Burnt Offerings Clarifications (GM Reference)


Rise of the Runelords

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As indicated on the map you can gain access to B3 from the rough tunnel from the East with the statue facing West looking towards the "official" entrance via the stairs.

I had all doors made out of stone in my game, though that was more a choice of flavor/style (as all of the ruins have powerful preservation magic placed upon them wood would have withstood time).
Non of the doors are described as being locked so hardness/breaking them down never played a role.
BTW B13's description also mentions them as being made out of stone.

Ruyan.


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Now. Back to my game and crossing the trapped bridge.
Short version: R.I.P.nugget.
Longer version: I played towards the goblins' crazyness and had two of the goblins start a fight over who gets to eat the gull. They chased each other and one fell over the cliffs. The winner claimed the gull and began eating while the others started to laugh hysterically, with one being on goblin dog-back falling off.
This spurred the PCs into action and they crossed the bridge one-by-one.
The fighter went first while the ranger and the inquisitor used their bows for two rounds before following suit. Sadly, no goblin dog scored a hit.
Into the fort, they managed to kill the pickle thieves in their sleep (they never made their Perception checks).
They avoided the open court yard after the dogs charged them (still no hit) and stumbled straight into the throne room. Having heard (the warchanter rolled a nat 20) the barking dogs the entourage kind of prepared for trouble (goblin-style).
When the PCs entered the throne room they found the goblins in a loud discussion what to do and waiting for one of the commandos to come back from reconnaisance.
Ripnugget quickly regained composure and tried to give his speech but was attacked via bow shot. He mounted up and after the PCs had spread out charged the fighter along the eastern wall scoring a crit (gasping from the players and price-less faces! good times). The warchanter (bard 2 in my game) nailed the cleric and the inquisitor at the doors via grease.
From that point on it went down-hill rather quickly for the goblins. The commandos weren't able to hit and were ignored. The warchanter cast cause fear on the fighter and succeeded but as the others weren't able to hit and Ripnugget lost his shtick after his mount was killed in one round by a bow crit from the ranger the fight was over fast.
So: Oooonwaards!

Thanks again for all your insights, hints and tips! We definitely enjoyed the session.

Ruyan.


Callum wrote:

In the Catacombs of Wrath, is there a way into room B3 from the rough tunnel that also gives access to B1 and B2 (and B6, sort of)? It's not mentioned in the description of B3 (or anywhere else), and hasn't been clarified anywhere in this thread that I can find.

Also, what are the doors in the catacombs made of, in general? The three doors in B8 are described as being stone, but does that imply that the rest of the doors aren't (and thus are wooden)?

Yes, that tunnel does connect to B3 and B6, however, the area that it connects to in B6 is a locked prison cell.

As for the doors, they are probably wooden but remember that the entire catacomb area has been magically preserved. Honestly, it doesn't really matter since aside from the ones that are mentioned, all doors are unlocked. They also won't be soggy or rotten, and most likely won't be jammed, either.

Liberty's Edge

Yeah, they're not listed either way(locked or unlocked). But speaking from experience, lock the doors leading to the cathedral. Otherwise, your group will probably walk right in. Much like mine did, and confront Elyrium. Nasty, unexpected and totally worth it.

Liberty's Edge

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Not sure if this has been asked, if so, I apologize.

Anniversary Edition, page 51: Filthy Slasher Trap. It doesn't provide a cure condition for the tetanus. I assume 2 consecutive saves like many other diseases. Does this sound reasonable?


HangarFlying wrote:

Not sure if this has been asked, if so, I apologize.

Anniversary Edition, page 51: Filthy Slasher Trap. It doesn't provide a cure condition for the tetanus. I assume 2 consecutive saves like many other diseases. Does this sound reasonable?

Oh, I just killed the bard for getting hit by it. :-P

Seriously? Tetanus is a pretty nasty disease. I think 2 consecutive saves is VERY reasonable in game terms. If you wanted to be uber-mean and force the PCs on a long journey, you could do 3 and I think you could get away with it. But 2 is definitely a more reasonable, more PC-friendly approach.

