Musing of an Epic Virgin

Great thread, Jack99! :)
My group is far from Epic Levels right now, but I'm really interested anyhow.



Wow. :confused:
I mean... this is just... insane. :)
How it can be done? Is that the norm at those levels?

I think it is. Notice that I said a round, which in this case means several (3 or 4) attacks. But none of my players are very optimized and I do not allow any of the broken items from the books. I do not have anything written down, but going from memory he critted, which triggered Two-Weapon Opening (attack with offhand as free action). Then he used Critical Opportunity (minor action, can only be used the same turn as you crit), and finally he action-pointed. I am not even sure he hit on all 4 attacks though. Rogues have some pretty lethal powers at level 22 ;)
 

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Nifty Campaign!

I just wanted to say that your campaign idea is absolutely superb. I wish I could explore THAT world.

Any hints on what actually happened on the old world after the rift collapsed? And will your characters ever get to explore why the dead stopped dying?
 

I just wanted to say that your campaign idea is absolutely superb. I wish I could explore THAT world.

Any hints on what actually happened on the old world after the rift collapsed? And will your characters ever get to explore why the dead stopped dying?

TBH, I never considered it. It was just something stolen from The Reality Dysfunction that I thought was very cool. I have a few times considered if I somehow could draw it into the campaign, but have never found out how.

I do like the world of Draegor, and will probably use it for my next campaign, so I can't rule out some sort of expedition back to the old world at some point.
 


61st session

Tuesdays session started off very slowly. The party talked and talked and talked. Torn is sure that Asmodeus is playing some sort of double entente, that he will double-cross them and things won't turn out as they say. There were many things. Why did Asmodeus show himself in the guise of a demon? More specifically, did the fact that he shows up as a Raavasta, a demon known for it's ability to lie and BS have any significance. Could he be trusted. Did they even have a choice? I mean, we are talking about *the* master manipulator of all times. Maybe they should just do as he wants?

In particular, Torn and Carric are leery about the ritual. What will happen once they are inside? What will happen to the target? And a host of other questions. Obviously the very long talk didn't result in an actual decision, since they do not feel they have enough information to base a decisive decision on. On the other hand, they did end up deciding to check out the City of Brass, and find out how hard it was going to be to get to the Chamber of Rituals.

They also realized that they will have to bring the bitch (thats what they call the drow high-priestess lover of Grazz't they have locked up in the "basement") to the City of Brass. And that from what they know, the City of Brass is not on the mortal world (okay, they did know that!) and does not have the same limits for gods and arch-demons as Sigil. Ie the real Grazz't (whom they have banished from the mortal world for 101 years when they slew his aspect recently) might show up and claim his love. Not something they were looking forward to.

Before leaving, they had just a couple of things to take care of. Gnoguh and the 3 potential wifes, and a gold dragon looking for information. Torn handled the gold dragon, researching the information the gold dragon wanted about a lich and ways to defeat it. For that he was paid 500.000 gold pieces, money he decided to split with the party, which surprised me a lot. Meanwhile, the others went on a small trip to meet those who wished to add Gnoguh to their family.

First up was Queen Azimella, a proud and independent queen from the land of Tudar far to the west, who wanted Gnoguh to marry her and lead her 450.000 men into conquest of the world. She offered him a Rimefire Griffon as wedding gift, should he accept.

Next was Drahomir Zulfur, merchant prince of the Auran Empire and probably one of the 3 richest men in the mortal world. He wanted Gnoguh to marry his only daughter, Isabella. She would take care of the business, because she was able and raised to handle it, but she needed a strong husband who could take care of the private army that protected the thousands of ships in the merchant fleet. Also, men were the only ones allowed to own companies and land, so she couldn't do it on her own. He offered Gnoguh a pair of very powerful magical gauntlets, should he accept to marry his daughter.

Last was King Hjanko, King of Fredia, a kingdom to the east. Hjanko needed a strong man to marry his grand-daughter (everyone else in the family was dead) and to run the country after he was gone. He needed someone who could take up the fight against the Ebon Empire (Which is run by Bane, exarch of the Keeper). This was perhaps the most tempting offer, not because it came with 500.000 gold pieces in dowry, but because the idea of fighting against the Ebon Empire appealed to Gnoguh.

But in the end, he declined all three offers and the Swords took off.

