Shackled City AP - Help my PC's avoid a TPK

Long post warning!

Well last session didn’t quite go as I thought it might. When we ended last session the party was looking pretty much boned. Aushunna still had 50-60 hit points remaining, while the party was close to being out of healing and a couple of PC’s were 1 or 2 hits away from dropping unconscious. In between our fortnightly sessions the players thought about what their next PC’s would be in the likely event that they died. (It was good to see that they were still interested in continuing the campaign at least).

We started the next session with the PC’s in the secret passage leading to the main chamber. Aushunna’s location was unknown as she had teleported away in the last round before we ended the session a fortnight ago. I kept the game running in initiative order and let the PC’s have a couple of rounds to quickly regroup before teleporting the Erinyes back into the passageway in front of the party.

Upon returning she told the PC’s (in Common – I decided she could speak Common as no-one in the party could speak any of her known languages) to stop attacking her as she had a proposition for them. She would allow them to leave Bhal-Hamatugn as long as the party agreed to return and destroy the statue in the main room that she was bound to. The party thought about it for a second and agreed. The Dwarven Warblade even quipped that was what he was trying to do but he was interrupted when she started attacking him! :)

The party started to leave when Aushunna then mentioned the one small catch. A PC would have to stay back in Bhal Hamatugn as insurance, just in case the PC’s decided not to return to fulfil their end of the bargain. This turned out to be a bit deal breaker for a couple of the PC’s. The Rogue, who had been knocked unconscious 3 times in the fight with Aushunna and was still in single digit hit points, was more than happy to agree to the deal. He was even happy to be the one left behind, as he knew that if the fight continued he was likely only a single casting of Unholy Blight away from dying. The Cleric of Heironeous also wanted to take the deal. He also selflessly volunteered to be the one left behind.

The Warblade, Conjurer and Hexblade weren’t so keen though. After about 30 seconds of discussion Aushunna said the PC’s needed to make a decision as the Kuo-toan High Priest would be with them soon and she would be forced to attack and kill the party. At this point the Conjurer decided they were better of just trying to kill Aushunna and cast a spell at her. I was quite surprised at this as I thought that attacking her at this point was pretty much a death with. I can’t remember the exact spell but I think it would have done either 4d6 or 7d6 damage, not enough to kill her.

Everyone re-rolled initiative to react to the Conjurer’s attempted spellcasting. The Cleric had the opportunity to grapple the Conjurer and stop the casting but decided to just tell her to stop casting, rather than physically restrain her. Thankfully for me (as I would have been forced to kill the party) the ranged touch attack for the acid spell missed and very generously gave the group one last chance to take the deal.

The Rogue started yelling that he would stay behind and everyone agreed to let him if that was what he really wanted. The rest of the party headed towards the exit to the temple but the Cleric of Heironeous changed his mind at the last minute and decided that he would be the one to stay behind instead.

The party (minus the Cleric) ran out the front of the temple, freeing the 2 prisoners from their cells along the way. The Kuo-toan ferryman appeared a minute or two later to take the party and the 2 freed prisoners back across to the other side of the lake.

About halfway across the lake the ferryman tried to tip the boat upside down and then dived into the lake. All the PC’s made their Balance checks in order to stay in the boat but the Halfling prisoner wasn’t so lucky. The Dwarven Warblade still had his Fly spell in operation so he plucked the Halfling out of the water, and flew him over to the far side of the lake.

Meanwhile, the Kuo-toan ferryman proceeded to smash holes in the boat from underneath. With the boat starting to fill with water, the Conjurer cast a Rope Trick spell and climbed up. She was quickly followed by the Halfling Rogue (who was still in single digit hit points at this point) and the other remaining prisoner. The Hexblade started climbing the rope when the Dwarven Warblade flew back towards them. Deciding that dry land was better than a magic spell in the middle of the lake he grabbed onto the Dwarf, who flew him to the far side of the lake. There, the 3 of them looked for any other passages off of the beach.

