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Prepping for Pathfinder: Council of Thieves (spoilers!)
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<blockquote data-quote="MerricB" data-source="post: 5945046" data-attributes="member: 3586"><p>Lee was unable to make this session as he was ill, but the other players were all able to make it. </p><p></p><p><strong>Crosael, Major-Domo of the Ruins</strong></p><p>The session began with the characters continuing to explore the ruins of the manor. The one important encounter remaining was against Crosael, the one-time major domo of the mayor, now revealed as a traitor. Alerted to the group's entrance, she turned herself invisible and opened a door (using unseen servant) to lure them away so she could make her escape. Unfortunately, the group were wise to her tricks and surrounded her. She tried fighting - and caused Greg and Tim to become confused and start fighting each other - but eventually she was overwhelmed. Once Greg and Tim recovered, they healed her to consciousness and questioned her about what to expect.</p><p></p><p>Although somewhat defiant, she did fill them in on more details about the Council of Thieves and what lay below. The group eventually let her go.</p><p></p><p><strong>The Guards of the Spiral</strong></p><p>Now it was time to approach the spiral, and the four thieves guarding the entranceway didn't stand much of a chance: surprise attacks followed by intense melee and spell-casting left most dead, although one did escape to alert another set of guards.</p><p></p><p>The next set of guards didn't fare much better, although an evil cleric casting <em>flame strike</em> almost dropped Tim's sorcerer - but that was her best move, and she was unable to flee before she and the thieves were slain by the adventurers.</p><p></p><p>The group found and rescued an agent of the true Council of Thieves, who filled them in further on the actions of the renegades that had precipitated this disaster, and were now trying to free the pit fiend entirely. He promised to aid them later, and made his escape from the Spiral. (I played him in a particularly foul-mouthed manner, which is a great departure from my normal speech, and I hope the players enjoyed the contrast!)</p><p></p><p>Investigating further along the path through the Spiral, the group discovered a great hallway with many malfunctioning power distributors along it, sparking and expelling blasts of energy at random intervals. Thinking better of it, the group returned the way they came to find another way around.</p><p></p><p><strong>Hellhounds and Ghosts</strong></p><p>The other way led to chambers guarded by two cerberi - hell hounds with three heads. And quite devoid of resistances, unusually for this adventure. Paizo's "I love 5' corridors" stance meant that only one could attack at a time, which was probably a relief to the party, as they were extremely vicious when they got a full attack in.</p><p></p><p>Although the group found some nice items, they finally decided to search for some secret doors and found one: it led to this strange cavernous area where a man (possibly a wizard) confronted them, demanding to know what they were doing here and what all the racket was about. I'm not sure what the players made of him - he was meant to be the builder of the labyrinth, the mayor's grandfather - but they calmed him down enough for him to give them some useful information about the Spiral, and then they escaped before he turned violent.</p><p></p><p><strong>Tieflings and the Spiral Proper</strong></p><p>The group, alerted to the possibility of more secret doors, found their way into more back-passages, and found a group of the tiefling "tunnel rats" who had been working in the spiral, and had been made quite mad by the experience. They attacked the party, and paid for it with their lives. Little was gleaned from their corpses.</p><p></p><p>Following that, the party headed onwards and entered the Nessian Spiral in truth: a great spiralling tunnel, festooned with power conduits and unstable crystals. Choosing to go right, they discovered a power core in which several steam mephits were playing - and the mephits were very happy to "play" with the party - until the party was dead, of course!</p><p></p><p>That was a not particularly manoeuvrable combat - a 5' walkway around the core ensured that - and once the mephits were slain, something worse came along: the builder of the labyrinth! (But wait, didn't they meet him a few encounters ago?) This version was decayed and skeletal, attacking with a chilling touch and able to absorb spells cast by the magic-users to use himself. It was a tough combat, which saw Michael's thief go down, unconscious, but Dave's new character managed to prove effective and Tim's magic missiles were likewise useful. Eventually he was slain, and Tim rejoiced in finding a Ring of Wizardry I! (He now can cast 13 first-level spells per day... eek!)</p><p></p><p>We then ended the session for the day. It had been a good one, as this adventure proves much better than the previous ones (although I could do with fewer 5' corridors). About the only thing really bugging me is Dave's new character, who is specialised in tripping opponents and makes combats somewhat dull. At least he's effective, which is such a change from his monk that I'm going to let it slide for the rest of this campaign.</p></blockquote><p></p>
