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<blockquote data-quote="John Dallman" data-source="post: 9239232" data-attributes="member: 6999616"><p>We're in part 4 of Kingmaker, in the Tomb of Armag. We're looking for the present-day barbarian leader of the same name who thinks he's a reincarnation of the historical one, or something like that.</p><p></p><p>The evil priestesses were a bit of a pain, via demon summoning and various blast spells, until we got to close quarters. Our wizard is an air magic specialist, and his response to the magic fog in the entrance passage had been to put up a <em>Windstorm</em>, a tiny hurricane about four yards in radius, with a two-yard radius eye, centred on him and moving with him. That cleared the fog just fine, and when we reached the priestesses and moved the windstorm over them, they realised they had Strength 8 each, which meant that the Strength-5 roll to stay standing was a bit tricky. They ended up in a heap on the floor and got chopped up rapidly.</p><p></p><p>We had to pick a direction to search for Armag, and took East. It doesn't look as if he came this way, though. There was an Iron Golem, which our Weapon Master dealt with, assisted by a bunch of defensive spells and attacking the joints to reduce the thing's damage resistance.</p><p></p><p>Then we found a large cavern, with a raised area, populated by "Skeletal Champions" with longbows and two-handed swords. None of the players have any familiarity with the differences between Pathfinder 1e and the pre-3e D&D we were brought up on, so we don't know what's special about Skeletal Champions. However, our necromancer ("Psychopomp!") noticed that their spirits didn't depart when their skeletons were dismantled, and were slowly re-assembling the bones. So now we need to find out what's going on and free their spirits to pass on. This is unlikely to be part of the scenario's intended plot, but who cares? It's interesting.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 9239232, member: 6999616"] We're in part 4 of Kingmaker, in the Tomb of Armag. We're looking for the present-day barbarian leader of the same name who thinks he's a reincarnation of the historical one, or something like that. The evil priestesses were a bit of a pain, via demon summoning and various blast spells, until we got to close quarters. Our wizard is an air magic specialist, and his response to the magic fog in the entrance passage had been to put up a [I]Windstorm[/I], a tiny hurricane about four yards in radius, with a two-yard radius eye, centred on him and moving with him. That cleared the fog just fine, and when we reached the priestesses and moved the windstorm over them, they realised they had Strength 8 each, which meant that the Strength-5 roll to stay standing was a bit tricky. They ended up in a heap on the floor and got chopped up rapidly. We had to pick a direction to search for Armag, and took East. It doesn't look as if he came this way, though. There was an Iron Golem, which our Weapon Master dealt with, assisted by a bunch of defensive spells and attacking the joints to reduce the thing's damage resistance. Then we found a large cavern, with a raised area, populated by "Skeletal Champions" with longbows and two-handed swords. None of the players have any familiarity with the differences between Pathfinder 1e and the pre-3e D&D we were brought up on, so we don't know what's special about Skeletal Champions. However, our necromancer ("Psychopomp!") noticed that their spirits didn't depart when their skeletons were dismantled, and were slowly re-assembling the bones. So now we need to find out what's going on and free their spirits to pass on. This is unlikely to be part of the scenario's intended plot, but who cares? It's interesting. [/QUOTE]
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