Dungeon: Torazan Sanctum, Okrungknot
Objective:
- wipe out the garrison at Okrungknot keep and inside at Torazam Sanctum,
- kill the High Seeker of Relics
- capture the High Seeker of Relics for those that have been quested by Set
Torazan Sanctum was built by the Mad Wizard Flay. He died over 500 years ago.
Notable figures in this dungeon:
Molten-Arm: mage garrison commander, "the runner at the keep", now dead
High Seeker of Relics, the one that sent you on a suicide mission to the toad ruins (Froglem), the occupants of Torazam call him the "Milkdriker" (probably not to his face)
Githil's Disciples - former band of adventurers that retired and are now holed up in Torazam, two of them are now dead, the wererat rogue and the ranger you killed in the large cavern with multiple towers
Body Count:
Nermanean rogue - poison trap (dust of sneezing and choking)
Xeph bard - poison trap (dust of sneezing and choking)
khazarkar priest - turned to stone (beholder)
deep gnome ("the father") - killed by a "released" maralith
"Doorman" - count-down trap, killed by 18d6 fireball (natural 1)
So door finally bit the dust, sad...
ReplyDeleterezz'd and given a lice infested scrap of cloth to cover her privies
ReplyDeleteI don't know if "natural 1" really means anything on a save, but we just assumed it killed her. Watching the game film, Doorman has Improved Evasion, so even at max damage of 128hp, she would only have taken 64, which was well below her current health of 80+. But yeah, we incinerated all her stuff, and burnt off the end of her tail.
ReplyDeletenatural 1 is max possible damage - improved evasion would be half of the total taken (128hp), so if she was at full she would have survived, but her gear may have melted with 64hps of fire damage - example: +2 medium iron sword has 7hp - 5 for being medium size, 1 for each plus, it has a hardness of 10 + 1 for each plus - so that's 12. Items take 1/2 damage from acid, fire, and lighting - so we have 64 / 2 = 32 - 12 (hardness) = 20 > 12 (item health) - slag - but she lived, thanks to improved evasion - as for 1 = max damage, rule been around forever, just like 20 is total avoidance of all damage
ReplyDeletecheck that, +2 hp per plus for 14.
ReplyDeleteall in all, it was fair enough. I support natural 1 == total annihilation, given that we have paths to recovery that aren't cheap.
ReplyDeletebut losing a con point is not worth accepting the death, if she has an out - then use it, even though she is just a Red Shirt
ReplyDelete