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Jasper DMS Season 9 & Descent into Avernus Adventure League
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<blockquote data-quote="jasper" data-source="post: 8018454" data-attributes="member: 277"><p>DDAAL09-16 Session</p><p></p><p>Honors Unforeseen</p><p></p><p>Day 28</p><p></p><p>PC Killed 7 Monsters Killed 351 Villains Captured 9 Villains Escaped 0</p><p></p><p>Gain A Level. 1,600 GP. 20 Down time days. If you want.</p><p></p><p>Magic Items Ioun Stone of Leadership, Fochlucan Bandore, Potion of Superior Healing, Soul Coin,</p><p></p><p>Story Award You let Dara Die Once.</p><p></p><p>Start Time 6:31 End Time 8:54</p><p></p><p>I had an average group of three. Cretin Paladin Warlock, Shade, Markov with simulacrum, 5 skeletons, and skeleton swarm.</p><p></p><p>Between Dara talking to herself, the Sir Godord cutting hundred year gas, and Sir Everbleed mocking them every hour, the group is about to kill everyone. Finally, Dara gets a mission from her gawd and finds the keys to get out the prison.</p><p></p><p>They travel for about an hour in tunnels ranging from five feet wide to thirty feet wide. Their way is lit by a scout skeleton with a light spell on it. This was smart until the skeleton trip an alarm spell in the first big chamber. The first chamber opens into the second chamber with a set of doors on the north and south side walls. Between the skeletons, and high investigation the party only trips three symbols which had been placed on the floor. Shade is the only one really affected he becomes a pill for the rest of day. Half of the party does not notice.</p><p></p><p>Sareash a chain devil, some imps and a flame skull teleport into the room. The party take out the flame skull and some imps. But Sareash targets Dara with his chain killing her. Shade is surprised as a one appears on her forehead as he is giving her a potion of healing. (DM ok the monsters are try to kill Dara and a zero HP counts as kill. This will affect the next module.) As Cretin is killing Sareash. Sareash mentions he will be back.</p><p></p><p>Knowing Dara is the main target they put her in the middle to protect her. Taking the North door, they enter a dog leg before the room opens into large chamber with Sareash, five imps, and three flame skulls teleporting in. Also 3 flameskulls appear behind the party in the first room. A wall of force blocks the rear flameskulls. Good initiative, counter spells, and good spells take out the foes with little or no damage to the party. (Back to rolling low initiative for most of the monsters. Sigh).</p><p></p><p>The third room an elf bard playing a flute puts most of the party to sleep. Cretin ticks off the elf Yalanue of the Cloakwood. Who opens an invisible door and leaves. After waking the party up, Cretin charges through the door.</p><p></p><p>Enter a country side. No, the illusion of a country side. Markov dispels the illusion. Oops. He, the simulacrum, and horde of skeletons fall into a deep chasm. Take about a third of his hit points Markov is ticked off.</p><p></p><p>Spurhund an Orthon and his five Incubus attack the party. Shade plays kissy face with one, then kisses and runs away. Making his Incubus friends cry. Cretin takes out two Incubus while protecting Dara. Markov goes to fly out the chasm only for his simulacrum to hit disrupting the fly spell. The simulacrum dies. Markov wall of forces Spurhund. The party take out the Incubi and then Spurhund.</p><p></p><p>After a short rest Markov throws Dara into a tiny hut. The group back tracks to the southern door in the first big chamber. They discover it just a trapped room with some magic items in a coffin. (Note the group now had played all but the final boss fight and that includes the two bonus objectives.)</p><p></p><p>(Note the final boss initial set up depends on if the alarm goes off. But playing the pillars suggest the group can explore the boss chamber, fight, and a hint the elf could be reason with.)</p><p></p><p>As Shade enters the chamber playing his lute, he calms down Yalanue. Not by much just enough for him and Cretin to get into melee range. He then mentions her flute playing is flat occasionally and the fight is on. The fight last a round and half. The group releases the High Priest Horst Atheraice who heals everyone to maximum. He raises Yalanue and forces her to give up her harp.</p><p></p><p>(Part 2 is mess. It can be a hard boss fight for the APL. But you can explore the chamber before the fight. Wake up the Hight Priest during the fight. Take down Yalanue. And gain or lose a magic item due to the results of the fight. Part 1 is either traps which if a high passive investigation can be step over. Or combat which is only made interesting because Dara is the main target. Dara is not even given a stat block. I had to use 09-15 block.)</p></blockquote><p></p>
