Pathfinder: Frazier Session 17
Feb. 6th, 2014 04:15 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
So in answer to my question from last session, there WAS another entrance to the main boss lair other than the broken portcullis gate. Frazier just forgot about it in the room description of the torture chamber. So after resting one final time, where I leveled up to Fighter 2/Inquisitor 1, we headed to the side entrance. With Matt's cleric able to have a Spiritual Weapon slotted instead of the 2nd level repair stuff spell. Though I did get to use a Profession: Trauma Counselor skill since Brendan's sorceror was all PTSD because of the haunted Iron Maiden...
Which was good, because the Splatterman was a fight and a half. His lair was a combination of cell block and swamp, with difficult terrain all over. Which did allow me to take advantage of my Travel domain ability. But we were definitely scraping bottom, Brendan's sorceror had fled the main battle, twice. Though he also harmed the quasi-lich foe by burning parts of it's spell book. And he did get the final blow in with a magic missile. A bit too late for Matt's cleric who basically had his heart ripped out. And almost too late for Bill's half-orc rogue who was only standing through sheer orcish ferocity...
But we cleared the prison, returned the Warden's badge to his ghostly wife, letting her exorcise all the haunt energy and permanently clear it. Which also ended the madness infesting the nearby town. Which meant with we earned a whopping 60 gp from the townsfolk thanks to our guttering Trust rating with them...
I am slightly embarrassed to admit we forgot to loot the final boss room. Sure we'd just finished a 5+ hour session and our (surviving) characters were pretty banged up. But c'mon, literally 30 years of playing D&D and I forgot Rule 1: Kill the monster, take its stuff...
Ayway next session all we've got is EP awards and then its switching over to Brendan's old campaign. That one is at 12th level and I've got a reborn version of one of my early Hackmaster character's written up as a Magus 8/Rogue 4 ready to go...
Which was good, because the Splatterman was a fight and a half. His lair was a combination of cell block and swamp, with difficult terrain all over. Which did allow me to take advantage of my Travel domain ability. But we were definitely scraping bottom, Brendan's sorceror had fled the main battle, twice. Though he also harmed the quasi-lich foe by burning parts of it's spell book. And he did get the final blow in with a magic missile. A bit too late for Matt's cleric who basically had his heart ripped out. And almost too late for Bill's half-orc rogue who was only standing through sheer orcish ferocity...
But we cleared the prison, returned the Warden's badge to his ghostly wife, letting her exorcise all the haunt energy and permanently clear it. Which also ended the madness infesting the nearby town. Which meant with we earned a whopping 60 gp from the townsfolk thanks to our guttering Trust rating with them...
I am slightly embarrassed to admit we forgot to loot the final boss room. Sure we'd just finished a 5+ hour session and our (surviving) characters were pretty banged up. But c'mon, literally 30 years of playing D&D and I forgot Rule 1: Kill the monster, take its stuff...
Ayway next session all we've got is EP awards and then its switching over to Brendan's old campaign. That one is at 12th level and I've got a reborn version of one of my early Hackmaster character's written up as a Magus 8/Rogue 4 ready to go...
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Date: 2014-02-07 02:27 pm (UTC)Lose 50 exp!