f.e.n
First Post
Legion devil, you're shared experiences helped make my running of the final encounter much more difficult. My p.c's probably hate you but it was definitely amazing to foresee certain events and deal with them accordingly.
FOR STARTERS THE ENCOUNTER WAS FOUR HOURS LONG.
epic. four. as in 4. Four friggin hours long.
I would like to say first and foremost that my p.c's played with guts, courage, swagger, and tactical finesse. As a dm, you can't be any more proud of your party than i am now. My hats off to them for playing the most brutally over challenging encounter i have ever seen in an adventure publication. That said, it was near tpk.
Four of the six pc's died horrible horrible deaths.
The adjustments were spot on seeing as the battle swung from p.c control, to enemy control. There were moments when both sides looked bleak, and then the teeter-totter of a fight would swing the other way.
Kalarel was played as best i could. His wild fanaticism for bringing p.c's back from the dead along with his odd fascination with hair of any kind, as well as the switching of genders he would perform on the p.c's kept the combat moving for much of the four hours. It seemed to infuriate the party to no end, and when splug turned on them, finishing off the rogue, they really went into another gear of outrage and shock. (his figurine, upon death, was cleanly thrown as far across the room as possible to many hurrahs)
Flaming sphere was not a problem for me as it was summoned for a short time. Kalarel sent his entire force to put the wizard down so that it's effects would diminish. The wizard was quickly overwhelmed by me throwing everything i had at her. The conjuration vanished when the wizard went zero and the main damage-over-time threat was neutralized. The rogue was next to be focus fired upon, as he was nearly killing the big k all by his lonesome. I put him down and killed his helpless body with the npc gone bad splug. Which just gave so much more meaning to his turning at this encounter. (experience will be adjusted for his effectiveness)
The portal was horribly useless. I rolled poorly for it and the p.c's seemed to keep just out of it's reach. I made the mistake of bull rushing a dwarf. First and last time. The wizard was killed next, followed finally by the fighter, than the paladin (who, combined with his resist necrotic 5 ability, was able to tank unbelievable amounts of damage)(this ability from armor found in the adventure).
The evil magic circle was insanely powerful. Having a level 3 p.c roll a 25 to hit will and having that power not deal damage is just frustrating for all involved (kalarel will defense in circle was 26!!!!). The cleric and warlock remained largely out of focus from the enemies and thus were able to defeat the remaining enemies once big k went down.
One thing though. the p.c's discovered kalarel through a rogue being roped down into the final chamber. The conversation of a suspended rogue talking to big k resulted in a show of ranged force, scaring the p.c's from entering the encounter. Fearing they would simply walk away once the rogue was pulled back up, i allowed the party to hear screams of joy from kalarel and his minions that the lord orcus was beginning to send reinforcements through the portal to pave the way for the shadowfell. This was all in an attempt to get the p.c's going, and not deciding to 'sleep on it' mentality that they seemed to be leaning on. I simply added two pitiful minion skeletons to the encounter as 'reinforcements' but could come up with no other solution for the party to just not up and walk away from the final encounter.
It advanced the storyline but now i'm wondering if anyone had a party that got cold feet coming up to the big fight? It certainly seemed like a 'leap of faith' dropping into a pool of blood from a chain to fight overwhelming odds.
All in all, a fun but brutal encounter. KotS is just about wrapped up for my group.
FOR STARTERS THE ENCOUNTER WAS FOUR HOURS LONG.
epic. four. as in 4. Four friggin hours long.
I would like to say first and foremost that my p.c's played with guts, courage, swagger, and tactical finesse. As a dm, you can't be any more proud of your party than i am now. My hats off to them for playing the most brutally over challenging encounter i have ever seen in an adventure publication. That said, it was near tpk.
Four of the six pc's died horrible horrible deaths.
The adjustments were spot on seeing as the battle swung from p.c control, to enemy control. There were moments when both sides looked bleak, and then the teeter-totter of a fight would swing the other way.
Kalarel was played as best i could. His wild fanaticism for bringing p.c's back from the dead along with his odd fascination with hair of any kind, as well as the switching of genders he would perform on the p.c's kept the combat moving for much of the four hours. It seemed to infuriate the party to no end, and when splug turned on them, finishing off the rogue, they really went into another gear of outrage and shock. (his figurine, upon death, was cleanly thrown as far across the room as possible to many hurrahs)
Flaming sphere was not a problem for me as it was summoned for a short time. Kalarel sent his entire force to put the wizard down so that it's effects would diminish. The wizard was quickly overwhelmed by me throwing everything i had at her. The conjuration vanished when the wizard went zero and the main damage-over-time threat was neutralized. The rogue was next to be focus fired upon, as he was nearly killing the big k all by his lonesome. I put him down and killed his helpless body with the npc gone bad splug. Which just gave so much more meaning to his turning at this encounter. (experience will be adjusted for his effectiveness)
The portal was horribly useless. I rolled poorly for it and the p.c's seemed to keep just out of it's reach. I made the mistake of bull rushing a dwarf. First and last time. The wizard was killed next, followed finally by the fighter, than the paladin (who, combined with his resist necrotic 5 ability, was able to tank unbelievable amounts of damage)(this ability from armor found in the adventure).
The evil magic circle was insanely powerful. Having a level 3 p.c roll a 25 to hit will and having that power not deal damage is just frustrating for all involved (kalarel will defense in circle was 26!!!!). The cleric and warlock remained largely out of focus from the enemies and thus were able to defeat the remaining enemies once big k went down.
One thing though. the p.c's discovered kalarel through a rogue being roped down into the final chamber. The conversation of a suspended rogue talking to big k resulted in a show of ranged force, scaring the p.c's from entering the encounter. Fearing they would simply walk away once the rogue was pulled back up, i allowed the party to hear screams of joy from kalarel and his minions that the lord orcus was beginning to send reinforcements through the portal to pave the way for the shadowfell. This was all in an attempt to get the p.c's going, and not deciding to 'sleep on it' mentality that they seemed to be leaning on. I simply added two pitiful minion skeletons to the encounter as 'reinforcements' but could come up with no other solution for the party to just not up and walk away from the final encounter.
It advanced the storyline but now i'm wondering if anyone had a party that got cold feet coming up to the big fight? It certainly seemed like a 'leap of faith' dropping into a pool of blood from a chain to fight overwhelming odds.
All in all, a fun but brutal encounter. KotS is just about wrapped up for my group.
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