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<blockquote data-quote="erucsbo" data-source="post: 3294357" data-attributes="member: 40110"><p>After a 6 week break for Christmas and New Year my WLD game restarted.</p><p>The characters had rested in Mahir's Cache licking their wounds after the side trip in to J.</p><p>Realizing that they weren't powerful enough yet to head east they opted to go north - towards Madness.</p><p>Fully healed and ready for action the 5 PCs (and drow NPC) made their way through the disco room (as they call it now) and took the side passage to the four humours. The priestess made her will save against the black bile, but after some exploration by conjured celestial eagles (courtesy of Shadow Magic by the sorcerer) resulted in the one that went south returning in a rage (and therefore being quickly dispelled) the party decided that that was NOT a pleasant place and to leave it well alone.</p><p>North again - in to the area of Madness itself, but before reaching heart of his domain I rolled 02 and he showed up early.</p><p>The gibbering caught 2, and with a 06 from both of them on confusion, they both closed with the beast.</p><p>It then became a slugfest. Their rolls were not good, and Madness hit more often than not, engulfing the main fighter, blinding at various times, the dwarven fighter/wizard, the priestess, the sorcerer, and the mystic theurge, finally engulfing the priestess as well.</p><p>All of them were reduced to single digit hit points and multiple healing spells being cast did not keep them in double digits for long.</p><p>The lightning bolt caught two by surprise, and the sorcerer was so desparate he even sent his celestial cat familiar to fight (and almost lost it).</p><p>I allowed the priestess to convert V only spells to cures that could be cast while within Madness and she used her one spell thus memorized to stop the fighter from dying.</p><p>She then used sacred healing to give everyone Fast Healing 3 for 5 rounds. The way we run this is that you do a turning check and the result determines the maximum HD of the creatures that can get the benefit. The party members are all 8th level. Madness is 12HD. She got 10HD - so the party got fast healing and Madness didn't.</p><p>I allowed those who were engulfed to make an opposed grapple check to escape, and the fighter eventually managed to roll a 19 when Madness rolled a 1 - enough to get out on 1 hp.</p><p>At this stage the dwarf summoned help.</p><p>Now - I have a paladin NPC who is also travelling through the WLD and was with the party for a considerable time prior to them entering (quite a long time prior). A bracelet of friends which didn't quite work properly (you had to make a DC15 strength check to break a charm to use it) had a charm which was attuned to the paladin.</p><p>The dwarf summoned the paladin and she came to help.</p><p>It was enough for her to soak up the damage from Madness that round, deal some damage, enough so that the sorcerer's last fireball pushed Madness in to negatives.</p><p>The party then went hack happy, especially when they noticed that the flesh of Madness was very slowly regenerating.</p><p>If there had been one less party member. If the priestess hadn't done Sacred Healing. If the fighter hadn't escaped from being engulfed. Party members would have died.</p><p>There was a real sense that they scraped by by the skin of their teeth and it could have been the end of at least a couple of them.</p><p>They have now gained a level - 9th - and since the Ritual of Unmaking requires a 9th level caster they are now in a position to perform it.</p><p>Looks like at least one more big fight is in order for the coming sessions.</p></blockquote><p></p>
[QUOTE="erucsbo, post: 3294357, member: 40110"] After a 6 week break for Christmas and New Year my WLD game restarted. The characters had rested in Mahir's Cache licking their wounds after the side trip in to J. Realizing that they weren't powerful enough yet to head east they opted to go north - towards Madness. Fully healed and ready for action the 5 PCs (and drow NPC) made their way through the disco room (as they call it now) and took the side passage to the four humours. The priestess made her will save against the black bile, but after some exploration by conjured celestial eagles (courtesy of Shadow Magic by the sorcerer) resulted in the one that went south returning in a rage (and therefore being quickly dispelled) the party decided that that was NOT a pleasant place and to leave it well alone. North again - in to the area of Madness itself, but before reaching heart of his domain I rolled 02 and he showed up early. The gibbering caught 2, and with a 06 from both of them on confusion, they both closed with the beast. It then became a slugfest. Their rolls were not good, and Madness hit more often than not, engulfing the main fighter, blinding at various times, the dwarven fighter/wizard, the priestess, the sorcerer, and the mystic theurge, finally engulfing the priestess as well. All of them were reduced to single digit hit points and multiple healing spells being cast did not keep them in double digits for long. The lightning bolt caught two by surprise, and the sorcerer was so desparate he even sent his celestial cat familiar to fight (and almost lost it). I allowed the priestess to convert V only spells to cures that could be cast while within Madness and she used her one spell thus memorized to stop the fighter from dying. She then used sacred healing to give everyone Fast Healing 3 for 5 rounds. The way we run this is that you do a turning check and the result determines the maximum HD of the creatures that can get the benefit. The party members are all 8th level. Madness is 12HD. She got 10HD - so the party got fast healing and Madness didn't. I allowed those who were engulfed to make an opposed grapple check to escape, and the fighter eventually managed to roll a 19 when Madness rolled a 1 - enough to get out on 1 hp. At this stage the dwarf summoned help. Now - I have a paladin NPC who is also travelling through the WLD and was with the party for a considerable time prior to them entering (quite a long time prior). A bracelet of friends which didn't quite work properly (you had to make a DC15 strength check to break a charm to use it) had a charm which was attuned to the paladin. The dwarf summoned the paladin and she came to help. It was enough for her to soak up the damage from Madness that round, deal some damage, enough so that the sorcerer's last fireball pushed Madness in to negatives. The party then went hack happy, especially when they noticed that the flesh of Madness was very slowly regenerating. If there had been one less party member. If the priestess hadn't done Sacred Healing. If the fighter hadn't escaped from being engulfed. Party members would have died. There was a real sense that they scraped by by the skin of their teeth and it could have been the end of at least a couple of them. They have now gained a level - 9th - and since the Ritual of Unmaking requires a 9th level caster they are now in a position to perform it. Looks like at least one more big fight is in order for the coming sessions. [/QUOTE]
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