There are real-world diseases that are incurable and universally deadly. Rabies comes to mind, with a now-almost-100% mortality rate. (We have a survivor! Hooray!). Tetanus is less deadly, with a Wikipedia-cited mortality rate of 48%-73%. These are HEROES, darn it! A 73% mortality rate shouldn't kill THEM!

Two saves it is...

Liberty's Edge

Heh. Thanks! Yeah, looking at the "Gamemastering" section of the CRB in the PRD, the only one that had 3 saves was "Devil Chills".


Just in time--here's hope my PCs will loot the treasure chamber this coming Tuesday.

Ruyan.


I have a cleric PC who is trapped at sea level outside Thistletop. He managed to kill the bunyip by himself - just - but can't manage the climb back up (10 Climb checks with only a +3 skill mod against DC 15).

The rest of the party have gone on to clear out the goblin fortress by themselves and are planning to enter the dungeon without him too. This quite understandably leaves the cleric's player feeling very left out of the game.

He doesn't have any rope and at level 3, he has no way to float or fly. He could manage the swim into the Collapsed Treasury but he doesn't have any idea that such an entrance exists. The best solution I've come up with is to summon a giant spider with Summon Monster II, grab on then Bull's Strength while it's climbing the cliff so it can make it within 3 rounds.

Any better suggestions? While I'm here, what's the best way for the PCs to repair the rope bridge by themselves once it's collapsed?


The simple solution? Be nice. Have the party find some rope that the goblins use to lower prisoners to the Bunyip to tease it a bit. You don't HAVE to have your game identical to the module. You can modify things here and there. ;)

Liberty's Edge

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Remind the rest of the group that it is a group effort. Maybe have the shadow encounter happen quite a bit earlier than written if they insist on proceeding without the cleric.

Shadow Lodge

The bigger problem is the group deciding to just go on without him/her. Have they even tried to get to him? As HangerFlying said, it is a group effort. Heck by this point in the AP they should be pretty well acquainted with each other in-game.

The easiest solution is to have them find some rope. Maybe even a grappling hook or 2. For the bridge, I can see using a grappling hook and rope to pull up the broken end of the bridge. Then throw a grappling hook with rope to the other side and let someone climb across it to the other side. Then they could try to use the rope to pull the bridge back across and secure it. If they don't figure any of this out you could have them make Int checks or something and then give them clues like "You think that doing X will work".

Dark Archive

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Pathfinder Adventure Path Subscriber

And seriously, what's with adventurers these days leaving home without a length of rope? Don't they know that' adventurer's duct tape?


Somewhat to my own amazement, I'm going to agree with HangarFlying here. While I'm not unfamiliar with PvP, I have grown to despise it, yet here's a group abandoning their cleric because it's funny/convenient.

Let the shadows be free-roaming and see how the party deals with them without their cleric.

It's a jerk move as a GM, but they started it by leaving their cleric in the drink, thereby excluding one of the players.

*OR* just be mature and talk about it out of game and come to an agreeable solution that works for everyone. But that would be mature...


They did bring 100' of rope but they decided to use it to cross the chasm between Thistletop and the Thistle Tunnels. Then none of them wanted to head back to the Tunnels (crossing the rope line), unsecure said rope, get the Cleric out, resecure the rope and have the Cleric run the risk of falling in the sea again (he doesn't have any physical skills).

It's not about being mean, it's about being lazy. They know he's alive, they just don't want the hassle and would rather get on with the adventure using healing potions. It's particularly unnerving since in RL the Cleric is married to the Magus and the Barbarian is his best friend.

I don't want to encourage this behaviour by skipping the skill checks required for them to regroup but neither do I like the idea of the Cleric doing nothing while the rest of the party are gaining levels without him. I mean, the bunyip was worth a lot but it was only about 10% of the XP value of clearing out the fortress.

If they don't change their tune next session I think the Cleric might just have to stumble upon a potion of flying while the other party members rack up some 'sloth points' (they have no idea that I'm counting their sins).

Liberty's Edge

NobodysHome wrote:

Somewhat to my own amazement, I'm going to agree with HangarFlying here. While I'm not unfamiliar with PvP, I have grown to despise it, yet here's a group abandoning their cleric because it's funny/convenient.

