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[Actual Play] D&D #59-#60-#61 Recap "Nothing to Fear"

Started by Abyssal Maw, June 26, 2007, 08:30:12 AM

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Abyssal Maw

I've skipped a few actual play reports by this time.

Anyhow, to recap: the player characters have finally reached the island where their arch enemy, Vincent DeFabro, has managed to pull off the rebirth of the obscure god Zumaloken.

Some things from previous sessions:

Dark Day took place. This event (foreshadowed in earlier sessions) was an actual solar eclipse, during which the god was reborn in Evander. At the moment of the rebirth, Evander's second curse took place, turning all of it's humanoid citizenry in a certain mile radius to undead (opening up the Necropolitan template as a PC race for future campaigns).  

Could the players have stopped Dark Day?

By the time they got their act together, they couldn't have really. It was set up as a calendar event, and the PCs never chose that path that would have brought them to Evander.

The New Religion: the new Temple "Scion of Zumaloken" was revealed. The followers of Zumaloken had disguised themselves as an offshoot of the temple of Kurgh, and built several new temples under the auspices of a Reformed Kurghite Religion. At the moment Dark Day takes place these new temples suddenly revealed themselves for what they are.
In later campaigns we decided this will be called "The Kurghite Heresy"

The players shocked me by entering into a temporary alliance with the Kurghites near the end of session #58, and have so far maintained this.

The Destroyer Has Awakened:
In the far north of Karelon, a Tarrasque had been frozen in ice, awaiting the end of the world. The flood partially melted it free, and at the moment Dark Day happens, it revives completely, breaks out and begins wreaking havoc. I had it destroy one of the northern towns before slipping off to the wilderness for a while. The PCs are all 15th level now. That's probably not quite high enough to face the Tarrasque. This is meant to be the true ending sequence of the campaign. We're not there yet, so just foreshadowing and trickling reports. It's on the PCs radar.

Empress Brekke:
Ganex made an attempt to form an alliance with Empress Brekke, the eldritch giant that had been trapped in the Egg of Rodnak demiplane with them. Ganex contaced her via long-distance telepathy. As it turns out, Brekke is now re-establishing her empire on the island-continent of Grail. Brekke was bemused by the offer but proved to not be helpful. Her price for helping the PCs would be turning over a tribe of female ogres to her all-male Skullcrusher clan so that they could rebuild their tribe. The players didn't have to time to go around capturing or convincing ogresses at that point, so they left this thread hanging.

Instead- they decided to go straight to the sunken temple where Vincent had been waiting and plotting for months: Which at this point was not sunken at all- it had risen above the water (this was also part of what caused the floods).

Ok- encounters:

The final tier of Zumaloken's supporters are Entropic Reapers, who were spawned at the moment Dark Day took place. These differ slightly from the version given in Libris Mortis, in that I gave mine flying potions.

So the players first went up against a group of these four flying reapers at the first gong of Dark Day, right at the opening of session #59. The sky turned balc as the eclipse passed over, and then the sky seemed to crack open, revealing the breach to the Negative Energy Plane where Zumaloken's spirit had been sequestered.

And then, as the players looked up in horror..
 
Reapers came out of the breach and spread across the land. Four of these reapers charged the PCs as they were leaving the Kurghite war camp south of Goldpeak.

These are powerful and dangerous undead- not only do their weapons do a huge amount of damage (2d6+18 x4 on a crit, and they have an increased crit range of 19-20), but they have a uniquely chaotic energy effect: the victim has to make a high fortitude save or be overcome by a warping-chaos effect that puts the victim in a state of entropy while it simultaneously drains wisdom. It can only be overcome at last with a very high charisma check..

And if you lose all your wisdom, it discorporates the victim entirely, leaving not even enough dust to resurrect.

So that battle was pretty intense. Vork got hit early on (along with his dire wolf companion) and fell victim to the warping effect. He tried desperately to get his rapidly shifting shape under control for the next few rounds. Bernard and Ganex managed to put up very strong defenses- they now have AC's in the mid-high 30s. Owyn has become a spell-machine: he managed to outmaneuver the reapers and get one of the tougher combatants in the way of them, while he used his disintegrates and lesser orbs. I think he was only endangered once, and he managed to slip away.

But one by one- they manage to bring the reapers down. During that first battle, Vork was permanently drained of a few wisdom points, and only managed to make his Charisma save after two other party members added their 'Aid Other' bonuses to his roll. His wolf on the other hand, was only down for a round or two, before it rolled a natural 20, and went scampering off to hide.

I'll post more in a while.

Flying entropic reapers are fun.
Download Secret Santicore! (10MB). I painted the cover :)