Sunday, November 13, 2011

What next?

I'll be taking a break from the big chair for a while. I need to recharge my creative juices and several of the other guys want a shot at running some games.

I will not be posting here until we start something longer term up again. That could be quite awhile as I don't want to start a long campaign until Aimee finishes school next year. Just in case she wants to join us.

An Epic Finale

There is far too much to write and I've waited too long to remember all the details.
Here is the post from Enworld. Sorry I don't have a complete write up

Entering Vecna's chamber, a 20x20 square room, there was a pedestal in the center of the room, surrounded by a pool of lava. A small skull was on the pedestal. There are 3 Vecna's Silences(bumped to level 31, but no longer solo or elite) flying about the room. In an effort to confound my players, and limit their focus fire, I split Vecna into three beings, each one seated on a throne, one on each wall, excluding the side they came in on. On paper, each of these was an Aspect of Vecna, bumped up to level 30.

During Vecna's obligatory monologue, I gave them all the ability to spend a surge, and gave the cleric back 2 healing words since she had none. However, the tradeoff was painful as Vecna called forth the eyes of Acererak, from the rogues pouch, and his remaining essence from the statue fragments, bringing one of the most dreaded enemies the party had faced back. I also leveled him up to 31, but reduced his HP. I expected him to be a distraction, but he was a substantial thread almost till the end.

Dropping each, the hand, eye, and heart, into the Bag of Annihilation, inflicted the loss of a healing surge on the character, and 15, non-resistable damage to everyone in 3 squares. I made this a minor action, but once you're dazed by Acererak, it's a tough choice to do this, or act another way. Especially for the Warlord.

At this point, combat began. To increase his threat level, I had decided Vecna would go twice every turn. First, and then in the regular init order. So with 3 Aspects floating around, Vecna got 6 attacks per round. With a large room to work in, and monsters not flocking around them, the players didn't have their usual synergy in the first round and were not able to control the battlefield. I hammered the Warlord. He eventually went way negative, something like 11 points away from negative bloodied. The cleric brought him back, but she was eventually killed as well. She came back via a Phoenix Ring. I continued to spread damage around a bit, there was lots of restraining and weakness against the heroes as well as the threat of Acererak stealing someone's soul. Healing surges were in very short supply for several players, exactly as I had hoped.

Sometime in the third round, after doing the bad thing of spreading damage around, the heroes managed to kill one of the Aspects. I had only given these 250 HP or so. Once one was destroyed the other 2 disappeared and the true Vecna formed on the pedestal. His aura 10, 50 necrotic damage was viscious even with the mass resistance to necrotic the Wizard had cast. On top of all that, I had planned for Vecna to "Shatter the Battlefield". This was a result of the players almost always controlling the battlefield by round 2 in a battle. Basically, the floor shattered and lava bubbled up from all over the place. Additionally, I "flung" the players to the far corners of the map. There was no damage, but being spread out and far apart was definitely not to their liking. My initial thought on this was to strand each player on their own island in a sea of lava. There wasn't a need for that when I used the power. I also considered having the lava spread as the encounter went on, but my hands were busy enough.

I gave Vecna the ability to teleport 8 and after chasing him around a bit, killing the last of the Silences, and witnessing Acererak flee at the end, the party came out victorious. Several had no healing surges left and were injured, but everyone survived and enjoyed the battle immensely.

Wednesday, November 2, 2011

Almost a Bitter Ending

The next chamber proved far more challenging than anyone expected. Entering the room, a pool of necrotic goo covered the floor. Exploring their respective specialties, Leenia said the goo was not harmful, in small doses, but would limit their movement. Kuppies, in turn, realized they would not be able to fly across the room. Little did he know, or find out, that NO effects could be maintained in the room. Additionally, all light sources were limited to a radius of 15 feet. Not nearly enough in a room this size.

Glowing in the center of the room, on a small pedestal, sat a silver bell and tiny hammer. After first checking the depth of the goo, the party advanced to the pedestal. Looking at the bell, it had an inscription..."Ring me or be forever curious" Was there ever a phrase more enticing to a halfling. Rudy grabbed the small hammer and hit the bell before anyone could voice an objection. A single, note echoed throughout the chamber. A large door at the far end began to glow and noises could be heard coming from 4 different directions.

With their movement limited to 10 squares, and being unable to see the ground, the heroes proceeded cautiously. Unfortunately, that was a poor choice as ringing the bell woke creatures that lived in nests in each corner of the room. The creatures, able to fly, were not slowed by the goo and quickly surrounded the heroes. Reacting in their normal manner, several of the first creatures fell, but not before knocking Leenia to the deck. Rudy raced to help her and took several vicious blows himself. Then the other kind of creature, a Forgeborn Fury was killed...and exploded....resulting a chain reaction that left the heroes in a sore shape. Rudy and Leenia were down, Alexander was out of position, and surrounded, and everyone who wasn't down, was bloodied. Reaching into his bag tricks, Alexander enacted a power that slid all creatures within 10 of him far away. Kuppies was able to follow that up with a spell that covered the entire room and killed almost all the creatures. Unfortunately, they continued to spawn from the nests.

