erucsbo
Explorer
part 2 from #2099 above.
The one round of respite enabled a little healing to be done, then the whirlwinds came back with a vengence - no longer content to toy with the characters, the idea was to pick them up and drop them the 100-150 feet to the bottom of Death Canyon.
4 elementals, 4 characters in range - 2 who had been along at the previous session were absent, and 1 who had missed the last session had come, so I had his character a bit apart from the others.
The elementals managed to pick up 2 characters, one got killed as it tried, and the other failed to pick up the paladin (Divine Grace and a high Charisma really helps when needing to make DC25 saves).
Two characters were carried over the open canyon while the one that tried to pick up the paladin kept at it.
Thanks to readied actions, a web was cast below a falling character as flame strike took out one of the above-canyon elementals. The other elemental moved away from the web and dropped the fighter, who then managed to catch and activate an immovable rod that had been thrown by the rogue from the edge of the canyon.
The elemental that had been trying (and failing) to pick up the paladin was eventually dispatched and this only left the one that had dropped the fighter. It bore down on the fighter who was hanging by one arm from the rod, with a readied action to attack the elemental. Spells had reduced it to 1 hp and the fighter put nothing in to Power Attack to ensure that he hit it - he did.
The party recovered the fighter and the cleric (who was on the web) and retreated to the elementals' caves to recover.
After recovering they found the giant bones, but avoided (wisely) going in to Death Canyon or the depression with the Xorn, and headed ENE. Eventually hitting the wall of the tomb, tracking north, then when hitting the wall of Black Mountain turning south we finished the session.
I think I'll try and push them in to J for a bit, maybe to stop the release of Tyrus, because at character level 10 I'd guess they would be well out of their depth if they managed to breach the tomb.
any suggestions, and for those who have done J, do parties tend to go north or east?
The one round of respite enabled a little healing to be done, then the whirlwinds came back with a vengence - no longer content to toy with the characters, the idea was to pick them up and drop them the 100-150 feet to the bottom of Death Canyon.
4 elementals, 4 characters in range - 2 who had been along at the previous session were absent, and 1 who had missed the last session had come, so I had his character a bit apart from the others.
The elementals managed to pick up 2 characters, one got killed as it tried, and the other failed to pick up the paladin (Divine Grace and a high Charisma really helps when needing to make DC25 saves).
Two characters were carried over the open canyon while the one that tried to pick up the paladin kept at it.
Thanks to readied actions, a web was cast below a falling character as flame strike took out one of the above-canyon elementals. The other elemental moved away from the web and dropped the fighter, who then managed to catch and activate an immovable rod that had been thrown by the rogue from the edge of the canyon.
The elemental that had been trying (and failing) to pick up the paladin was eventually dispatched and this only left the one that had dropped the fighter. It bore down on the fighter who was hanging by one arm from the rod, with a readied action to attack the elemental. Spells had reduced it to 1 hp and the fighter put nothing in to Power Attack to ensure that he hit it - he did.
The party recovered the fighter and the cleric (who was on the web) and retreated to the elementals' caves to recover.
After recovering they found the giant bones, but avoided (wisely) going in to Death Canyon or the depression with the Xorn, and headed ENE. Eventually hitting the wall of the tomb, tracking north, then when hitting the wall of Black Mountain turning south we finished the session.
I think I'll try and push them in to J for a bit, maybe to stop the release of Tyrus, because at character level 10 I'd guess they would be well out of their depth if they managed to breach the tomb.
any suggestions, and for those who have done J, do parties tend to go north or east?