While they did that the Conjurer, Rogue and other prisoner discussed what to do next. After some discussion and a little rest they decided that they would take their chances in water. The Conjurer summoned a Fiendish Crocodile as well, just in case the Kuo-toa was still around. Thankfully he wasn’t’ and they were able to swim to the far shore without any trouble.

Meeting up with the other 3 people, they found a spot to rest for the “night”. After some rest, regaining of spells and hit points the party got themselves ready to assault the temple a second time. The prisoners didn’t want to head back in (or so they said) so the party left them to their own devices.

The Hexblade had Fly cast on him and then flew the 3 remaining party members across the lake to the temple. Some Kuo-toa guards attacked the PC’s with hand crossbows before jumping down to engage the party in melee. After the guards were easily dispatched the PC’s headed towards the main room in the temple. This time they went in through the front door, setting off a Glyph trap in the process which hurt both the Warblade and Hexblade.

They made it into the main room without any further incident, only to find another 4 Kuo-toan Whips and 4 Kuo-toan guards waiting for them. The Conjurer was able to pin the Whips in place with an Evard’s Black Tentacle. The other 3 party members set about engaging the guards. Despite being pinned in place they were still able to get a few Lightening Bolts off, hitting the Conjurer, Hexblade and the Warblade.

The Hexblade dispatched one of the guards before flying up to attack the statue. He was able to smash one of the gemstone eyes, reducing the potency of the lightening bolts generated by the whips. He then flew down to the back of the statue’s neck to try and hack off the head. The Warblade and Rogue dealt with the remaining guards while the tentacles slowly strangled the life out of the Whips.

While the party was still dealing with the other Kuo-toans Mangu-Michu, the Kuo-toan High Priest, entered the room from a door next to the statue, accompanied by his Duergar slave. The slave was quickly dealt with but Mangu-Michu was basically left free to buff himself up.

Once all the other Kuo-toans were dispatched a big melee erupted between Mangu-Michu and the party. The magic of the statue had been broken, thanks to the Hexblade hacking off it’s head (After taking into account hardness, the Hexblade managed to do over 150 points of damage to the neck! I figured that was more than enough damage to cause it to crack and break off, thus ruining the spell that called forth Aushunna).

Mangu-Michu did a bit of damage before finally being taken down as the last man standing. Thanks to an Unholy Blight right near the end of the fight the Hexblade was left on 0 hit points while the Rogue had just 3. The Warblade still had 30-40 hit points left (from a total of around 80-odd) while the Conjurer was in the teens.

That’s where we ended the session. So where do I go from here?

Thanks to the Cleric (unexpectedly) volunteering himself to be taken by the Erinyes the party now has almost nothing left in the way of healing. In the confusion of the party fleeing the temple, no one took any healing wands off of the Cleric. I’m not 100% sure but I think all they have left healing-wise is 2 Potions of Cure Light Wounds. With half the party 1 hit away from death that isn’t a great position to be in.
O
riginally I was going to have Aushunna show up again, summon some other devils for the party to fight and then flee. However, I think I might give that a miss now as I think the PC’s are in enough trouble as it is. I’ll probably bring her back into the campaign at a later date though.

So how can I avoid killing off the party? I don’t want to go too easy on them but in their current situation I don’t think that they will be able to survive another fight. The Whips all had scrolls of Cure X Wounds on them but since the Cleric isn’t with the party they are basically useless at the moment. The Rogue doesn’t have Use Magic Device so they have no way of casting it. One possible solution I thought of was for them to find a stash of healing potions in Mangu-Michu’s room. It makes sense that the High Priest would make healing potions for the rest of his tribe.

Other than the healing potion stash, I don’t know what to do. I’ve generally found that playing 3.xE without a Cleric is a tough ask, especially when you are basically out of healing potions as well.

