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Forge of Fury: Deathtrap? (spoilers)
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<blockquote data-quote="stevelabny" data-source="post: 1447472" data-attributes="member: 9298"><p>Ok, I've been meaning to come back and tell you guys what happened next, but I kept putting it off. We played 1 1/2 sessions since the druid's death and I have to point out some more of the odd things my group did. (and how they almost paid an additional price) MORE SPOILERS AHEAD:</p><p></p><p>On the return trip back, the party actually looked for other entrances.</p><p>They found the chimney, the cave entrance leading to the trogs, and even investigated the lake for a cave entrance. </p><p>They found the trog and bear tracks, snuck into the cave, and then randomly tried to have a pleasant conversation with the trogs. Is this what cutting a deal with the kobolds in Sunless Citadel has led to? Trying to befriend every notoriously naughty race in d&d? I'm all for diplomacy and breaking stereotypes but it almost seems like the pendulum has swung the other way.</p><p></p><p>Anywho, the decide to try to get a vantage point on the orc guards from above. See two orcs and the ogre standing guard...and decide to shoot arrows from above. They each get one or two arrows off and then the orcs and ogre move inside, rather than stand still and die.</p><p></p><p>With the alarm set off AGAIN, the party waded into one big fight with the remaining orcs, the ogre and the orc adept. The monk got killed on heavy damage rolls (but im rolling in the open, so i cant fudge even if i want too) but i allowed the cleric's temple to raise him (magically without the level loss just for the sake of the game) and ask for repayment within 2 weeks (figuring theyd have to go back into the Forge and not be able to keep going back and forth to town for healing so theyd be more careful) </p><p></p><p>Back inside, they hunt down the orc adept, and then loot the whole orc encampment. they leave the coins AND THE MAGIC RAPIER in the ogres chest to pick up on the way out. So the barbarian has a masterowrk greatsword, the fighter/rogue has a greatsword, the monk has his fists and isnt a magic weapon yet, the cleric has a +1 morningstar AND is carrying Shatterspike, the +1 longsword that does extra damage when sundering weapons. (from Sunless Citadel) </p><p></p><p>The party gets torched by the obvious fire trap by the stairs to level 2. I made it very obvious to the point where they basically chastised themselves for setting it off. They picked their way around level 2, carefully avoiding the dwarven coffins afraid of undead, and evntually getting to the trog lair. They refused to enter the 5ft tall trog lair and continued. Later they got to the two trogs with the bear and messed around so the bear got out, but they were close enough to the cage that they sorta had it trapped in the narrow passageway to the bear cave. The bear mauled the barbarian, and after the ftr/rog tumbled behind the bear, the barbarian ran off. Left with no flanking partner and BEHIND the bear, the ftr/rog had to tumble back out, and failed. The only thing that prevented him from dying was the cleric had cast Sanctuary on herself and the trog and the bear both failed their saves to attack her, so they chased the barbarian while she healed the ftr/rog. Luckily they choose to run out through the exit that lead back outside. </p><p></p><p>When they returned to this cavern, they dropped the two trogs before they could pull the lever, and then disabled the lever. Good for them. They luckily snag the +1 greatsword (changed from a bastard sword to be nice) from the yellow mold without any ill effects. The ftr/rog took the +1 greatsword but then...</p><p></p><p>They enter the largest cavern in the complex, the three characters who cant see in the dark go one way, the half-orc ftr/rog goes THE OTHER WAY, BY HIMSELF. He gets attacked by the gricks, and now we learn TWO lessons. </p><p>1> dont go off by yourself and 2> dont have one cleric with two magic items and another in a chest. The two gricks drop the ftr/rog before he can do anything and when the other characters come running in, they are all rolling dreadfully. It took them a few rounds to even realize they couldnt get through the gricks DR, which eventually led to the cleric dropping the magic sword, the monk picking it up and fighting at a penalty while THE BARBARIAN RAN AWAY AGAIN. Its comical how often this barbarian runs away. The gricks are stunned by a Sound Burst, which lets the party finish them off without losing anyone in this battle. </p><p></p><p>When faced with the locked door to the forge, the party decides to clean out the whole level. The take out the trogs in the small space with no problem, but give the trog sorceror plenty of time to buff himself and his lizard (and another trog in the room with them). The party dispatches the trog grunt and lizard quickly, but then cant find the invisible trog sorceror. (cuz hes hanging from the ceiling). Luckily, the cleric was smart enough to block the door and the sorceror had to keep casting Sleep from the ceiling and hoping shed fail her save. She never did. Rather than wait the sorceror out, the monk drinks a potion of spider-climb and runs up to the ceiling also. When he finally suceeded in pulling her down, there was high 5s all around.</p><p></p><p>So yes, theyre having a great time, but they still make a LOT of mistakes. Mistakes that they even admit are bad. And with the roper and duergar and dragon below, i still fear the worst.</p></blockquote><p></p>
