The players continue to swing and miss, or chip away for just a bit of damage. :D ) Auldegrund plummets to the ground, near dead from the revoking of his HP and the fall, prone, frightened 3. (Not knowing what he was rolling for, I needed to stop my player from using his hero point to re-roll the result. I had my players make the flat check to see if Alocer withdrew his favor, and sure enough at the end of the first round of uber-Auldegrund: natural “1” on the flat check. His first round was spent missing all of his attacks. Rising into the air on wings of fire, he struck fear into the party! Fortune turned against him, though. Soon enough our villain was calling on Alocer for aid, morphing into Stage-2 Endboss. The dwarf’s past failures certainly came back to haunt him, as Dorlivin-free-willed from the villain’s botched ritual-continued his string of near-max damage crits. The cultists came in first, managed to step on most of the waiting snares (to little effect), and despite critting several times with their bows, were soon vanquished.Ī round or so later Auldegrund was at the door, and a tense combat shifted outside. I set out at the beginning (via Dorlivin, again) that Auldegrund and the cultists weren’t likely to be back before morning, so they had time for some sleep and to set up an ambush in the dining hall with several placed snares and the overturned dining table for cover. They did manage to get through that, aided greatly by Dorlivin’s drawing some of the attacks and getting in another crit or two. Kellsti’s player actually took the deal, which could have gone really poorly for them as the only place left to explore on the map was the workroom and its TPK-ing guardian. It was Kellsti with some ranged support against the imp, who ended up breaking out his Infernal Temptation when he was near dead. In area A9 I reduced the encounter to only one imp, although they really could have handled two. I kept the stone lions around the cage, but the PCs didn’t see a need to go down there. Fortunately for them that included rolling for Dorlivin, who would have taken home the Al Capone Untouchable Swing of Excellence Award-if such a thing existed-as he began his night of smack downs.ĭorlivin was able to fill in some backstory and other details, as well as warn them of the trap to area 6 as they explored the lodge. I have a growing reputation amongst my players for rolling lots of natural 20’s whenever we play PF2e, and that certainly continued tonight. They performed admirably during the lead-in to dinner, and managed to impress Dorlivin, which in many ways saved them throughout the rest of the adventure. It took us about 5:15 hours to play through to the end.Īll three of the characters poisoned by the meal succeeded at their Fortitude saves right off the bat. I did need to make my own tokens for everything. I ran this on Foundry, using the map and images downloaded along with the PDF, as well as the pre-existing assets available in the PF2 setup within Foundry itself (PCs, villains, and one of the traps are already there in the compendiums just drag them in). Dice luck certainly played a role in how well this played for us. Taking heed of the criticisms in the other reviews here I did alter some aspects of the adventure, which I’ll list below. I wasn’t able to find another player in time to fill the open seat, so I ran the unchosen character (Jaithe) as an NPC. One of my four players was unable to play this week, so I ran this as a fill-in game. I’ve enjoyed running Sundered Waves, Head Shot the Rot, Band on the Run, and The Great Grav Train Robbery, but this was the best of the lot for my group so far. Despite the mediocre ratings on this product, my group had a blast playing this last night: everything fell into place in a very satisfying way that made it one of the better 1-shot scenarios I’ve played.
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