I am still thinking about if the refusals should have some consequences. I actually thought he might take one, grab the "loot" and then split, but as it turns out, he didn't.

Arriving to the City of Brass, they found themselves waiting outside, looking up on the Elemental Chaos. There was a long line of people entering the city, and the wait took some time. At a point, they watched a man being take from the line and executed - apparently, he had been bad-mouthing the Sultan.

Once inside the city, they went exploring a bit, soaking up the flavor of the city. Slowly they were making their way towards the Great Repository, allegedly the greatest library in existence.

On the way to the Great Repository, they were suddenly facing some angry efreets who were claiming Torn was a thief. Not waiting for anyone to clear up the charges, battle followed. The people on the marketplace spread out, enough for the Swords of Drahar to have some room to fight the efreets.

Let me just say that 6 players and 9 lvl 22 efreets once again gave a fight that was way too long. Due a decent amount of fire resist, the fight never really got as challenging as I had hoped, and it is probably the first indication of "grind" we have had. Fairly soon in the fight, it was pretty obvious that the players would win, but it took forever to kill the monsters. Not that it took many rounds, but each round seemed to drag on forever. A couple of things contributed to this.
1) I was really tired, and often forgot to enforce our 20 sec rule.
2) For some reason, I chose to give each monster an individual initiative - that wont ever happen again for sure.
3) the high amount of players and monsters. 15+ actions per round is a lot and takes time, naturally.

As soon as the fight was about to end (1 bloodied efreet left) a host of archon guards arrive, wanting to arrest the Swords for attacking and killing efreets. Some attempts at bluff and diplomacy was made, but nothing helped. The Archons were firmly determined to have them arrested and executed or serving as slaves for many many years. Luckily for the Swords, their exploits had drawn the attention of Lord Zural, one of the lords of the 17 noble efreet houses.

He vouched that they had acted in self-defense and that had no choice. While the archon had little choice, he was clearly not happy at the prospect of having to let the players go. After having settled their little problem, he invited them to diner in his mansion to spend the night and talk.

As you probably have guessed, Lord Zural was the one who hired the lower-caste efreets to attack the Swords of Drahar. The encounter had two purposes. On one hand, I wanted the players to get an idea of the law in the City of Brass, to show that while they might be big in Drahar, here they would have to consider their actions. I also wanted them to get a contact in the town, one that might be able to guide them towards certain things. Last but not least, I wanted them to owe Lord Zural a favor, or at least an ear. I have a feeling that the campaign might return to the City of Brass later on, towards the end of the epic tier, just before it all goes to hell and they have to kill all the current gods. At that point (assuming it does happen), I am thinking that the Sultan himself might have to be killed or something. In which case Zural will be the trigger.

After a good night of sleep, the Swords headed back towards the Great Repository. What they found was definitely not what they had expected. A 1600 ft tall purple tower with blood coming out the doors. Inside was filled with small canals of blood and pieces of flesh and the stench of rotting corpses. Naked obese servants wandering around amongst the petitioners with sacrificial daggers, just waiting to exact the price of knowledge. Small questions are paid with blood and pain, but the big questions are paid with either an eye or your soul. In case of the soul, you have to soul-swap with a inhabitant of the tower while your questions are researched.

Oddly, Torn agreed to swap his soul without asking around or thinking about the consequences. What he didnt know was the most soul-swapping end badly, because the researcher, who has been locked up in the Repository for an eternity cant handle the freedom, goes berserk, often ending up using the possessed body to do great harm, which in turn gets the body killed by the guards. Or sentences to an eternity of slavery. Luckily for Torn, his friends were a bit smarter than him. They let the researcher go wild for a night, drinking and whoring himself into a stupor, then bound him and tossed him into a cell until the time was up and the soul of Torn found its way back into his body.

While Torn was in locked in the Repository and the others were guarding his body, Truxas had a little run in with his infernal patron. Yep, he has two pacts, and has had that ever since it was possible (I believe around 11th level iirc). The twist is that his infernal patron is none other than Asmodeus, the very same person/devil/exarch that they are working for. He was told that Asmodeus had great plans for him, and that he was very happy with the way things were progressing. He was given a word of power (daily, on a critical, Truxas can retain the power he just used), which I think will buy his silence on the matter. We will see about that. It was definitely a big WTF moment for Truxas' player. I think he is beginning to realize that he might be pitted against his party at some point.

