Sunday, July 17, 2016

The Cure for Dire Wolves

...Take two George R.R. Martins with plenty of fluids. Seriously, internet, I want to start a dead pool on how many episodes Ghost has left in the next (and presumably final) season.

I was sick last week, and missed a session. But the weekend right before that I discovered a spam comment on the blog. So, readers, there's enough of you that someone felt it worth their time to put an ad for a sketchy service without having to remunerate me for the use of my writing space. So...Yay? But, real advertisers, I totally want to sell out! My soul for financial stability doing something I love? I'm not using that soul thing anyway.

Anyway, this week only Joseph and Kyla made it. The funny thing is, I don't mind smaller groups. Especially players like Joseph and Kyla that I could trust with some deeper role-playing. But I was a bit worn out that evening and not in the mood for much role-playing.

As you recall, the PCs had just recovered some kidnapped children, predominantly from Krezk. The party escorted the kids, along with the mob of Krezkite parents sent to recover them back. Unfortunately, their path back was blocked by a pack of five dire wolves. Kyla was pessimistic about their chances, but I had faith in their ability to do lots of damage to multiple targets really quickly.

I left the mob of parents and kids off the map. Mostly because as a gamer I know escort missions are the devil (and occasionally, the demon--depending on the game and how badly written the NPC AI is). Except Ico. That game was pretty fun and quite gorgeous.

I wasn't disappointed. They finished the fire wolves in three rounds. Ap used waterwall to funnel and slow the monsters on their way in. Tathora used (of course) spirit guardians. It meant that the party dealt plenty of damage on the first round without taking any from the melee only monsters. The second round, Tathora got hit and lost her concentration. Remember, Dire Wolves have pack tactics, the thing that make kobolds so (turn away youngsters!) fucking (you can start reading again youngsters!) stupid. So even having the highest AC in the party at 19, she took some hits. However, it still did plenty of damage and dropped a wolf. The real show on turn two, however, was Ap's new sorcerous origin feature: Heart of the Storm.

Whenever a storm sorcerer of 6th level or higher starts casting a spell of 1st level or higher that deals thunder or lightning damage, they deal lightning or thunder damage to creatures of their choice within 10 feet of them (emphasis mine). Ap used thunderwave to keep the wolves off of them. He took a few hits himself after the wolves had knocked out Tathora's spirit guardians.

On the third turn, after another thunderwave and Heart of the Storm blast and another round of spirit guardians, the dire wolf pack was put down like a bunch of literary symbols for the strength of unity of the Stark family. Sorry-last Game of Thrones reference (for this post anyways).

The party returned the Krezkites to their home without further incident, and got to take a long rest. Tathora changed up her spells and cast remove curse on herself. The party, such as it was, decided against heading to Argynvostholt for the Tome of Strahd, decided to head for the graveyard at the Ivlis River Crossroads for the Sunsword. Less undead--more random encounters.

Before they left, Tathora shook her fist up at the Abby. Again, maybe a little bit of role-playing could have been called for, but damn I was too tired for it.

The random encounter generator did call for a couple. The first was more of those mountainfolk berserkers that retreated after being spotted (again) by Tathora. The second one called for a pack of 10 regular-sized wolves. It was late enough that I left that battle for the next time.

No comments:

Post a Comment