Well, we played today.
The missing players were present, so they had the full complement: Ranger/Druid, Barb/Wiz, Fighter/Rogue/Dervish, Wiz/Beguiler/Ultimate Magus, Scout/Hexblade/Shadowdancer, Fighter/Cleric, Cleric/Wizard/Mystic Thurge.
They decided to equip themselves as best they could at the rural trading post they had available. "Nope, no high level spell Clerical scrolls available, high level casters are hard to find, but if there was one who could scribe those high end Clerical scrolls, there would be a good market", he said to the high level Cleric/Wiz who could prepare their own high level scrolls.
"Yeah, I have bee's wax", the merchant said to the Barb/Wizard. "But if you need to be temporarily deaf, I have Thunderstones." They paid the few coppers for candles, but didn't want to spend the GP for Thunderstones.
There was absolutely no time pressure. They could have scribed scrolls and prepped for days if they wanted, but were in a hurry.
I ruled that blocking their ears with wax would give them a 5 point penalty to all Listen checks, but a matching bonus to their Fort saves v the Banshee screams.
They went in, found the way down to a root cellar, and encountered a non-corporeal undead. It hissed at them to leave, but didn't attack. The Druid threw
Radiance again and drove the thing away, but it spoke once more before it left. "You were warned!". (Wraiths have Diplomacy as a skill.)
So they went downstairs to the lower levels. The Druid cast a
Treasure Scent spell that told him something valuable was ahead and to the right. They left the room and turned right, and saw what looked that same spirit. "You were told to leave", it advised. PC responds, "We could leave now." It says, "Too late now."
PC tries to reason, asks why. The spirit (nobody has even attempted a Knowledge Religion roll to identify the type) says, "I can't tell you, but I can show you.", and becons the character forward, directing him to look into an open doorway. A second Wraith waits there, and attacks at once.
The Dervish fighter has a good AC, and an insane Non-Corporeal Touch AC, and the thing missed. Then the Ghouls charge in from a side chamber. Short battle, very one sided, and my monsters are gone.
They find a jeweled septer, looking like it just came from the workshop, and then start poking around some areas where they can tell there's a room, but no door.
They find a secret door but can't open it.
Would you believe that with a 15th through 17th level party, the rogue types think that a 20 Open Locks or Disable Device check is going to get them anywhere? By the book, simple locks and traps start at DC25.
Finally, someone throws
Knock, and the wall pivots to show the room. Fairly nice. A wine rack that must have held 20 bottles. 20 empty bottles on the floor. A cabinet that probably held weeks worth of rations, now empty, And the decayed remains of a dwarven female on the bed. Visiting lady of importance who was there when an attack came. They ushered her into the "Panic room" until it was safe, and she didn't know how to open the door to get out. She died slowly of thirst and starvation when no one came to release her.
At that moment the Banshee put in her appearance, screaming "Leave that alone!".
Half the party dropped.
One PC had an odd deal, a favor from a Devil. He called it in with his dying breath. (He owes services in return.) The Devil was delighted to find the person who was in his debt dead, and was ready to take him away, but the PC reminded him that services were still owed, and asked for help. The Devil offered to either raise the fallen "on borrowed time" (meaning a
Revenance spell that would bring them back for a certain number of minutes, then let them die again), or he could give them a second chance. Second chance was the call, and so everyone who failed got a re-roll. The Cleric, the one who could help people directly? She had failed the first time. She failed the second time. Yet another debt was incurred, and people got a third try at that save. She failed the third time as well.
The Scout/Hexblade/Shadowdancer, seeing tge Devil there, offered a deal of his own, incurred a debt, and got some protection from the negative energy effects.
He moved to the bed to burn the body, thinking that would do some good. The Banshee screamed that that was her favorit dress, and from that point on focused everything she had on that character. So he kept her busy while the party ran, grabbing bodies where they could.
Once the Druid reached the top he pulled out a Quall's Feather Token and conjured up a tree. People gathered, and he aimed them for a similar tree near the fortress they had come from, where they knew a Healer awaited. The question was, do they wait for the guy playing tag with the Banshee? They decided to wait.
Every time he tries to dodge around corners to escape her, she just goes through the walls and comes straight at him. His protection is rapidly being eaten away, but he's making progress towards the exit.
He hits the top of the stairs, running as fast as he can. Her Initiative is right behind his. It's been four rounds, so she can Scream again. He reaches the Druid, the Druid calls his Readied Action, and the party vanishes off the field a split second before she kills them all with that scream.
The player of the Scout/Hexblade/Shadowdance tries to say that they defeated her, or at least the challenge, by escaping with the dead bodies of their friends.
I suggested that I'd be generous and give them half Exp. They thought that was more than fair. For most it turned out to be less than they would have earned if we'd just given book standard for an RP session/challenge (50 per character level).
Afterwards, when they're licking their wounds, we discussed what had gone wrong (aside from everything).
1) They acted as if they had to do this *now*, with no time to prep.
2) They ignored the relatively sensible advice to prepare the scrolls, or use the Thunderstones.
Now at this point they have an extremely pissed off undead. They disturbed her grave, stole the scepter she had died trying to get, burned her body (and her favorite dress), end then escaped. And, unlike many other undead, she isn't bound to one physical place or thing. She's free to pursue them to the ends of the earth.
So I hand over the game to the next DM with a relatively clear conscience. He gets a mostly intact group, and more plot hooks than you can shake a stick at: One PC owes three services to a Kyton and/or his master, a second one owes a single service, a scepter that may or may not be important to some Dwarven clan, and a seriously ticked off high end undead that wants them all dead.
My work is done.
