As expected, the meleers hacked their way through the skeletons and attacked Kalarel, taking a few rounds to do so due to the dazing and immobilizing effects of Kalarel's and the clay scout's ranged attacks. Kalarel teleported to the magic circle. I let the wight, who (barely) survived the fall into the pit, climb out through one of the grates a few rounds later. The wight appeared and reanimated the skeletons just as the party, some members still shaking off lingering effects, was finally coalescing around Kalarel. Suddenly they had the wight and two skeletons (albiet all three with only around 10 hp) at their backs, and they still hadn't finished off the clay scout. Their attentions were fragmented, and Kalarel (aided by the circle and the Thing) was able to stand toe-to-toe with the two or three PCs that remained focused on him. The turning point occurred when the lesser foes were finally dispatched, and the wizard asked if he could make an Arcana check to see if he could deactivate the rift. (The players were concerned that the Thing was going to burst through at any moment.) The wizard made an incredible roll, and though it netted him no knowledge about closing the rift, I did tell him that Kalarel was gaining power from the magic circle--which the heroes hadn't previously clued in to. The PCs immediately began coordinating their attacks, marks, and moving effects to push and keep Kalarel out of the circle, and despite a few more rounds of ups and downs, that was essentially all she wrote. At the end, only two PCs were bloodied, though most had been bloodied or near death at least once in the fight, and virtually all available healing had been used up. Kalarel's death evoked a loud cheer around the table, and the players all seemed to think it was a very exciting fight and a great end to the adventure! [/QUOTE]
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