Wednesday, December 7, 2011

Past Meet Present - From the Fire to the Furnace

Last night the Karameikan Fist was back at it, outnumbered but prepared for the attack to come.  While I expected casualites on both sides the rolls definitely fell with the party and I overestimated what numbers, as well as high damage but low AC/HP mobs could do as well.  It certainly helped that the party had good tactics and stuck to them, and that they used some tools that helped their case greatly, but you'll see what I mean there in the recap below.  I will say that while they have escaped this little fire relatively well, they certainly haven't escaped the problem and will be up against it next week.

Without further delay however, here is the recap of the latest installment of the Karameikan Fist.


The party stood their ground as the remnants of the door fell to the ground.  They could see in the cavern beyond a giant statue of Orcus, but more immediate was the ogre standing in the doorway, the ogres behind it, the humanoids in varying armors and robes, and the undead.  The activity beyond the door made it appear as if they had just cracked open a bee hive.

Without hesitation Shadow let loose two arrows, striking the first ogre, and after it swung down on Corman before him cutting deep into his chest, Daisy and the guardsmen were able to drop it.  Atvan summoned a creature from the elemental plane to assist in the battle just as the next one charged forward.  The ogre crashed into the thing pushing it well back into the room, but even as it did so the Fist was hitting it with sword, claw, and arrow and even as two zombies stepped forward to take the doorway it was fell too.  The zombies didn't stand up long and soon another ogre stepped forward.

The Karameikan Fist continued to hold the doorway, using combined fire and smokesticks to confuse the enemy even as the bodies piled up, never allowing more than one in at a time.  There were still a number of enemies beyond the door however and Callaum drank a potion previously obtained and took the form of an ogre.  After casting a spell from a scroll to create darkness in the room beyond, he grabbed one of the fallen ogre's axes to join the fight.  The darkness seemed to drive the enemy back however as only another pair of skeletons came through the doorway and they were easily handled.

During the later stages of this Temeris joined Jim in the room to the North as a lookout so they wouldn't get surrounded, and during this time Temeris heard faint voice from beyond the walls behind the tapestry.  Sending Jim back to warn the others he pulled out a tindertwig and began to try to light the tapestry on fire.  It didn't want to take but after some effort it began a slow smoldering burn and he hid using the tapestry and shadows after hearing stone sliding against stone and seeing that part of the wall behind the tapestry was opening up.  Back in the other room the party moved a pair of tables to defend themselves and prepared.

Soon an ogre roar echoed in the halls as the burning tapestry was ripped aside revealing yet another room beyond.  Shadow loosed two arrows and Temeris attacked from surprise injuring the ogre gravely immediately.  Atvan summoned a pair of bears to block the hall as Temeris retreated and the enemy started in, however a smokestick thrown into the room began to blur everyone's vision of the room before.

The ogre came forward and attacked the bears while the others spread out, and soon the ogre was killed.  However seeing beyond was impossible now with smoke filling the room.  "We can wait!  You are surrounded!" was yelled out from the smoke.  A bit after that same voice yelled out to send a dozen ogres through the darkness and bring the rest around, and with that the party decided they couldn't wait and they had to press through the smoke to try to escape.

Temeris led the way with the summoned bears sniffing their way towards the humanoids to the opposite direction, and he soon found himself face to face with another man.  There were five in all beyond, and with him leading the charge and Daisy close behind they pushed forward.  As they attacked the first two they came to the two in the back cast upon them, and while Temeris briefly felt stiffer it was Daisy that was overcome and unable to move.  Callaum joined them, still in ogre form, and attack as well.  The party pressed on as the smoke behind them cleared, and while those before them couldn't hold up long to the combined attack of the party they did buy enough time that the smoke began clearing and the rest of the Orcus priesthood was on their way.  In the room beyond, where some sort of ceremony was finishing, the party saw the priesthood, including a man yelling out orders while flanked by ogres in armor, approaching quickly.  They pushed forward, with Atvan summoning a pair of wolves to help distance them, and soon were running for the area of the Tyran crypt, hoping that the Orcus following wouldn't be able to enter the doors.

They ran what seemed like forever, making the long, winding trip all the way back with the followers behind them, and more behind that.  They managed to reach the double doors though and Corman pushed them open, shutting it behind the last guard just as the Orcans began to fill the cavern beyond.