Overall I was happy with a lot during this session, there was a lot of good roleplaying, a lot of exploring the world and a lot of fun stuff (Torn's player playing the guy in his body who just went nuts in booze and whores was very descriptive and funny) but the slowness of the combat really annoyed me. From what I gathered, the players were more or less okay with it, but still, it was way too long.

I need to focus when I make the encounters. Not too many creatures, and not too many different creatures. Which is kinda funny. A lot of people blame solos and elites for long combats, but often, it is not true. Multiple non-minion creatures create their own problems, not because of high AC or whatnot, but because its harder to focus fire and a lot more damage is wasted. Like this session, where twice criticals of 100+ damage were dealt to creatures which had less than 15 hit points left. I am also working on cutting down the number of powers, so that on any given turn, I do not have to make 34 different choices.

I am atm considering running a little intermezzo to push the story along. Just to see how players respond to it.
 
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As preparation for the next game, I decided to move things a bit along, and let the players discuss via mail what to do. I posted this on my campaign blog:

Intermezzo in the City of Brass

After 6 hours of waiting in line outside the palace, the Swords finally get bribed enough officials to be let inside the Chamber of Audience, where the Sultan holds court and lets petitioners bask in his glory. He sits on a platform, surrounded by lava and his Unquenchables - the elite Efreets that guard the Sultan with their life. It is said that one is a match for a Pit Fiend and the Sultan has 1000's of them with an earshot, ready to do his bidding, no matter what it may be.

Not long after, they find themselves facing the Sultan, announced by a slave:

Slave: My Lord of Fire, Rule of the Center of the Universe, I present you the Swords of Drahar, heroes of the mortal world. They are the ones who killed the avatars of Tiamat, Yeenoghu, Orcus, Demogorgon and Grazz't recently.

Sultan: HA HA HA - Swords of Drahar. I have heard of ya. You might be big around where you come from, but here, in the center of the Universe, you are nothing. But I am guessing you are beginning to figure that out. Why are you here?

Truxas (bowing): My Lord of Fire, we have come here with a mission of great urgency and secrecy. We besiege you to let us use your Chamber of Rituals for powering a ritual of ours. We would of course be willing to compensate you for the use of the Chamber.

Sultan: HA HA HA. The only reason I do not kill you is that I like creatures with big brass balls. HA HA HA, the audacity of coming here, asking me of a favor. You bring no gifts of significance, you do not kneel, you hide the truth and you barely show the proper humble attitude - You must have me mistaken for someone else, because I am Jazir Al-far, Sultan of the City of Brass, the Lord of Fire. I rule the greatest city in the Universe and even the gods fear me and my infinite legions of Efreets!

Truxas: But..

Sultan: Silence mortal, another word and you will scream in the Minaret for an eternity. Come back when you have earned the right to stand before me. Be gone from my sight now, before I tire of your silly requests.

After talking to the Sultan, Lord Zural contacts the Swords again and explain that they need to make a name for themselves, they need to make the Sultan "owe" them if they want to stand any chance of getting access to the Chamber of Rituals. Luckily, he has a few ideas. While nothing is sure, he has a good idea that the Sultan might look more favorable upon the Swords, should they complete any or all of these quests. Of course, if they could spice things up with a gift of gold and/or magic, even better. Giving him an artifact is always a good way to get on the Sultan's good side, at least for a while.

As mentioned, Lord Zural knows of 3 things they can do.

1) There is a rebel Gith that has built a strange castle of Ice in one of the colder areas of the Elemental Chaos, a couple of days travel from the City of Brass. The Sultan recently learned that the same rebel Gith (who has assaulted several merchants and diplomats from the City of Brass) is somehow trying to infect the Elemental Chaos with the Shadowfell. How that works, he has no idea, but the Gith and his death giants have surely been an annoyance.

2) There is a Djinn Lord in town that infuriates the Sultan to no end. He will probably die sooner than later, but whoever kills him will surely be owe more than gratitude. Of course, no one else can know of this.

3) One of the Volcanic Dragons that guard the Plane of Molten Lava (the solid piece of land on which the City of Brass is located) has gone mad and is one a rampage, even assaulting people traveling under the banner of the Sultan.

It was mostly just to see what people thought about it. But also to try to get some focus back. It seems at times as my players feel is a very open-ended campaign (which they like) but also that its very hard to keep an overview of the big picture. They spend more and more time debating what they should do, which is fine and entertainment, but I figured we could make better use of our time together by guiding them a bit.
 

