After a pretty slow session a fortnight ago, last Friday's Age of Worms session sped along. I was much, much happier with how it went. In about 3 hours of play, we got through 6 combats against various EL 18+ encounters.
This was mainly due to them being quite short, most lasting only 3 rounds or so. One of the real joys of these levels is that I'm not familiar with everything, so the players are continually surprising me.
"Oh, the giant gets no save against Otto's Irresistable Dance? Well, I guess that makes sense. Well, Martin kills it a couple of rounds later..."
Craig's PDA comes in quite helpful. (Even if I killed his PC with a pyrohydra, his PDA still came in helpful
). If Peggy cast's Acid Storm, then those 15d6 (or more) can quickly be rolled.
One other aspect that made running this session much easier was that I wasn't needing to handle more than two types of opponent in any given encounter. Note to Paizo: Please don't include 4 or more unique NPCs in one encounter. It's just too painful. One unique NPC plus several identical troopers is much easier to run. (OTOH, four Dragonspawn would be fine, as they have simple abilities).
17th level Cleric, Wizard, Fighter and Druid. Woo. Power. We're missing a couple of players at present due to Christmas (Rogue and Paladin), but they'll be back.
Martin's Fighter is fun. AC in the mid-30s, and a massive attack bonus and damage. By the time he's finished with Slashing Flurry (PHB2 feat) and boots of speed he gets 6 attacks a round. 120+ damage is not uncommon, and it's needed against those giants. Martin doesn't have a PDA, but he has a calculator and precalculated power attack values.
I love that the group can use greater teleport to leave the dungeon and rest. (I'm a wizard player at heart).
The adventure is Kings of the Rift, and we should finish it next session. 7 sessions left of the entire Age of Worms, I think. Cool.
Cheers!
This was mainly due to them being quite short, most lasting only 3 rounds or so. One of the real joys of these levels is that I'm not familiar with everything, so the players are continually surprising me.
"Oh, the giant gets no save against Otto's Irresistable Dance? Well, I guess that makes sense. Well, Martin kills it a couple of rounds later..."
Craig's PDA comes in quite helpful. (Even if I killed his PC with a pyrohydra, his PDA still came in helpful

One other aspect that made running this session much easier was that I wasn't needing to handle more than two types of opponent in any given encounter. Note to Paizo: Please don't include 4 or more unique NPCs in one encounter. It's just too painful. One unique NPC plus several identical troopers is much easier to run. (OTOH, four Dragonspawn would be fine, as they have simple abilities).
17th level Cleric, Wizard, Fighter and Druid. Woo. Power. We're missing a couple of players at present due to Christmas (Rogue and Paladin), but they'll be back.
Martin's Fighter is fun. AC in the mid-30s, and a massive attack bonus and damage. By the time he's finished with Slashing Flurry (PHB2 feat) and boots of speed he gets 6 attacks a round. 120+ damage is not uncommon, and it's needed against those giants. Martin doesn't have a PDA, but he has a calculator and precalculated power attack values.
I love that the group can use greater teleport to leave the dungeon and rest. (I'm a wizard player at heart).
The adventure is Kings of the Rift, and we should finish it next session. 7 sessions left of the entire Age of Worms, I think. Cool.
Cheers!