[QUOTE="MerricB, post: 5945046, member: 3586"] Lee was unable to make this session as he was ill, but the other players were all able to make it. [b]Crosael, Major-Domo of the Ruins[/b] The session began with the characters continuing to explore the ruins of the manor. The one important encounter remaining was against Crosael, the one-time major domo of the mayor, now revealed as a traitor. Alerted to the group's entrance, she turned herself invisible and opened a door (using unseen servant) to lure them away so she could make her escape. Unfortunately, the group were wise to her tricks and surrounded her. She tried fighting - and caused Greg and Tim to become confused and start fighting each other - but eventually she was overwhelmed. Once Greg and Tim recovered, they healed her to consciousness and questioned her about what to expect. Although somewhat defiant, she did fill them in on more details about the Council of Thieves and what lay below. The group eventually let her go. [b]The Guards of the Spiral[/b] Now it was time to approach the spiral, and the four thieves guarding the entranceway didn't stand much of a chance: surprise attacks followed by intense melee and spell-casting left most dead, although one did escape to alert another set of guards. The next set of guards didn't fare much better, although an evil cleric casting [i]flame strike[/i] almost dropped Tim's sorcerer - but that was her best move, and she was unable to flee before she and the thieves were slain by the adventurers. The group found and rescued an agent of the true Council of Thieves, who filled them in further on the actions of the renegades that had precipitated this disaster, and were now trying to free the pit fiend entirely. He promised to aid them later, and made his escape from the Spiral. (I played him in a particularly foul-mouthed manner, which is a great departure from my normal speech, and I hope the players enjoyed the contrast!) Investigating further along the path through the Spiral, the group discovered a great hallway with many malfunctioning power distributors along it, sparking and expelling blasts of energy at random intervals. Thinking better of it, the group returned the way they came to find another way around. [b]Hellhounds and Ghosts[/b] The other way led to chambers guarded by two cerberi - hell hounds with three heads. And quite devoid of resistances, unusually for this adventure. Paizo's "I love 5' corridors" stance meant that only one could attack at a time, which was probably a relief to the party, as they were extremely vicious when they got a full attack in. Although the group found some nice items, they finally decided to search for some secret doors and found one: it led to this strange cavernous area where a man (possibly a wizard) confronted them, demanding to know what they were doing here and what all the racket was about. I'm not sure what the players made of him - he was meant to be the builder of the labyrinth, the mayor's grandfather - but they calmed him down enough for him to give them some useful information about the Spiral, and then they escaped before he turned violent. [b]Tieflings and the Spiral Proper[/b] The group, alerted to the possibility of more secret doors, found their way into more back-passages, and found a group of the tiefling "tunnel rats" who had been working in the spiral, and had been made quite mad by the experience. They attacked the party, and paid for it with their lives. Little was gleaned from their corpses. Following that, the party headed onwards and entered the Nessian Spiral in truth: a great spiralling tunnel, festooned with power conduits and unstable crystals. Choosing to go right, they discovered a power core in which several steam mephits were playing - and the mephits were very happy to "play" with the party - until the party was dead, of course! That was a not particularly manoeuvrable combat - a 5' walkway around the core ensured that - and once the mephits were slain, something worse came along: the builder of the labyrinth! (But wait, didn't they meet him a few encounters ago?) This version was decayed and skeletal, attacking with a chilling touch and able to absorb spells cast by the magic-users to use himself. It was a tough combat, which saw Michael's thief go down, unconscious, but Dave's new character managed to prove effective and Tim's magic missiles were likewise useful. Eventually he was slain, and Tim rejoiced in finding a Ring of Wizardry I! (He now can cast 13 first-level spells per day... eek!) We then ended the session for the day. It had been a good one, as this adventure proves much better than the previous ones (although I could do with fewer 5' corridors). About the only thing really bugging me is Dave's new character, who is specialised in tripping opponents and makes combats somewhat dull. At least he's effective, which is such a change from his monk that I'm going to let it slide for the rest of this campaign. [/QUOTE]
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