We're in a long-running, well slow-moving, D&D campaign, currently working our way through The Forge of Fury. To be honest the PCs are a bit overpowered for the adventure and it hasn't been too difficult for the most part (we'll leave one irritating troglodyte sorcerer out the reckoning however) but that all changed last night.
We were lucky with an Allip, my cleric Grann turned the incorporeal bugger before it had the chance to suck wisdom from our crew. Next however we met a lovely, raven-haired prisoner, languishing in the dungeon and oh so grateful for our help in rescuing her.
A bloody succubus! I know I said we were overpowered for the level of the dungeon but I mean, really. Luckily for us a combination of dysfunctional wheedling at the GM and the threat of having to use the grappling rules save our sorcerer Nrel from a negative level. I think it worked in play too, as for all his 16 Charisma Nrel has a face only his mother would kiss and we've already established she was a half-draconic crossbreed with odd tastes in men.
We were lucky with an Allip, my cleric Grann turned the incorporeal bugger before it had the chance to suck wisdom from our crew. Next however we met a lovely, raven-haired prisoner, languishing in the dungeon and oh so grateful for our help in rescuing her.
A bloody succubus! I know I said we were overpowered for the level of the dungeon but I mean, really. Luckily for us a combination of dysfunctional wheedling at the GM and the threat of having to use the grappling rules save our sorcerer Nrel from a negative level. I think it worked in play too, as for all his 16 Charisma Nrel has a face only his mother would kiss and we've already established she was a half-draconic crossbreed with odd tastes in men.
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I like the idea of some encounters the PCs have to run from in theory, but in play it's not always obvious, and a Total Party Kill can sneak up pretty quick if the group isn't careful.
Our group has played through the Burning Plague, the Sunless Citadel, the Ettin's Riddle and now the Forge of Fury. It's been very traditional D&D so far, and I'm regretting having not twigged to that when I created a Diplomatic-minded cleric with 14 Charisma. I really would have been better served by 14 Strength. Sigh.
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I know nothing about the Paizo Pathfinder stuff. What's good about it?
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