After a bit of debating, the Swords of Drahar decided to heed the words of Lord Zarul and try to gain some faction with the Sultan of the City of Brass. Gnoguh wanted to kill some dragons, but he was outvoted and instead they headed out to find the Fortress of Shadow and Ice and the Githzerai rebel running things.

Before leaving, they do invest 100.000 gp into healing potions. We had a whooping 3 cancellations this week. One Pet Shop Boys concert, one due to sickness and the last one had to work late due to an important deadline. It sucks, but it happens. Cleric, wizard and rogue were MIA; so the party was fighter, barbarian and warlock.

The Swords asks around a bit, and find out where this place is located. They track down a captain with an elemental ship willing to take them their for some gold (10.000 gp) and head out. A couple of days later, they arrive. The rock of ice upon which the fort is supposed to be is hidden inside a permanent blizzard laying on the edge of a maelstrom of lava.

I wanted to describe more of the Elemental Chaos, but the book hadn't arrived yet, so I was lacking some inspiration (curse you WotC for not making your print schedule after my campaign!). It's a cool place, but I am not sure I have the visual creativity to describe it.

Arriving at the edge, the Swords bravely jump off and head towards the center, because "that must be where the bad guy is".

A couple of hours later, the Swords are closing in on the fortress, when they are jumped by a few ShadowIce Archons. Even though surprised, the Swords make short work of the Archons.

This is the best part about the wizard (and cleric for that matter) not being there. The impossibility of surprising a divine oracle is definitely on my top5 list over annoying player abilities/powers.

Pressing on, they find a huge icebridge that leads to the fort. No enemies in sight and the Swords move over it cautiously. On the other side lies the fort, right on the edge to the nothingness of the Elemental Chaos. After a quick round of recon (still no enemies in sight), the Swords open the gate and are (yet again) surprised by an archon and two death giants. The Swords, except for Gnoguh (who was held by the ice magic of the archon), move in, and before they can do anything about it, the archon has raised a wall of ice and shadow, blocking Gnoguh. Fortunately, Gnoguh has little regard for pain, so grabbing his axe he started climbing the wall, despite the pain it inflicted.

This was pretty cool. He climbed over a 30' tall wall that dealt 20 necrotic and cold damage per round. Once at the top, he attempts to make a jump-charge from that height. He needs a 17 on the acrobatics check, and he makes it.

With Gnoguh back in the fight, the foes were quickly dispatched, although the Swords were by now beginning to miss Carric just a little bit.

Surges really disappear quite a bit faster when you do not add 40 hps to them.

This was a fun fight. In general there was a lot of acrobatic checks to perform wacky stuff There were plenty of options with things place on different levels of height. I had also placed a lake which was very slippery, and the last archon positioned itself out in the middle to gain some advantage. Didn't do much good since Gnoguh still had Come and Get It left

Once they were dead, the Swords took a quick breather and entered the unlocked fortress. Inside, they eventually got to a big room with a black pool and some stairs. On the stairs was a death giant telling them to bugger off, or they would die. They could still run, his master would not seek justice for what they had done so far. The Swords took that as a sign of weakness, and attacked. Out of the pool came a little surprise, a death Titan

I tried testing a few things, with the many elites used tonight. Instead of giving them two attacks, I ramped up the damage of their main attacks. Around 50-60% extra damage. This is on top of the usual changes I made. This was in order to avoid too many rolls constantly. I also tweaked monsters to use less damage die. I realized that I spend too much time looking for that 4th or 5th d6 way too often. It seemed balanced enough.

The Titan especially proved nasty, and the fight was very tense for a while, but eventually the Swords got the best of the death dudes.

Moving on, they found a corridor full of 12 iceblocks, all but one containing an Efreet. The Githzerai was as noted earlier planning to use the souls of the Efreets to power up a portal to the Shadowfell and explode it, creating a rift which would infuse the Elemental Chaos with the necrotic energies of the Shadowfell. Or something. Either way, it never happened, because further in, the Swords found the so-called Temple, with the rebel Gith was working the portal and the magical pedestals that would serve as conduits for the efreets' souls. He and his death titan and archon, of course. The battle was long and brutal, with both Gork (finished battle with 1 hit points and 0 surges) and Truxas (bloodied and 0 surges) very very beaten up. There was some close calls (all 3 were below 0 at at least 1 point), but it all ended well. And they even found some loot.

