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[Heart of Nightfang Spire] Running the meat grinder...
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<blockquote data-quote="EntropyDecay" data-source="post: 971191" data-attributes="member: 10652"><p>OK, we finished our second HoNS session yesterday.</p><p></p><p></p><p></p><p>[Spoiler!]</p><p></p><p></p><p></p><p>Short summary:</p><p>The three survivors of the mooncalf battle took the bodies of their fallen friends and left the tower valley in order to give them a proper burial. In the hills outside they met the new characters who were sent by the baron of Brindinford to aid the heroes in their important mission to stop the war plans of Gulthias. After they had buried their dead and rested for the night, they decided to enter the Nightfang Spire again filled with hate for Gulthias and fear of his undead minions waiting for them.</p><p></p><p>The encounter with the wights in the hollow top of the spire was rather easy and they made short work of them. Due to some mistakes by the player of the PsyWar her character gained two negative levels. They entered the spire and started exploring it. The first enemies in there were some shadows they encountered in two different rooms but the paladin destroyed the undead quickly with very succesful turning checks.</p><p></p><p>Some time later they entered the destroyed shrine and were surprised by three vampire spawns who formed out of the mist in that room. The paladin failed his will save against the charm person ability in the first round and willingly let a vampire spawn lady suck some blood out of him (-4 permanent constitution). The rest of the party did their best to dispatch their opponents with minor success. One spawn was slain, another fled to the room into the south. Meanwhile the additional vampire spawns in the adjacent room had heard the battle and decided to help their fellows. The party was a bit annoyed/afraid of the undead tactics which was to make good use of gaseous form, fast healing and reentering the battle. The tide turned quickly in their favor when the illusionist suddenly remembered to cast a dispel magic on the paladin in order to free him of his domination (Who had been standing there with blank stare for about six rounds. I decided that the spawn who had dominated him had other problems at the moment so she forgot about him totally in the battle). Another very succesful turning check, and some dust is all that remains.</p><p>End of session.</p><p></p><p>Character status:</p><p>PsyWar: 2 negative levels</p><p>Illusionist: ok</p><p>Illu / Bard: 1 negative level</p><p>Paladin: 4 points of permanent constitution damage</p><p>Fighter: 2 negative levels</p><p></p><p>Party plans for the next session:</p><p>Explore the last few rooms of the first tower level and get some rest.</p><p></p><p>Random thoughts from me:</p><p>I was thinking of adding a cleric held prisoner in one of the lower spire levels. He/she would be too weak to help them in direct battle but could provide the occasional restoration or healing spell if rescued.</p><p></p><p>Chris</p><p>Score so far: 2</p><p>Greatest fear at the moment: Too much unsuccesful saves against negative levels</p></blockquote><p></p>
[QUOTE="EntropyDecay, post: 971191, member: 10652"] OK, we finished our second HoNS session yesterday. [Spoiler!] Short summary: The three survivors of the mooncalf battle took the bodies of their fallen friends and left the tower valley in order to give them a proper burial. In the hills outside they met the new characters who were sent by the baron of Brindinford to aid the heroes in their important mission to stop the war plans of Gulthias. After they had buried their dead and rested for the night, they decided to enter the Nightfang Spire again filled with hate for Gulthias and fear of his undead minions waiting for them. The encounter with the wights in the hollow top of the spire was rather easy and they made short work of them. Due to some mistakes by the player of the PsyWar her character gained two negative levels. They entered the spire and started exploring it. The first enemies in there were some shadows they encountered in two different rooms but the paladin destroyed the undead quickly with very succesful turning checks. Some time later they entered the destroyed shrine and were surprised by three vampire spawns who formed out of the mist in that room. The paladin failed his will save against the charm person ability in the first round and willingly let a vampire spawn lady suck some blood out of him (-4 permanent constitution). The rest of the party did their best to dispatch their opponents with minor success. One spawn was slain, another fled to the room into the south. Meanwhile the additional vampire spawns in the adjacent room had heard the battle and decided to help their fellows. The party was a bit annoyed/afraid of the undead tactics which was to make good use of gaseous form, fast healing and reentering the battle. The tide turned quickly in their favor when the illusionist suddenly remembered to cast a dispel magic on the paladin in order to free him of his domination (Who had been standing there with blank stare for about six rounds. I decided that the spawn who had dominated him had other problems at the moment so she forgot about him totally in the battle). Another very succesful turning check, and some dust is all that remains. End of session. Character status: PsyWar: 2 negative levels Illusionist: ok Illu / Bard: 1 negative level Paladin: 4 points of permanent constitution damage Fighter: 2 negative levels Party plans for the next session: Explore the last few rooms of the first tower level and get some rest. Random thoughts from me: I was thinking of adding a cleric held prisoner in one of the lower spire levels. He/she would be too weak to help them in direct battle but could provide the occasional restoration or healing spell if rescued. Chris Score so far: 2 Greatest fear at the moment: Too much unsuccesful saves against negative levels [/QUOTE]
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