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Princes of the Apocalypse campaign recaps
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<blockquote data-quote="Nailen" data-source="post: 7300110" data-attributes="member: 6896493"><p>As usual, the party blindsided me during the combat.</p><p>The Black Earth guards entered the room and Quarbo stood in the doorway. He cast Slow and only 2 of the 5 PCs failed their save.</p><p>The rogue/wizard then cast Grease and Quarbo slipped over.</p><p>Things then got worse for my plan when I read Earth Tremor properly and realised it was 20ft radius centred on self... Bugger!</p><p>We agreed that he could cast while lying prone and so he cast Shatter instead. Again, not as much damage as I hoped.</p><p></p><p>The Black Earth guards didn't manage to put up too much resistance. The druid was still in bear form and attempted to WWF-style bodyslam Quarbo and pin him to the floor to prevent further casting. The bodyslam worked, but he was able to wriggle out of the pin.</p><p>In fairly short order Quarbo and the BE Guards were down, and the next round of Sacred Stone monks appeared. They attempted to leap the bear and join the fray. One failed his acrobatics check and was opportunity attacked by the prone bear.</p><p></p><p>Again, the battle didn't last very long, but the party were steadily taking damage.</p><p>I'd kind of like to re-run at least half of the battles we've done in the module as I think I could play them better a second time. Not that I want to kill anyone, but the battles all seem to be something of a walkover at the moment. Quarbo should have entered the room next to the BE Guards so that the Earth Tremor spell would have worked</p><p></p><p>They explored the rest of the monastery and were intrigued by the stair trap. The went down the stairs and decided to ping arrows at the umber hulk. One of them also cast Spike Growth at it. It went crazy and succeeded on the STR check to break down the cage door. Seething with rage it advanced through the spikes taking 24 damage. It managed to land a hit and then was hit with a Colour Spray spell (it was down to 3hp by this point due to various ranged attacks). It missed with all three attacks and then was felled by the dwarf.</p><p></p><p>They've returned to Red Larch for rest and levelling up action.</p><p></p><p>Next on the agenda is Scarlet Moon Hall - I think this could be where things get a bit tougher. I've not run a fire elemental before, but it looks pretty tasty if you get too close!! And the Fire priests can all cast Fireball twice.</p><p>I also want to run the Curse of the Fire Witch/Nettlebee Ranch side quest. Reading the blurb, it seems this is Earth Cult revenge for the party attacking Sacred Stone monastery, so it doesn't make sense for it to happen straight away - I think it needs to come after they have been to Scarlet Moon Hall.</p><p>Who has run it, and do you have any advice? I skipped The Long Road as it looked a bit boring. But this one has a revenant and some crazy barbarians to deal with.</p></blockquote><p></p>
[QUOTE="Nailen, post: 7300110, member: 6896493"] As usual, the party blindsided me during the combat. The Black Earth guards entered the room and Quarbo stood in the doorway. He cast Slow and only 2 of the 5 PCs failed their save. The rogue/wizard then cast Grease and Quarbo slipped over. Things then got worse for my plan when I read Earth Tremor properly and realised it was 20ft radius centred on self... Bugger! We agreed that he could cast while lying prone and so he cast Shatter instead. Again, not as much damage as I hoped. The Black Earth guards didn't manage to put up too much resistance. The druid was still in bear form and attempted to WWF-style bodyslam Quarbo and pin him to the floor to prevent further casting. The bodyslam worked, but he was able to wriggle out of the pin. In fairly short order Quarbo and the BE Guards were down, and the next round of Sacred Stone monks appeared. They attempted to leap the bear and join the fray. One failed his acrobatics check and was opportunity attacked by the prone bear. Again, the battle didn't last very long, but the party were steadily taking damage. I'd kind of like to re-run at least half of the battles we've done in the module as I think I could play them better a second time. Not that I want to kill anyone, but the battles all seem to be something of a walkover at the moment. Quarbo should have entered the room next to the BE Guards so that the Earth Tremor spell would have worked They explored the rest of the monastery and were intrigued by the stair trap. The went down the stairs and decided to ping arrows at the umber hulk. One of them also cast Spike Growth at it. It went crazy and succeeded on the STR check to break down the cage door. Seething with rage it advanced through the spikes taking 24 damage. It managed to land a hit and then was hit with a Colour Spray spell (it was down to 3hp by this point due to various ranged attacks). It missed with all three attacks and then was felled by the dwarf. They've returned to Red Larch for rest and levelling up action. Next on the agenda is Scarlet Moon Hall - I think this could be where things get a bit tougher. I've not run a fire elemental before, but it looks pretty tasty if you get too close!! And the Fire priests can all cast Fireball twice. I also want to run the Curse of the Fire Witch/Nettlebee Ranch side quest. Reading the blurb, it seems this is Earth Cult revenge for the party attacking Sacred Stone monastery, so it doesn't make sense for it to happen straight away - I think it needs to come after they have been to Scarlet Moon Hall. Who has run it, and do you have any advice? I skipped The Long Road as it looked a bit boring. But this one has a revenant and some crazy barbarians to deal with. [/QUOTE]
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