[QUOTE="jasper, post: 8018454, member: 277"] DDAAL09-16 Session Honors Unforeseen Day 28 PC Killed 7 Monsters Killed 351 Villains Captured 9 Villains Escaped 0 Gain A Level. 1,600 GP. 20 Down time days. If you want. Magic Items Ioun Stone of Leadership, Fochlucan Bandore, Potion of Superior Healing, Soul Coin, Story Award You let Dara Die Once. Start Time 6:31 End Time 8:54 I had an average group of three. Cretin Paladin Warlock, Shade, Markov with simulacrum, 5 skeletons, and skeleton swarm. Between Dara talking to herself, the Sir Godord cutting hundred year gas, and Sir Everbleed mocking them every hour, the group is about to kill everyone. Finally, Dara gets a mission from her gawd and finds the keys to get out the prison. They travel for about an hour in tunnels ranging from five feet wide to thirty feet wide. Their way is lit by a scout skeleton with a light spell on it. This was smart until the skeleton trip an alarm spell in the first big chamber. The first chamber opens into the second chamber with a set of doors on the north and south side walls. Between the skeletons, and high investigation the party only trips three symbols which had been placed on the floor. Shade is the only one really affected he becomes a pill for the rest of day. Half of the party does not notice. Sareash a chain devil, some imps and a flame skull teleport into the room. The party take out the flame skull and some imps. But Sareash targets Dara with his chain killing her. Shade is surprised as a one appears on her forehead as he is giving her a potion of healing. (DM ok the monsters are try to kill Dara and a zero HP counts as kill. This will affect the next module.) As Cretin is killing Sareash. Sareash mentions he will be back. Knowing Dara is the main target they put her in the middle to protect her. Taking the North door, they enter a dog leg before the room opens into large chamber with Sareash, five imps, and three flame skulls teleporting in. Also 3 flameskulls appear behind the party in the first room. A wall of force blocks the rear flameskulls. Good initiative, counter spells, and good spells take out the foes with little or no damage to the party. (Back to rolling low initiative for most of the monsters. Sigh). The third room an elf bard playing a flute puts most of the party to sleep. Cretin ticks off the elf Yalanue of the Cloakwood. Who opens an invisible door and leaves. After waking the party up, Cretin charges through the door. Enter a country side. No, the illusion of a country side. Markov dispels the illusion. Oops. He, the simulacrum, and horde of skeletons fall into a deep chasm. Take about a third of his hit points Markov is ticked off. Spurhund an Orthon and his five Incubus attack the party. Shade plays kissy face with one, then kisses and runs away. Making his Incubus friends cry. Cretin takes out two Incubus while protecting Dara. Markov goes to fly out the chasm only for his simulacrum to hit disrupting the fly spell. The simulacrum dies. Markov wall of forces Spurhund. The party take out the Incubi and then Spurhund. After a short rest Markov throws Dara into a tiny hut. The group back tracks to the southern door in the first big chamber. They discover it just a trapped room with some magic items in a coffin. (Note the group now had played all but the final boss fight and that includes the two bonus objectives.) (Note the final boss initial set up depends on if the alarm goes off. But playing the pillars suggest the group can explore the boss chamber, fight, and a hint the elf could be reason with.) As Shade enters the chamber playing his lute, he calms down Yalanue. Not by much just enough for him and Cretin to get into melee range. He then mentions her flute playing is flat occasionally and the fight is on. The fight last a round and half. The group releases the High Priest Horst Atheraice who heals everyone to maximum. He raises Yalanue and forces her to give up her harp. (Part 2 is mess. It can be a hard boss fight for the APL. But you can explore the chamber before the fight. Wake up the Hight Priest during the fight. Take down Yalanue. And gain or lose a magic item due to the results of the fight. Part 1 is either traps which if a high passive investigation can be step over. Or combat which is only made interesting because Dara is the main target. Dara is not even given a stat block. I had to use 09-15 block.) [/QUOTE]
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