Kuppies continued to fire on the nests while everyone else worked to move the unconscious Rudy toward the door. Having already reached it, Alexander found 4 locks. Surmising the keys were located in the nests, he knew they would be lucky to recover them all without perishing. Alexander managed to revive Leenia with an inspiring word and after being dragged and carried through the goo, Rudy found himself at the door. In a rare effort, Ford managed to pick the first lock, while Rudy managed the second. Fortunately, Kuppies spell had also dazed the creatures allowing everyone to make it to the door. With the creatures still closing, Ford managed to pick the 3rd lock, and Rudy the 4th!

Racing through the door, the heroes had no idea what awaited them on the far side.

This encounter ended up being far more challenging than I expected. The limited movement along with minions that were hitting for 30-40 points of damage, some of which exploded when killed, really caused everyone to think a TPK was right around the corner. Fortunately, the exploding minions, when combined with the Alexander and Kuppies show resulted in a chain reaction that bought the heroes enough time to get to the door. The lock picking rolls were off the chart with every one of them over 16!

Brains over Agility

Turning a corner, the heroes entered another chamber, this one with no floor. Only a series of column like pipes that one would have to jump across to reach the other side. Another lever, this one looking like it controlled a bridge was on the far side. Everyone's eyes turned to Rudy, as he is the most agile member of the party. As he began to prepare for his trip, Kuppies presented an option no one had considered....Mass Fly. With that on the table, it was decided that was a better option...and they were right.
Halfway across the room, looking down, the heroes saw the Pit Fiend Captain that had escaped the first battle was lying in wait, halfway down the pipes. Hoping to break or wobble columns enough to cause the crosser to fall to his or her death. Recognizing him for what his was, the heroes pummeled him from above, quickly dispatching him and advancing to their next challenge.

4th and inches

After their triumph in the entry room, the heroes proceeded to the rear of the giant bone throne. Opening the door, they were accosted by the smell of ozone. The hallway in front of them was full of black, flame-like lightening. A lone lever stood at the end of the 35 foot corridor of death. Searching the surrounding area, including the room they were in provided no clues. After discussing their options at length, Ekeraath stepped forward, hurling his hammer toward the lever, hoping to push it into the correct position. Leaving his hands, the throw looked good until it entered the electric field, where it stopped in the air, several bolts of lightening clinging to it, causing it to vibrate until it eventually fell to the floor. Leenia made a similar effort with her bow, resulting in the shaft burning to a crisp and the head dropping to the group.

Having used all of his patience, Ekeraath charged into the field taking quite a shock, however, he pressed forward time and time again. At the halfway mark, trouble arose. The Spell Weaver which had fled the previous fight teleported behind the lever and unleashed a blast that not only injured Ekeraath, it teleported him back 10 feet, almost starting his journey over again. Looking to help his ally, Kuppies released a bolt of arcane energy at the spell weaver, hitting and injuring the creature. As Ekeraath continued to advance, the rest of the party did their best to fight the creature that was causing Ekeraath's pace to slow. Fortunately, with Ekeraath in the hallway, drawing most of the charge from the trap, the weapons were able to find their mark time and time again. Once again, the creature teleported Ekeraath back, before finally being subdued by the heroes and falling into the field and being roasted by the elemental forces.

In the end, Ekeraath finally made it down the corridor but not without taking substantial damage. Even with his ability to resist damage, he still took over 300 points of damage. Pulling the lever, the field collapsed and the rest of the party advanced.

Thursday, October 20, 2011

Gaining a foothold

Crashing onto the floor in the center of a large room, the heroes noticed 4 pillars, with stairs winding around them. Leading up to a series of catwalks. A huge throne occupied one side of the room, with a Colossus seated in it.

The monsters were ready for them and let loose a barrage of attacks that quickly put the party on the ropes. They quickly rebounded, taking control of the battle field and returning the barrage of attacks, in an even more deadly effort.

Several rounds later, the heroes stood victorious over the remains of their enemies. Much to their disappointment, a devil had grabbed two spell weavers off the catwalk and fled.

The battle was not as challenging as I had hoped, but the first, surprise round, definitely got the attention of the party. I had a couple monsters that worked fairly synergistically together and that is definitely something I need to bring to the final battle.

What happened to Stephen?

With their return back to Idera, the heroes were once again celebrated for their actions. Unfortunately, they lost nearly 75% of their force in the battle, including Roduka and Krill.

During the debriefing, Erdan pulled the heroes aside and told them Stephen was at the Tower of Wizardry at the Citadel of the Seasons. Heading there right away, the heroes found a female Eladrin overseeing the work of rebuilding the tower. She directed them to the basement lab, where they had previously found the enhanced teleportation circle.

