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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="rvalle" data-source="post: 4620174" data-attributes="member: 28272"><p>I remember it being mentioned but I don't have it. Maybe it was in one of the posts lost when the board crashed?</p><p></p><p>_____</p><p></p><p>My game:</p><p></p><p>My group is still slogging though N. They just met up with Isvistis the Lich Lord last night.</p><p></p><p>I had already figured that if the party talked to Isvy and said the right things that he would hand over his 2 keys and point them in the direction of the 4th (they have the one from the Ghost already). I mean, he wants the vault opened and so do they right? Why fight a group that is going to do what you want and save yourself the trouble.</p><p></p><p>Things were going well but then the party decided to attack Isv and just take his keys. This was led off by an 'first strike' lightning bolt from the groups Sorc. The casting of which triggered Istvitchs's Globe of Invulnerability and thus had no effect. One Empowered Chain Lighting in return and a failed save by the Sorc and we had one dead party member and rest of the group going 'oh oh...'.</p><p></p><p>The parties front liners were able to get up to the Lich Lord and put a hurt on him. All I have to say is Time Stop is an awesome spell! He was able to cast it, move out of harms way, cast a quickened Wall of Force and then leave. The party is still scratching their heads about how he left. </p><p></p><p></p><p>Oh, and the undead Hydra in N180? Stupid nasty. There is a bit of a disconnect in the book where one place says there is 1 there and another says 5. I think I'll stick to the 1.</p><p></p><p>Its the breath weapons that do it. Each one does a bit of fire and unholy damage which was no big deal but each on also causes 1d4 con damage. And while the Ref save can 1/2 the fire and unholy damage it has no effect on the con damage. Ouch. You get all those heads pointing at one character (which is what happened in my game) and you quickly have a dead character on the ground. </p><p></p><p>The party has a general idea where Kasteoficiss the Mummy Lord is at and are going to go and take her on before they roll up their sleeves and take on Isvistis again.</p><p></p><p>rv</p></blockquote><p></p>
[QUOTE="rvalle, post: 4620174, member: 28272"] I remember it being mentioned but I don't have it. Maybe it was in one of the posts lost when the board crashed? _____ My game: My group is still slogging though N. They just met up with Isvistis the Lich Lord last night. I had already figured that if the party talked to Isvy and said the right things that he would hand over his 2 keys and point them in the direction of the 4th (they have the one from the Ghost already). I mean, he wants the vault opened and so do they right? Why fight a group that is going to do what you want and save yourself the trouble. Things were going well but then the party decided to attack Isv and just take his keys. This was led off by an 'first strike' lightning bolt from the groups Sorc. The casting of which triggered Istvitchs's Globe of Invulnerability and thus had no effect. One Empowered Chain Lighting in return and a failed save by the Sorc and we had one dead party member and rest of the group going 'oh oh...'. The parties front liners were able to get up to the Lich Lord and put a hurt on him. All I have to say is Time Stop is an awesome spell! He was able to cast it, move out of harms way, cast a quickened Wall of Force and then leave. The party is still scratching their heads about how he left. Oh, and the undead Hydra in N180? Stupid nasty. There is a bit of a disconnect in the book where one place says there is 1 there and another says 5. I think I'll stick to the 1. Its the breath weapons that do it. Each one does a bit of fire and unholy damage which was no big deal but each on also causes 1d4 con damage. And while the Ref save can 1/2 the fire and unholy damage it has no effect on the con damage. Ouch. You get all those heads pointing at one character (which is what happened in my game) and you quickly have a dead character on the ground. The party has a general idea where Kasteoficiss the Mummy Lord is at and are going to go and take her on before they roll up their sleeves and take on Isvistis again. rv [/QUOTE]
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