So that is where we sit.  The party managed to stand the initial assault, avoiding getting surrounded or over ran using solid tactics and the tools available to them.  However it cost them a number of potions and they have few left, and they used a great deal of their other tools such as scrolls and alchemical smokesticks and the like.   However now they are safe behind doors protected by Tyr, at least while closed, but they only have limited food with no way of producing more, their potions and supplies and arrows and bolts all are in limited supply, and their enemy of unknown size and power, no longer thinking the party is a minor inconvenience, sits outside simply waiting for them to come out.

4 comments:

  1. Thanks for another exciting session!  That was honestly one of the very few times I've seen a party actually stick to a tactical plan instead of spreading out and each PC doing his own thing; it sure made a difference in us making it out of there in one piece.  Having a choke-point battle like that was really interesting, though if either side had some wizardly area of effect spells (fireball or lightning bolt) things would've changed quickly.  (and nice job on the tactical map & grids, btw)

    You've been eminently fair with the rules and giving us plenty of warning of just how outnumbered we are, though I think it's only now starting to sink in to Temeris that there are literally dozens and dozens of bad guys protecting the Earth Blood! 

    Sorry for messing up the Charge/Bull Rush thing at the beginning, and also I realized after the session while looking at some levelling up stuff that I gave you the wrong info on touch spells and attacks of opportunities; characters using spell-oriented touch attacks *are* considered armed for the purposes of combat.  Mea culpa, but at least the spells went off anyway.

    Looking forward to next week, but now I'm more worried as my PCs have used up all of their tricks (smokesticks, tindertwigs, polymorph self potions, etc.)

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  2. That was exciting and fun. Things certainly could have come out differently either way, but the darkness and the smokesticks definitely made a difference in that one. Actually those made a huge difference because the enemy wasn't going to try rushing blindly through either and that gave the party time and space and really kept them from getting surrounded, something they definitely would have been had they stayed in the room while the smoke cleared or those two items weren't used to start. Things could have certainly gone differently as well had the ogres not dropped like flies as well as none of them could really stand up for more than a round and only truly got a single shot in on anyone. Low hit points and AC even if they could do high damage really hurt them and the enemy NPCs because they could never really do any damage. Their one bull rush would have been hugely successful, but as soon as he rushed in he was killed and the party maintained the chokepoint. Had he stood and another ogre been able to push in the choke point would have fell. Having no real wizards on either side with AoE (at least in that battle ;) ) certainly affected available tactics as well.

    Next week will definitely be a challenge. Given that there was a line of escape last night back down the hallway but just the doorway out of here (and the rat tunnel that they may or may not know about), and the parties limited supplies, things could get ugly. Things went very well for the party last night, but other than the 4 HD ogres (which weren't much of a challenge) and a bunch of 1 and 2 HD foot soldiers there were only the few lower level casters. Now that the party has dropped 6 ogres, 10 zombies, a pair of higher level priests (and by that I'm only speaking 4 & 5 HD), and a number of foot soldiers without taking a single casualty the enemy is taking things very seriously and ... well, they will be played using tactics, smarts, and with leadership now that they truly have leadership coming to this group.


    Then figure in the party has limited supplies in terms of food, healing potions, potions with buffs, scrolls with buffs or attacks or other, smokesticks, thunderstones, tindertwigs, and Shadow while having brought 200 arrows with her should be down at least a quarter of those (I'd have to go back and estimate, but two arrows a round uses them up quickly)...


    Speaking of tactical maps ... I'll have to work one out for the area you're now in as well.


    Look forward to next week.

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  3. This has proven to be a really interesting adventure. Perhaps metagaming, I assumed up until recently there was just a small but tough band of priests or Zhents at the Earth Blood and one big fight once we got there. Instead, this is looking more like the last part of the Night Below, where the PCs are way outnumbered and overmatched, and have to rely on hit & run attacks.

    Still no idea what the Earth Blood is or why bad guys want it. Should have hired a Sage ;)

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  4. Also, I hope everyone had a cool moment of surprise when Caullum, the weakest member of the party in melee, transformed into an ogre--it was like having two Daisys side-by-side. I had actually pretty much forgotten about the polymorph potion, and assumed Caullum would use it sometime when he had to pass for human, but when I read the description over the weekend I realized it could be a gamechanger...at least for one encounter.

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