I could have the Cleric escape somehow but I don’t think that would really make sense, especially since he currently has a Charm Monster spell on him. Aushunna put it on him (she said she would kill him if he didn’t accept her Charm Monster spell). Maybe I could have the Charm Monster spell end when the PC’s broke the statue (cutting off their connection with Aushunna)? Other than that, I’m stuck for ideas.

Suggestions?

Olaf the Stout
 

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THIS IS PERFECT!

Ok, Ashauna reappears.

She assesses the party and laughs. (She is certainly at full hp, and if not, she can have the PARTY'S OWN CLERIC heal her).


Essentially, she has WON.

She has a healbot in another room, she is free from the statue, and she has a broken party on their knees.


Here is what I would do:


She appears and laughs. Then, she says that they can live serving her or die. Make it a reasonable offer (one they can't refuse) such as to do something they were doing anyway, killing off the baddies in the temple, and putting her in command.

I'd make it VERY, VERY clear to them what their situation is. "I have your cleric, fully healed and reinvigorated by the power of his god, in another, undisclosed location. I'm at full health myself, and you are all very weak from bloodloss. If anyone tries attacking me **STARING DIRECTLY AT SORCEROR** I'll kill you and I'll kill him, seeing as he was kind enough to try to injure me during our last parley. If you even injure me, I can merely dissapear, accept the healing from your comrade, and come right back. How about the lot of you? Have some clever plan to get out of this mess?

I'd have the players physically cross a line. "Each of you must decide if you are to live or to die. Cross the line if you wish to cede to my demands." Those that do, must sign a contract with her. Those that don't are killed. Plain and simple.


Your players will be her errand boys and guardians for a while, as they "convince" the temple to worship her.

Think about what she wants and also what would be fun for the players. She wants: 1. power and 2. to make good people evil. Anything that fits those two ideals and also is fun for the players is perfect.



What I WOULDN'T do: I wouldn't give them another out. Certainly none so easy as the last one. They'll start getting a sense of their actions not mattering in the campaign. They need to either die or suffer. Both of those are real consequences that are far better than feeling like their actions don't actually matter. In the short run they'll complain and moan (but probably have a ton of fun grudginly working for evil). In the long run, it will be memorable and you'll be glad you didn't just give them the easy out.
 
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While I like your idea Aberzanzorax, I'm not so sure about doing what you suggest. Last session the Conjurer attacked the Erinyes because she thought that the party shouldn't be making deals with a devil. The Hexblade and Warblade was also a bit uncertain about making a deal with her. If I have Aushunna reappear now I could possibly see them choosing to fight her (and probably dying), rather than making a second deal with her.

In their current situation (down a Cleric and with 2 PC's basically on 0 hit points) they might agree to her deal because they don't think they could take her on at the current time. If she can convice them that her deal involves punishing evil it could also make them more agreeable to it. However I could see the party deciding that they're not going to work for a devil, even if it means dying.

That result wouldn't really be ideal for me (although it is nice to see the players choosing the moral high ground, rather than opting for selfish survival).

Another possible option is the Erinyes doesn't just threaten the party's lives, but those of their loved ones or the citizens of Cauldron. Threatening others might get them to agree to her demands, even if they hate her for it (and if they did hate her even more that would be great! :))

Thoughts?

Olaf the Stout
 

Well, of course, you know your party best.

If you're up to it, you could easily create an adventure that allows them to fight CE...which is often what the LE folks care about as well.

Perhaps, knowing your party's strengths and weaknesess, the Erinyes bargains with them to destroy either demons or a demonic cult or somesuch.


I guess the only real guidelines per se would be:
1. She won, and the turnout should make her character happy.
2. The players should not get off easily.
3. You should structure to avoid TPK.
4. The players should have fun.


Unfortunately, I can be of limited help here as I don't know your players or the ins and outs of their characters.

Still happy to help if you've got more questions, though!


