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AoW.TFoE: I think my PCs are screwed (spoilers)
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<blockquote data-quote="Steel_Wind" data-source="post: 3582929" data-attributes="member: 20741"><p>Here's what I did... in similar circumstances.</p><p></p><p>The party finished off the Faceless One right above the summoning pool It was a CR11 fight - totally consumed all of the resources of the party and brought half to death's door. The summoning the PCs were trying to stop seemed successful - and there was ominous bubbling and steaming.</p><p></p><p>The PCs beat feet - all but the rogue who stayed behind as the critter emerged.</p><p></p><p>The rogue realized he was in deep doo-doo and ran for the shaft and screamed to be pulled up - too late. The THING caught the base of the elevator platform as it started to rise. The rogue climbed for his life - but the climb bonus for the critter is too high. The rogue was caught a third way up the shaft and plummeted to his death.</p><p></p><p>The remaining PCs waited at the top of the shaft - hurled a few spells to no effect as it came up - and attacked it flat footed as it climbed out. The fighter criticalled and on top of that - the combined damage from the three other PCs was enough to kill it. It died.</p><p></p><p></p><p>My advice: </p><p></p><p> If your party is the type to camp in the dungeon in the Faceless One's chamber (or wherever) - you might let them do that so they can get back spells and heal a little. As they make their way out to the room with the "summoning pool", <em>Bubble Gurgle </em>>>>GREEN UGLY STEAM RISING AS A FORM TAKES SHAPE EMERGING FROM THE POOL <<<< </p><p> </p><p>The critter then emerges - spurred on by the presence of the PCs.</p><p></p><p>If the PCs choose not to rest and instead leave right away - let them start up the elevator shaft about two-thirds to three quarters of the way up - then send it roaring up the shaft chasing after them. The critter climbs VERY fast. You'll need to time it just right for maximum effect.</p><p></p><p>The encounter plays best if the PCs have to make climb rolls under pressure and JUST make it to the top ahead of it. Check the PCs movement rates vs its rate. Give them enough of a head start so they can just make it.</p><p></p><p> If the PCs get to the top of the shaft - they should have a round to hit it as it emerges flat-footed from the shaft - on four sides.</p><p></p><p>If they don't manage to make the best of that opportunity - well - you gave them a chance. Have at 'em and no quarter.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 3582929, member: 20741"] Here's what I did... in similar circumstances. The party finished off the Faceless One right above the summoning pool It was a CR11 fight - totally consumed all of the resources of the party and brought half to death's door. The summoning the PCs were trying to stop seemed successful - and there was ominous bubbling and steaming. The PCs beat feet - all but the rogue who stayed behind as the critter emerged. The rogue realized he was in deep doo-doo and ran for the shaft and screamed to be pulled up - too late. The THING caught the base of the elevator platform as it started to rise. The rogue climbed for his life - but the climb bonus for the critter is too high. The rogue was caught a third way up the shaft and plummeted to his death. The remaining PCs waited at the top of the shaft - hurled a few spells to no effect as it came up - and attacked it flat footed as it climbed out. The fighter criticalled and on top of that - the combined damage from the three other PCs was enough to kill it. It died. My advice: If your party is the type to camp in the dungeon in the Faceless One's chamber (or wherever) - you might let them do that so they can get back spells and heal a little. As they make their way out to the room with the "summoning pool", [I]Bubble Gurgle [/I]>>>GREEN UGLY STEAM RISING AS A FORM TAKES SHAPE EMERGING FROM THE POOL <<<< The critter then emerges - spurred on by the presence of the PCs. If the PCs choose not to rest and instead leave right away - let them start up the elevator shaft about two-thirds to three quarters of the way up - then send it roaring up the shaft chasing after them. The critter climbs VERY fast. You'll need to time it just right for maximum effect. The encounter plays best if the PCs have to make climb rolls under pressure and JUST make it to the top ahead of it. Check the PCs movement rates vs its rate. Give them enough of a head start so they can just make it. If the PCs get to the top of the shaft - they should have a round to hit it as it emerges flat-footed from the shaft - on four sides. If they don't manage to make the best of that opportunity - well - you gave them a chance. Have at 'em and no quarter. [/QUOTE]
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