[QUOTE="stevelabny, post: 1447472, member: 9298"] Ok, I've been meaning to come back and tell you guys what happened next, but I kept putting it off. We played 1 1/2 sessions since the druid's death and I have to point out some more of the odd things my group did. (and how they almost paid an additional price) MORE SPOILERS AHEAD: On the return trip back, the party actually looked for other entrances. They found the chimney, the cave entrance leading to the trogs, and even investigated the lake for a cave entrance. They found the trog and bear tracks, snuck into the cave, and then randomly tried to have a pleasant conversation with the trogs. Is this what cutting a deal with the kobolds in Sunless Citadel has led to? Trying to befriend every notoriously naughty race in d&d? I'm all for diplomacy and breaking stereotypes but it almost seems like the pendulum has swung the other way. Anywho, the decide to try to get a vantage point on the orc guards from above. See two orcs and the ogre standing guard...and decide to shoot arrows from above. They each get one or two arrows off and then the orcs and ogre move inside, rather than stand still and die. With the alarm set off AGAIN, the party waded into one big fight with the remaining orcs, the ogre and the orc adept. The monk got killed on heavy damage rolls (but im rolling in the open, so i cant fudge even if i want too) but i allowed the cleric's temple to raise him (magically without the level loss just for the sake of the game) and ask for repayment within 2 weeks (figuring theyd have to go back into the Forge and not be able to keep going back and forth to town for healing so theyd be more careful) Back inside, they hunt down the orc adept, and then loot the whole orc encampment. they leave the coins AND THE MAGIC RAPIER in the ogres chest to pick up on the way out. So the barbarian has a masterowrk greatsword, the fighter/rogue has a greatsword, the monk has his fists and isnt a magic weapon yet, the cleric has a +1 morningstar AND is carrying Shatterspike, the +1 longsword that does extra damage when sundering weapons. (from Sunless Citadel) The party gets torched by the obvious fire trap by the stairs to level 2. I made it very obvious to the point where they basically chastised themselves for setting it off. They picked their way around level 2, carefully avoiding the dwarven coffins afraid of undead, and evntually getting to the trog lair. They refused to enter the 5ft tall trog lair and continued. Later they got to the two trogs with the bear and messed around so the bear got out, but they were close enough to the cage that they sorta had it trapped in the narrow passageway to the bear cave. The bear mauled the barbarian, and after the ftr/rog tumbled behind the bear, the barbarian ran off. Left with no flanking partner and BEHIND the bear, the ftr/rog had to tumble back out, and failed. The only thing that prevented him from dying was the cleric had cast Sanctuary on herself and the trog and the bear both failed their saves to attack her, so they chased the barbarian while she healed the ftr/rog. Luckily they choose to run out through the exit that lead back outside. When they returned to this cavern, they dropped the two trogs before they could pull the lever, and then disabled the lever. Good for them. They luckily snag the +1 greatsword (changed from a bastard sword to be nice) from the yellow mold without any ill effects. The ftr/rog took the +1 greatsword but then... They enter the largest cavern in the complex, the three characters who cant see in the dark go one way, the half-orc ftr/rog goes THE OTHER WAY, BY HIMSELF. He gets attacked by the gricks, and now we learn TWO lessons. 1> dont go off by yourself and 2> dont have one cleric with two magic items and another in a chest. The two gricks drop the ftr/rog before he can do anything and when the other characters come running in, they are all rolling dreadfully. It took them a few rounds to even realize they couldnt get through the gricks DR, which eventually led to the cleric dropping the magic sword, the monk picking it up and fighting at a penalty while THE BARBARIAN RAN AWAY AGAIN. Its comical how often this barbarian runs away. The gricks are stunned by a Sound Burst, which lets the party finish them off without losing anyone in this battle. When faced with the locked door to the forge, the party decides to clean out the whole level. The take out the trogs in the small space with no problem, but give the trog sorceror plenty of time to buff himself and his lizard (and another trog in the room with them). The party dispatches the trog grunt and lizard quickly, but then cant find the invisible trog sorceror. (cuz hes hanging from the ceiling). Luckily, the cleric was smart enough to block the door and the sorceror had to keep casting Sleep from the ceiling and hoping shed fail her save. She never did. Rather than wait the sorceror out, the monk drinks a potion of spider-climb and runs up to the ceiling also. When he finally suceeded in pulling her down, there was high 5s all around. So yes, theyre having a great time, but they still make a LOT of mistakes. Mistakes that they even admit are bad. And with the roper and duergar and dragon below, i still fear the worst. [/QUOTE]
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