Oh, one other thing, she can threaten their loved one. She can tell the party that their cleric will be slowly corrupted and killed if they refuse to deal with her.


In the end, my hopes would be that they outsmarted a devil, rather than just outfought her. I'd have her draw up a contract (do one in real life if you can...soak paper in tea and it makes it look old and crinkly once it is totally dry). Then let the players try to twist the wording of it.

They went down a slippery slope when they left the cleric behind and smashed her statue. Now they're going to have to find a way to keep from slipping further.
 

I forgot to update this for the events of last session. Our next session is tomorrow night so I'll provide another update after then. So what happened last session?

Well the session started with the PC's having defeated the Kuo-toan High Cleric (Manchu-Mitchu?) and some more Whips and Guards. All of the had less than 20 hit points left with the Hexblade on 0 HP's and the Rogue on just 1 HP. The party used their last 2 healing potions to heal back a few hit points for them. They then opened the door next to the (now destroyed) statue which led to the High Priest's chambers.

After opening the door they heard sounds of pleasure coming from the room down the far end of the chamber. They followed the noise and found Aushunna in the throes of passion with the (still charmed) Cleric! :)

(The player of the Cleric took this pretty well but the look on his face was priceless as the Erinyes thanked him for his "donation".)

Aushunna stood up and dismissed the Charm on the Cleric, smiling as she saw the Cleric realise exactly what had happened. The Erinyes then proposed another deal with the PC's. The party would agree to serve her for 10 days, gathering up the remaining Kuo-toans (without killing them) and forcing them to serve her (she figured she had served the frog people long enough so it was their turn to serve her). After the 10 days were up she would let them take Zenith Splitershield and go. If the party didn't accept her deal she would not only kill them but, using the information she had gathered from talking with the charmed Cleric, head to Cauldron and kill many of the people they knew and loved.

The PC's were not happy about this at all (but I think the players were ok with it). They were stuck between a rock and hard place. The Erinyes loved every second of it and wasn't afraid to show the PC's that. After a bit of discussion about what exactly the deal would involve the Rogue and the Hexblade agreed. The Cleric, still very pissed about what had just happened to him, agreed but swore revenge on the Erinyes. The Conjurer thought about it taking on the Erinyes before finally agreeing.

The Warblade was the last hold-out. He tried to pump Aushunna for more information but she wasn't having any of it. She gave him a countdown to agree to the deal. If he didn't agree at the end of that time she would kill him. And just to prove that she was serious, she shot him once, taking him down to single digits in hit points. He kept prodding her for more information before agreeing to the deal as the countdown got to 1! :D

So after being very reluctant (and annoyed) about agreeing to the first deal with the devil the PC's have now entered into a second one in the space of a day! I was very pleased with my rat bastadry! ;)

My plan from here was to get the PC's to round up all the remaining Kuo-toans alive. Once that is done she will make the PC's bend them Kuo-toans to her will using methods such as torture that the PC's will not be happy about at all (they still haven't come across the women and children yet - I'm not sure how depraved I am about that). After basically messing with the PC's for the 10 days and watching them squirm she will let them go, but kindly summon some bearded devils to attack them as they leave (she's not attacking them directly! :devil:) before teleporting herself away.

From there I plan to work her back into the campaign at a later date. I'm still not sure how exactly (and I'm open to ideas) but it would be a total waste not to have her reappear at some point. And I'm also not sure exactly what to do with the Cleric's "lovechild" either. I plan to have Aushunna go to a plane where time moves faster than the Prime Material Plane. That way I can bring the baby/child back into the campaign within a reasonable timeframe. Unfortunately the Cleric probably won't be around to see it as the player has decided to play a new PC, a female Monk which the party found last session tied up in Zenith's throne room. That's a bit disappointing but not too big a deal.

Anyway, back to the session.

