Monday 27 July 2009

Final Session: Mirescythe

After three weeks away we got back to some D&D 4e and the final encounter of the (somewhat wayward) campaign.

I wanted a boss monster but my experience with solos had been a mixed bag. What I really wanted to do was give them an encounter in which would tax them on a tactical level and also push the party. Their opponent was the shade beneath Zendicon; Mirescythe.

Mirescythe was a solo-lurker with some nasty tricks behind him, he was accompanied by 3 Urn Minions who constantly buffed him with various effects and occasionally attacked the party. They took on Mirescythe in a room on many levels which made the most of their crafty opponents ability to teleport around and generally make life difficult for them.

The Urns were marked with symbolsthe p[arty recognised: Vigour, Unhallowing and Onslaught. Vigour stored temporary Hp for Mirescythe (leeched by his Vampiric Scythe on a critical), Unhollowing blocked the Channel Divinity class feature (Specifically to stop Katarakis from nullifying my criticals, as he had done all campaign) and Onslaught recharged Mirescythes powers one at a time.

Mirescythe himself had lots of tricks. Being undead he had Vulnerability 5 to Radiant Damage, however the Pattern Shift power would swap his Radiant Vulnerability and his Necrotic Resistance for a turn. However as a minor action this competed with Mirescythe's ability to revive an urn and so was little used. Apart from this Mirescythe had an evil 'channel divinity' power (Golghezel's Pillar) along with a burst daze attack, a ranged attack and his nasty hit-teleport which he employed to brutal effect.

In the opening round he teleported across the room and his Skurmesh Anklebiter with a critical, at this point Katarakis realised he couldn't channel divinity and the strike dropped Skurmesh to just under his bloodied value. The players looked on aghast as Mirescythe teleported away to safety, and thus began a cagey few rounds as the party tried to draw a bead on the errant monster and his urns, during this time Mirescythe threw out a few nasty tricks including using his hit-teleport to perform hit and run attacks whilst the Urn of Onslaught kept recharging the power, he also tossed in a few action points to teleport, hit-teleport and then launch his ranged attack.

The party to their credit did well, with a Warlord and two Paladins they are exceptionally resilient and as ever Caradoc's ability to draw the worst of the damage onto himself (Absorbing most of Golghezel's Pillar, for example) eased the worst of the party's sufferring. The big problem was their enemy's mobility but Celavorn and Du'nn'o's ranged attacks kept the damage ticking over, Skurmesh also made great use of his ability to grant his allies extra attacks (the Helm of Heroes turning them from base attacks into standard actions, this helm is a must for any Warlord!) and stayed in the middle for the occasional buff or heal.

Katarakis also deserves mention for granting most of the party a +4 to all damage rolls at the start of the encounter and then making Mirescythe even more vulnerable to Radiant damage.

All in all this party's ability to weather massive amounts of damage and then recover from it has been the bane of my life in this campaign. All attempts to kill the party have failed simply because no matter how much damage I do, no matter how hard I hit them they just turn around and manage to get healed. I was more threatening with Goblins during Keep on the Shadowfell. All in all though I must say the party works well, far better than my monsters fare, and this is down to teamwork.

So now we say goodbye to our party for the meantime whilst I attempt to concoct some strange new adventure for them to take on.

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