I was surprised at several things tonight. How well it went (I expected that they would die, with a n+0, n+1, n+2, n+4 combat in rapid succession and no healer). Speed was okay, obviously being 3 players make a world of difference, but I am hoping that next time, when we are more players, it will still be quicker due to the tweaks I do. Of course, there is a limit to how big a change a tweak can be. Only having 1 or 2 initiatives for all the monsters also helped, for sure.

As a side note, I thought that Thief of Five Fates was the most annoying power ever, but my warlock player has found worse.

[sblock=Thief of Five Fates]

You bind your target’s fortunes to five ill-omened stars. Under their dire influence, all sorts of mischance and bad luck befall your enemy.

Daily Arcane, Implement
Standard Action Ranged 10

Target: One creature

Attack: Charisma vs. Will

Hit: Until the end of your next turn, whenever the target makes a saving throw or an attack roll, you roll a d20 without modifiers. If your result is higher than the target’s unmodified die roll, the target’s attack misses or the target’s saving throw fails.

Sustain Minor: Make a Charisma vs. Will attack against the target. On a hit, the effect continues. On a miss, the effect ends.

First published in Player's Handbook.
[/sblock]

Meet...


[sblock=Wakeman's Invocation Level 22 Utility]

You employ a defensive technique developed by the scholar Strom Wakeman, who learned to use the power of Far Realm creatures without risking one’s sanity.

Daily Arcane, Teleportation

Minor Action Personal

Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses against ranged attacks, and whenever an enemy hits you with a melee attack, you can teleport that creature 2 squares as an immediate interrupt.

First published in Arcane Power.
[/sblock]
 

On Tuesday, the players have decided to continue their faction quest and go for the dragon.

I have made a solo version of the Ancient Volcanic Dragon, and I am very excited about the fight. Still working out the kinds, but it will of course involve some lava pools to fall in.

Aside from that, I really want to trip to the dragon's lair to emphasize the lethality of the Elemental Chaos, the brutality and chaos that comes along with the elements, so in order to do that, I am planning a skill challenge to let them navigate the terrain, avoiding the many natural hazards there will be. Including, but not limited to earthquakes, lava geysers, fire storms. Come to think of it, I might not run it as a skill challenge, but instead as a series of hazards/traps to be avoided/beaten.

All this could arguably be more epic, but right now, I am focusing most of my attention on the future. Once they are able to cast the ritual, they will enter the mind of a god and relives his memories while they search them to find the divine source.

The plan is to have 3 different types of memories.
1) Just information-memory: The players will be told what they see, with no way of interacting. They will basically be there to learn something.
2) We are Kord-memory: In this type of memory, the players will "play" the part of Kord or rather, they will be Kord, reliving his memory. Of course, when it gets to combat, the end result of the memory might be different, if they lose the fight.
3) Discovery-memory: This starts out as either other type of memory, but the subconsciousness detects them and tries to expel them, personified by Maruts and/or Angels attacking the players' characters.

I am still considering how to abort a memory, and what consequences. I am also thinking about how much the ritual caster can decide when navigating the memories. I can't just give a list of all memories, since that would mean that they would go straight for the one including the divine source. Perhaps it has to be an unlocking game, where access to certain memories is only achieved after experiencing certain other memories.

On a side note, I really hope the Kord article slated for January comes on time and has lot of goodies ;)
 


63rd session

After returning from the cold fortress of the rebel Githzerai, the Swords of Drahar wasted little time. They researched about the Mad Dragon, found out where it had it's lair, and hired Captain Morgan again to fly them out near the area where the Mad Dragon lived. As it turns out, it was a nightmarish place, full of lava, geysers, firestorms and in general a lot of nasty terrain and hazards. Luckily for the Swords, Torn's Phantom Steeds can fly, so after a rough arrival where Gnoguh got tossed around by some geysers, the Swords took the arial route to the 3 volcanoes further inland, where the dragon should have its lair.

They didn't quite make it all the way though, because about halfway across the rocky island, they were hit by an imploding thunderstorm. That turned out to be quite painful, and Truxas ended up dieing to a weather phenomenon.