The PC's then set about finding Kuo-toans to round up for the Erinyes. She followed the PC's around the complex, adding "helpful" comments and exchanging barbs with the party (mainly the Warblade). There was a nice moment when the PC's came across the Draconic Fingerlings (a cross between a dragon and a kuo-toan but still in a tadpole-like stage - they're only about as big as a finger at this stage). The Warblade grabbed a single Draconic Fingerling from the swarm of a couple of hundred, walked back to the Erinyes, handed it to her and said "One!" :lol: She thanked him kindly for his effort, riling him up some more.

He figured once they get the rest of the Kuo-toans captured he could spend the rest of the 10 days grabbing the Fingerlings one by one until the 10 days run out. Aushunna already plans to nix that by just killing the Fingerlings herself if she needs to.

The rest of the session was spent with the party scouting out the rest of the complex and capturing any Kuo-toans they encountered. The Hexblade nearly died for the second time in the campaign after falling down a 40ft pit trap and landing on 4 spikes. Unfortunately for him there was a Wight in the same room who Con drained him the very next round. If he got hit a second time he would have died. Fortunately the Cleric was able to turn the Wight in the nick of time.

A second death nearly happened when the Kuo-toan Assassin attacked the Conjurer. Luckily he rolled really high for his save to avoid the death attack. Aushunna was disappointed but got some fun out of both the near deaths by "offering" to "help" heal their wounds. The Warblade got more annoyed at this (in game, the player was having fun with the situation from an out-of-game perspective) and gave Aushunna a few choice words, allowing her to enjoy things even more.

The session ended with the PC's managing to take down Zenith (without killing him). Next session will see the rest of the complex scouted out (including the combat with the Black Dragon :devil::)) and then the PC's will have to break the Kuo-toans.

So what does everyone think? Personally I'm happy with how the situation has worked out. I've avoided a TPK, forced the PC's into another deal with a devil, built up hatred for what should become a recurring enemy while at the same time advancing the plotline. That's a much better situation to what I was faced with a couple of sessions ago. :)

Comments and suggestions of where to go from here?

Olaf the Stout
 

THIS is the best of D&D.


I'm so impressed/pleased by your recountings of your DMing.

You have done the following (and done it well):

1. NOT railroaded at all.

2. NOT given the PCs a free out. You gave them options, which were very hard, but not unrealistic. Their actions have consequences, and it seems like they are loving it, while their characters are HATING it.

3. Really Dungeon Mastered it well, from your reports. It seems you've done an excellent job of rolling with the situations, adding creative nuances, and just plain sticking it to the PCs, but with the idea in mind of keeping the Players in good stead. Bravo! Truly, I'm very impressed with what you've done there, and it is apparent you've got the players on the run but not defeated/hopeless. That's a delicate balance, and one you seem to have achieved nicely!

There were more points, but I think I hit the big ones. My players would live for this type of situation (as would I if I were playing rather than DMing).



As to where to go from here:

1. Use the fact that the cleric's player is abandoning her character as a story advantage. There are several ways you could take this. The two most obvious (to me) are:

a) take the cleric with Aushana to the alternate dimension "I'll not have my child raised without a father!"...and the trio returns later (cleric, half demon cleric's child, and Aushana...and likely the child turns on both the cleric and Aushana, being a greater evil/power than either parent).

b) allow the player of the cleric to play the monk. BUT, when the story is appropriate, the monk can be captured (forcecage is a nice strong "you are GONNA be captured" spell). When that happens, let them play the cleric again briefly. Is the cleric still good? Where has the cleric been? How much trust should the other characters put into the cleric? Will that be their downfall? Here, I personally would go against type/cliche. Cleric in a hell dimension for 50 years (1 year real time)....well that has only tightened the cleric's resolve. If lg before, the cleric is now LG!!! If they expect the cleric to be goody goody, make it E.V.I.L. The idea is not to trick them here, but to challenge cliches and go against the blah fantasy that is out there.



