Returning to form

Hmm... two characters died and can't be raised conveniently, so presumably you've got two players without PCs. There ought to be some way to introduce a few new guys for the duration of the adventure.
 

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drothgery said:
Hmm... two characters died and can't be raised conveniently, so presumably you've got two players without PCs. There ought to be some way to introduce a few new guys for the duration of the adventure.

Well, there's a bear. :)

As to the other - it may be possible. I'll see what happens.

Cheers!
 

Mycanid said:
Btw ... did they really HAVE to go to the tower in the other plane (i.e. "railroaded" or part of the plot or such)? Or were they just wandering around?

They're on a quest for the cauldron in the tower, which is important for stopping the BBEG, so it's sort of railroaded. (They didn't have to go in, but it's bad if they didn't).

Cheers!
 

Olaf the Stout said:
Your party seems to like making things convenient for opposing spell casters by coming up with formations that suit their spells! How is it that they stayed in the same formation after the first lightening bolt?

"We can take them before the next bolt!" seems to be a common FLW. :)

I take it that a lot of the deaths were due to the players not playing as smart as they could have been rather than just lucky or unlucky rolls?

Pretty much. Look, the Knight was just unlucky, but that death could have been reversed. (Go back outside to the elven village and see if you can get him raised, which would have been possible).

The group definitely started paying more attention to position after the second round of bolts.

Cheers!
 

Merric,

Funny I liked that one the least (Prince) but I can see why people might have thought Spires of Long Shadow too hard. I mean that's some SERIOUS undead types in there, especially the Worm Knights. Little suprised that the Gladiator's Belt didn't claim more than one...

I hope they make it out of the Library in tact. Those three quests plus their evil counterparts man...serious, serious, bad stuff! :p :)
 

MerricB said:
"We can take them before the next bolt!" seems to be a common FLW. :)



Pretty much. Look, the Knight was just unlucky, but that death could have been reversed. (Go back outside to the elven village and see if you can get him raised, which would have been possible).

The group definitely started paying more attention to position after the second round of bolts.

Cheers!

Has it had a lasting effect or have they fallen back into old habits? My group wouldn't have that problem. The never seem to maintain any sort of order. Combat and tactics rarely occur in the same sentence, mainly due to the fact that the sorcerer who gets into melee way too often always seems to spoil things one way or another. I guess I'm just too soft since there haven't been any deaths despite that.

Olaf the Stout
 


*peeks*

I'm one of the players in this game, I'm playing the Bard/Rogue/Druid :)

MerricB said:
Look, the Knight was just unlucky, but that death could have been reversed. (Go back outside to the elven village and see if you can get him raised, which would have been possible).

I might have suggested that, except I had no idea there was a villiage outside. No one told me of this, and having missed the last session due to work I didn't realise falling back for a raise was an option.

MerricB said:
The group definitely started paying more attention to position after the second round of bolts.
Cheers!

I didn't, but I have evasion :) In fact I didn't take a point of damage in that combat. :D

To be honest, I don't think the danger of the lightning bolts was emphasised well enough. A knowledge check of high thirties got us the details, and the lightning bolts were mentioned almost as an aside -- 'Oh and they can shoot lightning'

I honestly was expecting 3d6 lightning <i>at best</i>
I would expect that knowledge check to reveal that the lightning was quite dangerous :)

I doubt the halfling would have cast the resist energy before dying anyway.

As it was --

Round 1 - (according to Dave who played said halfling)
Little horrors moved up and did stuff.
Halfling fireballed, danger of lightning was not apparent.
Lightning bolts went off and killed halfling. 6d6 + 12d6 and two failed saves = dead halfling.

But hey, it is just a game. As long as there is a way out eventually, I'll be happy. Surviving the challenges to find it will be interesting. My character hasn't died yet. I can learn knock if we can find enough to level me up :)

If there wasn't a way out then I'd prefer to not bother playing then waste an afternoon or two looking for a way out that doesn't exist. Thankfully I know better :)
 


No kills last session Merric but I did manage to put one PC into negatives and 2 others onto 3 and 2 HP's respectively with a 7d6 fireball that managed to get all 5 party members. Unfortunately this was after the bad guys had all been hit with a 6d6 fireball from one of the Sorcerers in the party. The combat unsurprisingly ended 1 round later. Fireballs tend to do that, especially when almost no-one makes their save.

Olaf the Stout
 

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