[sblock=Imploding Firestorm]


Imploding Thunderstorm Level 22 Solo Hazard

The very air around you crackle with fire and energy.
Hazard: An imploding thunderstorm is a magical phenomenon found exclusively in the Elemental Chaos. They appear out of nowhere, with very little warning, and cause havoc and death to anyone caught in one. Sages speculate that it is the symbiosis of different types of energy that causes these storms to appear.
Perception
DC 27: The character notices something like heat waves in the air, just thicker
DC 31: The character notices that the heat waves seem to move towards the same point in space
Arcana (if perception is passed)
DC 34: An imploding thunderstorm is about to form, a lethal magical hazard that destroys everything within.
.Initiative +8
Trigger: When a character is within the radius of the Imploding Thunderstorm
Attack
Standard Action Close burst 20
Targets: Every creature within the burst.
Attack: +25 vs. Fortitude
Hit: 3d8 + 13 fire and thunder damage and the target pulled to the square of origin and knocked prone. Miss: 1d8 + 7 fire and thunder damage and the target is pulled 4 squares towards the square of origin.
Special: Each creature takes 15 fire and thunder damage at the beginning of each turn it starts within the burst of the Imploding Firestorm.
Special: Vision within the storm is difficult at best (DC 21 to see into the square adjacent to you, +1 for each squared removed from you)
Countermeasures
Leave the thunderstorm

This homemade hazard proved to be just as lethal as intended. Actually a bit more. The poor vision made coordinating things hard for the players, and shut down the use of most teleports. At first, they underestimated its lethality a bit, and by the time things they realized just how bad it was, it was almost too late. They could probably have gotten out with everyone alive, but a reluctance amongst some to use AP's to "beat" some bad weather cost the life of the Warlock and quite a few surges around. I think they even used a couple of daily utilities. It was a big surprise and worked like a charm. Gave some very different dynamics and (for me) it was fun.But to be honest, I should never have prepared all the hazards for the journey. I should have realized there was no way the epic wizard would walk across such an area, unless forced to.[/sblock]

Of course, with Revive handy, Truxas was up and running in only a few moments. Torn quickly made some new flying Phantom Steeds, and the Swords continued their trip towards the Tri-volcano-area. Once there, they quickly noticed several cave entrances, picked one, and landed in front of it. And promptly got jumped by 5 elementals. Even though they seemed to do their best to focus their firepower on a couple of targets (Torn and Gnoguh in this case), the Swords managed to dispatch them without anyone dieing.

[sblock]
This was actually a n+3 combat against 5 elites of equal level. It was quick enough and went well for my players. I wouldn't call it a very hard encounter, but they definitely used a lot of healing and powers in order to beat the elementals.

I have now been trying a new thing. With elites, instead of giving them two attacks, I am instead increasing the damage they do on one attack significantly. For example, an elemental which would normally deal 3d8+10 now deals 3d8 + 22, or 50% more damage. Seems to help a little, speed-wise, that I only have to make one attack for the elites. It also gives a few more scary moments, such as when Gnoguh used Come and Get It and then got attacked by all 3 and then they all action pointed. If he hadn't had some fire resist, he would have been dead in a round. Which is no mean feat.
[/sblock]

Once the elementals were dead, the Swords searched the area, and Carric determined which entrance was the most likely to lead to the dragon's lair. And his perception didn't fail him again. Deep inside the volcano, they found a huge grotto with a lake of lava, an island covered in gold, and of course the dragon and his two pet fire titans.

And boy did they get owned. First Torn slept one of the Titans, which made Gork rip him a new one in a matter of seconds. Then Torn rendered the other helpless, which caused Gork and Truxas to rip it apart in a few more seconds. And thank god for that, because the Dragon proved just as hard as expected. For a while it looked like an easy fight, and the Swords even wounded it greatly (bloodied) but then suddenly the tide turned, and its aura became more and more lethal. But in the end, it still died.

[sblock]Sleep, Face of Death, Thief of Five Fates, Rune of Peace and Moment of Peace are all powers I have grown to despise quite a bit. They can just shot down solos and turn an interesting combat into something uninteresting.

Then again, without those spells, they would probably have TPK'ed, because it was fairly close, even after burning those.

But yet again, the single most difficult feature to deal with is the enormous amount of healing. Monsters have to dish out a huge amount of damage to get anyone down if Carric is around. Or they have to last long enough to make Carric run out of healing. Which means looooooong combats. Like really long, of the n+5-6 type[/sblock]
 

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