We continue:
Joined by another character this time, so we are 5 PCs...and immediately heading into the Battle at Cauldron Hill.
I was a good battle. All the monsters got hits, and PCs were down to a few hit points with 2nd winds, healing, and other resources really spent. The Wraith dominated someone, the lion got their attacks in, the Crawler was really tough, and the Vestige got the shrouds on and connected. Our fighter, took a 39 point hit off that and went down. I don't really like the "Negative bloodied value = perma-death" rule, but I made sure to mention that his character SHOULD be dead! He rolled a 20 on his death save (never seen it before)!
DM Notes:
- The party stayed in the Circle the entire time, and did not throw the sunrod away. The figured the monster would keep attacking anyway. I had the minion spookers all over the mountain, which didn't really matter too much. You should put MOST of them around the ring, I think.
- Vestige: The fighter didn't think too hard when he got his shrouds. I should have communicated it more, but he basically ignored it until he got killed by it. By this point in the combat, only the Vestige remained (with the minions)...and I quickly realized that it would be a weird end game. No one could see the Vestige. He would shroud someone, they would miss. He would shroud again, they might hit (1/2 damage). 3rd time, PC would hopefully hit. Then bone scythe death. All the while, the other PCs can do NOTHING. The Vestige is likely to be the last guy...so I'm not sure how you want to handle this. After He killed the fighter, I just said he vanished away, accomplishing his mission and ended combat. I didn't want to get in the weird situation of only one guy fighting this thing at a time, while everyone else looks on and die one by one.
- Also...I have a bad habit of letting PCs retrieve a potion and drink it for 1 minor action (instead of 2). I need to tighten up that mechanic. They used a bunch of potions from what they raided at Danisca's shop.
OK...so, down from the mountain, the run into the military and McBannin. They are happy to see him, and get purified. They all kept their amulets on. They basically ignore the military dudes and decide they should hustle on over to Heward factory. They get there and see the arson in progress.
The fighter immediately charges the people in the alley, the next thing the dragonborn wizard uses his Wall 8 thing to hit all PCs (15dmg when the start their turn) OUCHIE! That shocked the PCs again. 3 PCs get a rope out to start scaling the front of the building, while the fighter is mixing it up with the arsonists in the alley. Unfortunately, fire overcomes him...and the fighter goes down again! The other 3 PCs reach the room of the factory, and knock over the water tower. Though the magic fire still remains, the combustibles on the wagon go out, and it seems like any threat to burning down the factories is over.
Though they are on the roof, no one is there. Little did they know the Valando (or Eberrano?) climbed down from the roof, and they ran down the docks for their escape after setting the fires. Cursing at the constables for ruining their plans. They flee down the dock - the other constables stuck on the roof unable to give chase. They wake up Heward, and he's thankful for saving his factory. As a gift, he gives them each a vial of Alchemist's Acid. [Note sure what level I give them. I find low level alchemicals to suck, because you'd probably use an at will over it...so it should be special. But maybe I'll give the lvl6 ones out here, and the lvl11 when they discover Nilasa's killer. Lvl6: Level 6: +9 vs. Reflex; 1d10 acid damage and ongoing 5 acid damage (save ends). miss, half dmg, no ongoing.]
I'm glad they didn't press this too much. They were taxed from Cauldron hill, and seeing the fighter go down again didn't give them too much optimism. The dragonborn barely used their attacks...and not even their action points.
They decide to rest up and report back to RHC in the morning. It's now 11am, Summer 4...and level up! Delft's first words are congratulating them on averting the factory fire....they've earned a commendation (their stipend!). I have another thread I started about getting equipment which is a bit awkward here mid-mission, so I'd love to here your thoughts.
http://www.enworld.org/forum/showthread.php?337313-Prestige-Favors-and-Magic-Items
Party is still on track with the overall timeline. They have Gale to meet and the smuggling encounter in the night. I may sprinkle in Kell or Kindleton as more leads on the doctor.
