RttToEE too easy

Mithriltooth said:


I was originally targeting the City Of The Spider Queen (at level 10 of course), but further reading of RttToEE kind of hooked me.

Run 'em both. With a few careful hooks and bad-guy tweaking, RttToEE can lead right into City of the Spider Queen.

I was headed this way with my campaign, but the PCs followed different hooks from the moathouse so now they're headed in a different direction.
 

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I'm the husband who just got his team creamed.

I'd like you to know that I made a pretty good showing of myself, though. This is how I had it planned out: the party got into the robes and holy symbols of the evil folk. As we approach the crater, we spot some arrow slits in the walls. Fine, I think, there are a couple guard posts. Also, I think, at some point this will undoubtedly get violent, and it can't hurt to have the way out clear. I don't need archers sniping at my folk just as I'm fleeing, low on hp! So my first thought is to take out the guard posts.

My people are admitted with only rudimentery questioning. We go straight into the north guard post and mutter some story about "isn't this where we were supposed to report?" while the last person closed the door. We then leapt on the guards. A color spray immobolized all but one of the bastards. Of course, his first action was to ring the alarm bell I hadn't noticed. Crap.

Then the gnolls who were the actual archers showed up. I killed everybody just as the door opened. My bluff attempt was "it was the gnolls! they went crazy and killed the guards! We came as soon as we heard the bell, but it was too late!" (we are in acceptible uniforms, after all). I rolled a 4 on the Bluff check, and they sent in the warriors and spent the next five rounds piling buffs on themselves in the hallway.

I took out hordes of those low-level bastards. A fireball wiped out a bunch, and my fighter was untouchable. My rouge couldn't get into sneak attack position and became a sword-magnet. The cleric spent most of the battle healing the rogue, round after round.

We were all still standing, though bleeding a bit, when the 3 people with multiple levels came in, buffed out, and Blinded my fighter. A few attacks from the ogre, and he was out. The rogue and cleric were next, since they were getting low on hp already, and the mage tried to go invisible and escape, but they cornered him and, well, it wasn't pretty.

Good thing I saved my game before I went in. ;)
 

Skaros said:
For the original poster:

Isn't it a little boring to have only one player running the whole party?

I think some of our best moments have been inner-party issues...two examples:

1. On the road to Rastor, the party rides past a motley group of (by appearance), adventurers. The paladin detects evil, notes 3 of 4 evil auras. Figgle, the gnome illusionist, gives the paladin a questioning look, meanwhile mimicing the (apparently for gnomes only) universal symbl for "Should I fireball them?".

Paladin nodes to him (Yes, they are evil). Gnome launches a fireball and combat ensues, with most of the party (save the gnomes) going "Wha?...."

2. Hard to explain, but centering around the 2 gnomes drafting gnomes from a neighboring gnomish village to come do a dance they invented at the Inn, forcing the party bard to play the same annoying tune over and over.

Skaros

it's figgle de fey!!!

1. the paladin gave me the nod. the bard does not have all these moral quandries when he plugs an unarmed, naked woman in the back with arrows...

2. everyone in the group is a dancer - 4 of them were on the same performance team a few years ago and share a common routine. the bard is a dink, so the gnomes came up with a line dance named after figgle's familiar - wabbo piegrabber - and taught it to gnome kids we hopped up on sugar. they forced the bard to play the hungry wabbo endlessly.

the hungry wabbo is itself a stab at a local dance venue.
 

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