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<blockquote data-quote="DrOct" data-source="post: 5174984" data-attributes="member: 65948"><p>Well things took a few surprising but pretty amazing turns in the fight against Ashurta and his minions.</p><p></p><p>Things didn't look good for the players for quite some time, but come clever thinking and good rolls put them back in the game. We'll still probably need one more session to wrap the battle up (unfortunately our schedules tend to lead to fairly short sessions for us, usually no more than 2.5 hours of actual play time...), and they've definitely got some challenges to overcome, but they've pretty much got it beat.</p><p></p><p>Anyway, first of all, my plan to have the Wights focus on and attack the player who was out of the room at the start worked brilliantly. It turned out he had a slightly faster movement rate than them so he basically kept them out of the battle by just running around the map (and of course as a druid he managed to fulfill his roll as a controller just by running away, we joked that we found the new Martial Controller: The Sprinter!).</p><p></p><p>So while he was doing that, the other players focused on reviving those who'd gone down and taking down the zombies and Ashutra. Shortly before the group took down Ashurta, the wights caught up to the Druid and had him cornered.</p><p></p><p>That's when the warlord in the party enacted a brilliant! plan. He grabbed his rope and tied a lasso in it. Caught one of the wights and hooked the other end (using another players grappling hook) to the spinning statue. This of course dragged the wight across the map and slammed him into the statue (doing 1d10 damage), and getting him tangled up there.</p><p></p><p>That's unfortunately where we had to end the session (it should stop spinning at the start of the next session, but it'll take that wight at least a turn or two to get loose, so the rest of the party can focus on the wights one at a time, or at least for a little while.</p><p></p><p>Should be pretty fun! (I have a feeling though the party may have to camp in the tomb, they're pretty beat up at this point, and of course have no way of knowing that the Kruthiks'll probably be relatively easy. I may just up their difficulty a little bit, since they'll be freshly rested and to make up a little bit for the encounter they skipped earlier). I'm pretty happy with my players and the creativity they're starting to show!</p></blockquote><p></p>
[QUOTE="DrOct, post: 5174984, member: 65948"] Well things took a few surprising but pretty amazing turns in the fight against Ashurta and his minions. Things didn't look good for the players for quite some time, but come clever thinking and good rolls put them back in the game. We'll still probably need one more session to wrap the battle up (unfortunately our schedules tend to lead to fairly short sessions for us, usually no more than 2.5 hours of actual play time...), and they've definitely got some challenges to overcome, but they've pretty much got it beat. Anyway, first of all, my plan to have the Wights focus on and attack the player who was out of the room at the start worked brilliantly. It turned out he had a slightly faster movement rate than them so he basically kept them out of the battle by just running around the map (and of course as a druid he managed to fulfill his roll as a controller just by running away, we joked that we found the new Martial Controller: The Sprinter!). So while he was doing that, the other players focused on reviving those who'd gone down and taking down the zombies and Ashutra. Shortly before the group took down Ashurta, the wights caught up to the Druid and had him cornered. That's when the warlord in the party enacted a brilliant! plan. He grabbed his rope and tied a lasso in it. Caught one of the wights and hooked the other end (using another players grappling hook) to the spinning statue. This of course dragged the wight across the map and slammed him into the statue (doing 1d10 damage), and getting him tangled up there. That's unfortunately where we had to end the session (it should stop spinning at the start of the next session, but it'll take that wight at least a turn or two to get loose, so the rest of the party can focus on the wights one at a time, or at least for a little while. Should be pretty fun! (I have a feeling though the party may have to camp in the tomb, they're pretty beat up at this point, and of course have no way of knowing that the Kruthiks'll probably be relatively easy. I may just up their difficulty a little bit, since they'll be freshly rested and to make up a little bit for the encounter they skipped earlier). I'm pretty happy with my players and the creativity they're starting to show! [/QUOTE]
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