Meeting up with Stephen in the lab, Alexander laid into him about not participating in the battle and Stephen simply informed him this was more important. He had found a way to open a portal to Za'ha'dum, Vecna's fortress. Additionally, the heroes only have a finite amount of time before Osterneth comes back since they are carrying her phylactery.

After a rest, Stephen opened the portal and the heroes stepped through. The trip was extremely bumpy, resulting in the loss of 2 or 4 healing surges, based on a saving throw.

Sunday, October 9, 2011

Mission Accomplished

With the defeat of Osterneth, the heroes had everything they needed to finally confront Vecna. With Vecna's heart, hand, and eye in their possession, all they will need to do is place them in the bag of annihilation before they face him. This will prevent him from discorporating and escaping during their confrontation.

All that remains is for the heroes to learn of a way to enter Za'ha'dum, Vecna's inner sanctum.

Evening the score

Entering the room where they believed Osterneth was laired, the heroes were confronted by another small hoard of minions and several other creatures of much more significant power, including Osterneth.

Springing into action, Kuppies set up a large acid burst that quickly dismantled most of the minions. Rudy took out a couple on his way to deal with Osterneth while Ekeraath did is best to keep the others busy.

As everyone focused on Osterneth's underlings, Rudy went after her. As he approached, he was buffeted by an aura of necrotic pain, but continued on. Much to his disappointment, he had to wade through a pool of necrotic filth that negated all of his necrotic resistances. He still landed what should have been a devastating blow to Osterneth, but he didn't know that while in the pool, she was immune to non Radiant damage.

As Ekeraath kept the remaining minions busy, Kuppies and Alexander closed on Osterneth. Meanwhile, Leenia unleashed a blast of radiant energy that while absorbed by the pool, caused it to fade away, leaving Osterneth open to all damage types.

Once her pool was gone, the heroes focused fire, defeating the evil Lich and claiming Vecna's heart from her chest. The evil they had been tricked into releasing, they had defeated.

I was a bit disappointed in this combat as it really wasn't as challenging as I had hoped. In addition, my 5 year old proved extremely difficult in putting to bed, which distracted everyone from the battle.

Tuesday, October 4, 2011

The Battle Continues

This post is 2 weeks late, so lacks a fair amount of detail. Sorry.

Just as the party thought they had caught a break, something huge hit the ship. A second later, the deck overhead was pulled back and Falazure, the draco-lich exarch of Vecna, tossed the broken bodies of Krill and Roduka at their feet.

The battle with the dragon raged for the entire session. Highlights included Rudy racing across the back of the dragon, Kuppies crashing their ship in the dragon, and splitting the larger Dominion ship.

The fighting was fierce as on several occasions, heroes were hit hard and reduced to less than zero HP. At one point, Leenia and Rudy were dying, and everyone else was bloodied.

In the end, the dragon was slain and the dominion ship broken in half. The heroes now stand outside the door to the room they believe Osterneth is in.

Wednesday, September 7, 2011

Knee deep in Ghoul Guts

At the bottom of the stairs, the heroes found an empty corridor. Heading both Fore and Aft, several doors lined both sides of the walls, in both directions. Kuppies and Leenia took a minute and managed to detect that Osterneth was aft, unfortunately, before they could get there, one of the doors opened and 40+ ghouls poured out into the hallway, attacking the party.

Continuing to debate their situation, a door behind them opened, allowing another swarm of ghouls to enter the fray. Quickly reacting, the heroes did their best to unleash all their might, with the use of only at will powers. Most effective was Leenia's turn undead, which damaged/killed 70+ of the creatures.

With the initial wave of ghouls on the ropes, the heroes advanced aft, only to be confronted with another swarm erupting from a different door. Likewise, to the rear, a fourth door opened, reopening the rear flank of the heroes.

Hoping to save their encounter and daily powers for Osterneth, the heroes kept dipping into the well of their at wills, which were starting to come up short. In the end, Alexander was forced to use his Wall of Fire, and Leenia to use a second turn undead.

Could it be another Wolf 359?

After a couple more hours of planning, the heroes and their supporting troops attacked. They did take several precautions, chief of which was to make themselves invisible. They also summoned 8 flying eagles and loaded one of their ships with explosive oil in the hopes of ramming it into Vecna's ship.

The first couple rounds of combat ended up being pretty loose with opposing die rolls deciding a lot. One of the vessels was immediately crushed by Falazure, the dracolich exarch of Vecna. The allies slipped 8 of their invisible gold dragons under the defenses of the massive ship and they were able to destroy or damage most of the catapults on that side of the ship.

After a couple rounds, the heroes made their move, using an arcane gate created by Marovic, they transported right to the stairs heading below deck, and hopefully to Osterneth.

As an aside, had the heroes not been invisible, Falazure would have targeted them immediately, and that would have been ugly.