Joined by another character this time, so we are 5 PCs...and immediately heading into the Battle at Cauldron Hill.
I was a good battle. All the monsters got hits, and PCs were down to a few hit points with 2nd winds, healing, and other resources really spent. The Wraith dominated someone, the lion got their attacks in, the Crawler was really tough, and the Vestige got the shrouds on and connected. Our fighter, took a 39 point hit off that and went down. I don't really like the "Negative bloodied value = perma-death" rule, but I made sure to mention that his character SHOULD be dead! He rolled a 20 on his death save (never seen it before)!
DM Notes:
- The party stayed in the Circle the entire time, and did not throw the sunrod away. The figured the monster would keep attacking anyway. I had the minion spookers all over the mountain, which didn't really matter too much. You should put MOST of them around the ring, I think.
- Vestige: The fighter didn't think too hard when he got his shrouds. I should have communicated it more, but he basically ignored it until he got killed by it. By this point in the combat, only the Vestige remained (with the minions)...and I quickly realized that it would be a weird end game. No one could see the Vestige. He would shroud someone, they would miss. He would shroud again, they might hit (1/2 damage). 3rd time, PC would hopefully hit. Then bone scythe death. All the while, the other PCs can do NOTHING. The Vestige is likely to be the last guy...so I'm not sure how you want to handle this. After He killed the fighter, I just said he vanished away, accomplishing his mission and ended combat. I didn't want to get in the weird situation of only one guy fighting this thing at a time, while everyone else looks on and die one by one.
- Also...I have a bad habit of letting PCs retrieve a potion and drink it for 1 minor action (instead of 2). I need to tighten up that mechanic. They used a bunch of potions from what they raided at Danisca's shop.
OK...so, down from the mountain, the run into the military and McBannin. They are happy to see him, and get purified. They all kept their amulets on. They basically ignore the military dudes and decide they should hustle on over to Heward factory. They get there and see the arson in progress.
The fighter immediately charges the people in the alley, the next thing the dragonborn wizard uses his Wall 8 thing to hit all PCs (15dmg when the start their turn) OUCHIE! That shocked the PCs again. 3 PCs get a rope out to start scaling the front of the building, while the fighter is mixing it up with the arsonists in the alley. Unfortunately, fire overcomes him...and the fighter goes down again! The other 3 PCs reach the room of the factory, and knock over the water tower. Though the magic fire still remains, the combustibles on the wagon go out, and it seems like any threat to burning down the factories is over.
Though they are on the roof, no one is there. Little did they know the Valando (or Eberrano?) climbed down from the roof, and they ran down the docks for their escape after setting the fires. Cursing at the constables for ruining their plans. They flee down the dock - the other constables stuck on the roof unable to give chase. They wake up Heward, and he's thankful for saving his factory. As a gift, he gives them each a vial of Alchemist's Acid. [Note sure what level I give them. I find low level alchemicals to suck, because you'd probably use an at will over it...so it should be special. But maybe I'll give the lvl6 ones out here, and the lvl11 when they discover Nilasa's killer. Lvl6: Level 6: +9 vs. Reflex; 1d10 acid damage and ongoing 5 acid damage (save ends). miss, half dmg, no ongoing.]
I'm glad they didn't press this too much. They were taxed from Cauldron hill, and seeing the fighter go down again didn't give them too much optimism. The dragonborn barely used their attacks...and not even their action points.
They decide to rest up and report back to RHC in the morning. It's now 11am, Summer 4...and level up! Delft's first words are congratulating them on averting the factory fire....they've earned a commendation (their stipend!). I have another thread I started about getting equipment which is a bit awkward here mid-mission, so I'd love to here your thoughts.
http://www.enworld.org/forum/showthread.php?337313-Prestige-Favors-and-Magic-Items
Party is still on track with the overall timeline. They have Gale to meet and the smuggling encounter in the night. I may sprinkle in Kell or Kindleton as more leads on the doctor.
Last edited: