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Rise of the Runelords


Laurent posts: 1029 United Kingdom

Dear players,

A quick update on the game.

Of serious NPCs and dangerous lower CR gribblies.

So far all the fights I expected to be memorable have turned out to be damp squids due to the kind of game breaking brilliant energy weapon special ability that can be switched on by a high level Paladin. As discussed during and after the game, we play according to the rules and I roll without a GM screen, so do not "moderate" them to suit the outcome.
Ironically I get all my rolls between 18 and 20 for the CR12 monsters, which at this level are like Goblins to LV6 PCs, and Lord they hit!

Most High Ceoptra.

She could become the first - and the last! - of the named NPCs that could decimate the party thanks to her wisdom drain attacks. She is no longer using air walk as the dispel magic went through, but she is just about to go full-attack on that cocky Dagar, the Paladin of yours. evil One never knows, she could do something useful and last more than a couple of rounds.

The final battle.

Karzoug will be accompanied by at least one Blue Dragon (no, not the one you killed, another one) and one Rune Giant. I cannot remember but he may also have one or two Wardens of Wind (low-level cannon fodder). I will read the combat again. This is far better structured than the older version.

Technically the PCs cannot know that, but they would definitely heal-up, raise from dead (if needed), rest and buff-up before going through the Anima Focus.
You will also need to pump-up your character sheets to LV18.

Weird spells.

Although I have all the Pathfinder RPG books, and have read them once, I do not know all the new spells by heart. In fact I only vaguely know some of the LV9 spells that we all now use, either as PCs or as GM's monsters/NPCs. We shall discuss them before the combat, so that we know what to plan for our respective tools, be they monsters or PCs.

See you on Thursday for the game,

Laurent,


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