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domconnor
Here for a while
(5/1/03 9:46 am)
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Bebilith attack !
My group has just defeated the bebilith. One death (the rogue) - the rest of the party fled and used skirmishing tactics the eventually defeat it. (Mainly from fireballs, lightning and magic missiles.)

The thing that killed the rogue wasn't actually something I had noticed was particularly nasty; but boy was i wrong. It was it's poison that took him out. 1d6 then 2d6 cons loss. Very nasty. Of course it helps I rolled 16 :O) mind - the party were helped as I rolled four 1's in a row for attacks.

Fun monster thought. At one point it looked like they would run and leave it. I was actually scared about the effects that would have on the rest of the fire temple and bridge complex :O)

Dinsdale.

Infiniti2000
Still here? Wow.
(5/1/03 10:10 am)
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ezSupporter
Re: Bebilith attack !
Well, fortunately for the Fire Temple, the good guys prevailed! The thing that would scare my players the most is the armor-shredding capability. One player has a chain shirt of invulnerability (previous campaign, yes, I know, too powerful, oh well) and is particularly afraid of things like Bebeliths and some types of oozes. :)

Zenon
Here for a while
(5/1/03 11:44 am)
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Re: Bebilith attack !
Heh, some other nasty stat drain/poison creatures my party just ran across at the recovered temple:

Ropers - 2d8 temp strength drain on each tentacle, 6x 50' tentacles, +11 melee to hit! The wizard got hit twice and was on the floor paralyzed.

Iron Golems - my players just lost their rogue (again) to the pair of Iron Golems. Not to the hits, but to the Breath Weapon - Poison Gas, breath as free action 1st round of combat, then every 1d4+1 rounds. Fort DC 18, 1d6 Con/Death. Ouch! The rogue failed both initial saves, then was cut off from the party during the ensuing fight. 10 rounds later he failed the first secondary save and fell over.

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