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Tolamaker's Burning Sky
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<blockquote data-quote="Tolamaker" data-source="post: 8557029" data-attributes="member: 7031495"><p><strong>Session 22:</strong></p><p>The party closes in on the Handrea's, as Orwin finally arrives. Handrea has warded Handrea, who is acting as the tank, sending magic missiles to almost kill Aripos, who survives with a single hit point. Meanwhile, Handrea is handing out heals to Handrea.</p><p></p><p>Eluriah drops in on the Handreas' hut as a bear, ending Handrea's concentration on Stinking Cloud, allowing Mishka and Gruz to move forward. However, Handrea casts Fear, and both Gruz and Mishka fail their saves, running as far away as they can. Orwin arrives in time to heal Aripos a bit, and to cast Darkness, dropping all three Handreas and Eluriah into pitch black. Eluriah is caught by a Burning Hands, knocking her out of Wild Shape, and is knocked down by Handrea and a skeleton. Another skeleton fails to land a killing blow in the dark.</p><p></p><p>Mishka and Gruz come to their senses, and come running back, and Orwin drops his Darkness to allow them to attack. The party pushes their way in, killing Handrea. Realizing they can't win, Handrea and Handrea raise their weapons over Eluriah's body, telling the party to leave.</p><p></p><p>Mishka and Gruz back down, waiting for someone to make the first move, when Orwin decides that the best course of action is to cast healing word on Eluriah. Handrea and Handrea strike... and miss, and Mishka dives in to eviscerate the Wizard. The Druid runs off, and is about to jump into the swamp when Artemis shoots a flame seed, and burns through his stomach.</p><p></p><p><strong>Post Session Thoughts:</strong></p><p>Ya'll this was stressful. There were no big attacks, no swingy damage until Handrea the Wizard crit on a quarterstaff attack on Eluriah. Then, every single attack against the prone and unconscious Eluriah failed, which was a miracle. Once again, no final words. I'm very grateful that all of my players are more than happy to roll up new characters, but it was still a rush. Extra stress was that Aripos' player was gone today, so I was running him, and he almost bit the dust. The thing is, he seems to believe he's immortal, so he would 100% rush in with 1 HP, but it doesn't mean I felt good about it. Thankfully, he received some healing before it got too much worse.</p><p></p><p>This was a nailbiter, and one of the few times I felt like I ran spellcasting NPCs competently. The skeletons were nobodies, just dealing 3-6 damage when they were lucky enough to hit, but I could tell when everyone had dropped below half-health and started to realize they couldn't just leave the skellies alone. Orwin's darkness was a blessing and a curse, as it stopped the Handreas from using their spells, but also made it difficult for Eluriah to receive backup. Then when it came time to negotiations, we were still in initiative, and both Handreas had their actions prepared to stab Eluriah if anyone acted against them. Practically two auto crits. Both with advantage couldn't roll above a 9. Overall, one hell of a 4 hour combat.</p><p></p><p><strong>Changes to the Module:</strong></p><p>Didn't get a chance to do anything other than fight. <a href="https://www.patreon.com/posts/swamptown-public-24019231" target="_blank">I used this map from Dungeon Mapster</a>, because its what came up when I googled "dnd swamp house map"</p></blockquote><p></p>
[QUOTE="Tolamaker, post: 8557029, member: 7031495"] [B]Session 22:[/B] The party closes in on the Handrea's, as Orwin finally arrives. Handrea has warded Handrea, who is acting as the tank, sending magic missiles to almost kill Aripos, who survives with a single hit point. Meanwhile, Handrea is handing out heals to Handrea. Eluriah drops in on the Handreas' hut as a bear, ending Handrea's concentration on Stinking Cloud, allowing Mishka and Gruz to move forward. However, Handrea casts Fear, and both Gruz and Mishka fail their saves, running as far away as they can. Orwin arrives in time to heal Aripos a bit, and to cast Darkness, dropping all three Handreas and Eluriah into pitch black. Eluriah is caught by a Burning Hands, knocking her out of Wild Shape, and is knocked down by Handrea and a skeleton. Another skeleton fails to land a killing blow in the dark. Mishka and Gruz come to their senses, and come running back, and Orwin drops his Darkness to allow them to attack. The party pushes their way in, killing Handrea. Realizing they can't win, Handrea and Handrea raise their weapons over Eluriah's body, telling the party to leave. Mishka and Gruz back down, waiting for someone to make the first move, when Orwin decides that the best course of action is to cast healing word on Eluriah. Handrea and Handrea strike... and miss, and Mishka dives in to eviscerate the Wizard. The Druid runs off, and is about to jump into the swamp when Artemis shoots a flame seed, and burns through his stomach. [B]Post Session Thoughts:[/B] Ya'll this was stressful. There were no big attacks, no swingy damage until Handrea the Wizard crit on a quarterstaff attack on Eluriah. Then, every single attack against the prone and unconscious Eluriah failed, which was a miracle. Once again, no final words. I'm very grateful that all of my players are more than happy to roll up new characters, but it was still a rush. Extra stress was that Aripos' player was gone today, so I was running him, and he almost bit the dust. The thing is, he seems to believe he's immortal, so he would 100% rush in with 1 HP, but it doesn't mean I felt good about it. Thankfully, he received some healing before it got too much worse. This was a nailbiter, and one of the few times I felt like I ran spellcasting NPCs competently. The skeletons were nobodies, just dealing 3-6 damage when they were lucky enough to hit, but I could tell when everyone had dropped below half-health and started to realize they couldn't just leave the skellies alone. Orwin's darkness was a blessing and a curse, as it stopped the Handreas from using their spells, but also made it difficult for Eluriah to receive backup. Then when it came time to negotiations, we were still in initiative, and both Handreas had their actions prepared to stab Eluriah if anyone acted against them. Practically two auto crits. Both with advantage couldn't roll above a 9. Overall, one hell of a 4 hour combat. [B]Changes to the Module:[/B] Didn't get a chance to do anything other than fight. [URL='https://www.patreon.com/posts/swamptown-public-24019231']I used this map from Dungeon Mapster[/URL], because its what came up when I googled "dnd swamp house map" [/QUOTE]
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