How I would bring Aushanna back later:

I think that it would be good to have her just "dissapear" unless they use all their resources to find her. She has her own agenda, and to her they are just pawns/underlings.


So why would she come back? Two reasons, IMO:

1. She wants them to be her evil soul trophies. She wants to push them toward deeper evil. I think there is a danger at this point of them feeling railroaded and such. I might not make this the choice, but if it fits, and they're up for it, full steam ahead.

2. They know stuff. She doesn't want to stir things up more, and they're helpful in her bid for power. She wants to play them again. This time, she has underestimated them. They've hidden all of their loved ones as well as those of the cleric. She no longer has anything on them...and they have 3 scrolls of dimensional anchor. She is totally f---ed.

She's smart, but she's superior. It's reasonable that these players have simply advanced far faster than any mortals she's seen in her long afterlifespan...and they just might pwn her.

That's where I'd go from here.
 

Ok, a further update and partial resolution to the situation. Last session the PC's rounded up the remaining kuo-toans (2 males, a dozen or so women and 15-20 children are all that remained). Once that had happened Aushunna set the PC's to work on "breaking" the kuo-toans to her will. Basically she was trying to see how far she could get the PC's to go in doing evil deeds for her.

She started off by getting PC's to hit the Kuo-toans for some small slight like not standing up straight enough. Then it proceeded to knocking them unconscious and then stabbing them with weapons. The Cleric was the most uncomfortable about it so of course Aushunna concentrated on him.

After 2 days he decided he's had enough and that the party was strong enough. The next time he tried to make him attack a Kuo-toan he initiated combat. He very nearly succeeded in a Dismissal spell against her (I rolled a 1 on her save) but unfortunately for him he fluffed the Spell Penetration roll.

The PC's did a bit of damage to her and she gave some back in return. Once she got down to about half hit points though she decided to withdraw, taunting the PC's by asking which one of their loved ones they wanted her to kill first before teleporting away.

To be continued...

Olaf the Stout
 

Awesome!



***The pcs wake up from camp one morning. In the center of camp there is a pile of 10 fingers and 10 toes along with a note: "Who are these from (specific named people the players care about...eg Suzy, Harry, Joe or Lou)? Guess correctly, and I won't bring you the person's head next. I'm watching."***
 

Awesome!



***The pcs wake up from camp one morning. In the center of camp there is a pile of 10 fingers and 10 toes along with a note: "Who are these from (specific named people the players care about...eg Suzy, Harry, Joe or Lou)? Guess correctly, and I won't bring you the person's head next. I'm watching."***

That would have been very cool if I had thought of that. Unfortunately thing were dragging on a little and I wanted to get them moving. Plus I wasn't able to think of something that awesome! :)

Instead I had the PC's arrive back in Cauldron to news that a she-devil had been in town and had killed a number of people. So far I told them that Keygan Ghelve (they became friends with him and defended him in court), Ruphus (the acolyte they saved in the first session) and Gretchin (the head of the orphanage, where 2 of the PC's grew up) had been killed. Skylar Krewis, who had become a cohort of the Cleric PC, was attacked but was left unconscious rather than killed. A couple of the PC's aren't from Cauldron so there could be others that are captured.

Any suggestions on where to go from here in regards to the Erinyes? I want to keep her in the background and bring her back at some point. I think we'll move on from her for a few sessions first though.

Olaf the Stout
 

Sure!

Those friends of the PCs that were kidnapped become another adventuring party that she corrupts to evil. THEIR ultimate transformation is when they have to attack their former friends.

She'll be here, of course, watching.

That gives her something to do (i.e. leave the players alone for a bit) and also a connection/reason to come back with them.


Eventually, her plan is to either corrupt the weaker kidnapped group or if they are killed, then she has pushed the pcs far enough that they'll kill their own friends.


She can really use their hatred of her to then push them over the edge toward evil by setting up situations with orphans as collateral damage....you know, the setup of "Strike me down and join the darkside".
 

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