Notes on Run #37:
This will be short-ish, since Piratecat has already covered the set-up, and talked about the key tactical point of the current battle(s), which is the mobility issue.
As he said, the ghouls inflicted immobilized (save ends) with every hit, and hit about 70% of the time...
Challenging! :)
At 18th-20th level, and with a 6-PC party that includes two high-level clerics and two high-level wizards (plus an effective spellsword, an optimized-for-sneak-attacks rogue/lasher, and a rogue NPC), there's very little the party cannot do if they want to. Also, with so much...
The party had recently hit 18th level at this point -- the fight against the Guardian of the Maw was their first combat at 18th.
The Story Hour is about 25 runs behind the actual game; in "real life" the party is one more session away from achieving 20th level.
In terms of real time, the party...
Sagiro’s Story Hour, Part 315
The Crimson Maw
The Company resembles a collection of bloody pincushions.
Had it not been for Morningstar's mass heal seconds earlier, half the party would certainly be dead. As it stands, everyone has survived, not counting the hapless elemental standing...
Sagiro’s Story Hour, Part 314
Return of the Killer Magic Rats
Despite Aravis's agitation, it's been an extremely long and tiring day. The party spends the night at the cathedral in Victory, with plans to tackle the Crimson Maw first thing in the morning.
Over a heroes' feast breakfast on the...
Gotcha!
Being a masochist, I can't wait for the next session. I wonder if I'll be able to set some sort of record for "least elapsed time between spending one's first and last healing surges." :)
Piratecat, I'm curious: given that the ghoul who fled still managed to both a) land many attacks, and b) absorb many of our attacks and resources (all before it fled, of course), how does that fact that it eventually fled change the level of the encounter?
If there is going to be a TPK for a...
I'm glad you've been enjoying the story! Those are some great questions; here are some answers:
1) The Yrimpa operation went off very well; it wasn't a trap, and (if memory serves) only 1 or 2 Yrimpa were slain. Honestly, with Kay's player leaving the game, the Yrimpa have faded into the...
The Grey Guard has just dinged 8th level, so I thought I'd do a second survey of the party's basic stats.
For context, the party now consists of:
Bramble, Wilden Protector Shaman (leader)
Caldwell, Human Two-blade Ranger (striker)
Logan, Human Shadowy Rogue (striker)
Cobalt, Human Brawny Rogue...
Run #36 was last night. Ugh, but in a fun way!
Plot summary: We're heading northward from the now-flattened city of Bressail, while thousands of refugees are doing the same. Most are headed for the (relative) safety of Rusted Lake, though it's likely that many of these people will end up...
Next month or two? I'd be doing it right now if Aravis would post Gilran's character sheet on the Wiki! I already have numbers entered in the spreadsheet for everyone else's ability scores, skills, defenses, hit points and healing surges.
Initial analysis: Cobalt really is the best choice...
Yeah, I can't believe it either. :confused:
Sagiro’s Story Hour, Part 313
Familiar Risk
Ernie, of course, still wants to deal with the Crimson Maw right away.
Dranko shakes his head. “What if we get stuck in there, or time moves differently? Could we risk it? I mean, don't different...
Yeah, well, I have Piratecat, so I'm double-super-extra-spoiled. :p And considering that everything I learned about DM-ing, I learned from you, it's just as accurate to say that you spoiled yourself!
A couple of small points: I'd say Piratecat and I are about even in the "creepy voices" category. Pcat does particularly well with undead; readers of his old Story Hour will be familiar with the Lich Hagiok and the ghoulish Soder, both of whom had highly... memorable... voices. Ew.
Regarding...
In Piratecat's game, he simply reduces all monster defenses by one. At least he tells us that's what he's doing. :devil:
That has two main advantages:
1. No CB workarounds or other character sheet adjustments are required.
2. It doesn't discourage improvisational attacks by putting them at...
Dranko's new abilities are:
- detect magic at will
- repulsion and true seeing 1/day, at the cost of 2 pts. of WIS.
- time stop 1/day, at the cost of 4 pts. of WIS. (Always gives him 3 rounds)
...and there's one more ability he gets that also costs him 4 pts. of WIS, but I'll keep the details...
Sagiro’s Story Hour, Part 311
Dranko's Bargain
Everyone is mightily impressed by Ernie's new weapon, though perhaps a bit put out by the timing. It's one more thing on the pile, since even if the time to help Appleseed is merely 'drawing near,' they ought to give this High Priestess Sunblade a...
Don't be misled by the worst case scenario! :p
Given that a typical enemy we'll be facing will have about a 22 or 23 AC, Cobalt rates to hit about 75% of the time, for an expected damage per round of only about 18 points. And he's just about at the top of the party's damage-dealing potential.