Let the shadows be free-roaming and see how the party deals with them without their cleric.

It's a jerk move as a GM, but they started it by leaving their cleric in the drink, thereby excluding one of the players.

*OR* just be mature and talk about it out of game and come to an agreeable solution that works for everyone. But that would be mature...

Well, to be fair, I did say to do the mature thing first. IF they insist on moving on without, THEN unleash the shadows. It's less of a jerky move if you've given them the opportunity to correct, but they ignore it. ;-)

Liberty's Edge

hashimashadoo wrote:

They did bring 100' of rope but they decided to use it to cross the chasm between Thistletop and the Thistle Tunnels. Then none of them wanted to head back to the Tunnels (crossing the rope line), unsecure said rope, get the Cleric out, resecure the rope and have the Cleric run the risk of falling in the sea again (he doesn't have any physical skills).

It's not about being mean, it's about being lazy. They know he's alive, they just don't want the hassle and would rather get on with the adventure using healing potions. It's particularly unnerving since in RL the Cleric is married to the Magus and the Barbarian is his best friend.

I don't want to encourage this behaviour by skipping the skill checks required for them to regroup but neither do I like the idea of the Cleric doing nothing while the rest of the party are gaining levels without him. I mean, the bunyip was worth a lot but it was only about 10% of the XP value of clearing out the fortress.

If they don't change their tune next session I think the Cleric might just have to stumble upon a potion of flying while the other party members rack up some 'sloth points' (they have no idea that I'm counting their sins).

I would also grant the bunyip XP solely to the cleric instead of splitting it with the group.


I call for a Near Total Party Kill, and I'm not one who likes killing off parties. But if the players are being that big of a+!@~@~s for something that honestly would take five minutes of game-time? Make them suffer. Hit them hard and fast and with forces that refuse to give them the opportunity to use their potions. Kill them off. And let the cleric stumble back to Sandpoint to get reinforcements.

Shadow Lodge

Tangent101 wrote:
I call for a Near Total Party Kill, and I'm not one who likes killing off parties. But if the players are being that big of a!&@$+@s for something that honestly would take five minutes of game-time? Make them suffer. Hit them hard and fast and with forces that refuse to give them the opportunity to use their potions. Kill them off. And let the cleric stumble back to Sandpoint to get reinforcements.

This^

If they want to be d&%$ks (which they certainly are at this point based on what you said) then kill them and see how they like it.

Afterward though I would give them their characters back minus some gold or items that were needed to raise them and tell them exactly why this happened. I would put an addendum in that if they refused to act as a team then I won't GM the rest of the AP.


An easier (?) way out for the cleric would be to swim to shore. I'm away from books, but wasn't there a description about some beaches at the bottom of the cliffs? Otherwise: you're the GM --> make it so.
Then he could rest and regain spells.

Let him summon an earth elemental and hang on to it, while the elemental uses earth glide to move upwards (only partially in the stone).

I agree with the rest of the posters concerning the rest of the group: remind them about everybody should have fun while gaming.

Ruyan.


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hashimashadoo wrote:

They did bring 100' of rope but they decided to use it to cross the chasm between Thistletop and the Thistle Tunnels. Then none of them wanted to head back to the Tunnels (crossing the rope line), unsecure said rope, get the Cleric out, resecure the rope and have the Cleric run the risk of falling in the sea again (he doesn't have any physical skills).

It's not about being mean, it's about being lazy. They know he's alive, they just don't want the hassle and would rather get on with the adventure using healing potions. It's particularly unnerving since in RL the Cleric is married to the Magus and the Barbarian is his best friend.

I don't want to encourage this behaviour by skipping the skill checks required for them to regroup but neither do I like the idea of the Cleric doing nothing while the rest of the party are gaining levels without him. I mean, the bunyip was worth a lot but it was only about 10% of the XP value of clearing out the fortress.

If they don't change their tune next session I think the Cleric might just have to stumble upon a potion of flying while the other party members rack up some 'sloth points' (they have no idea that I'm counting their sins).

What the F?!?! Under what kind of character conception is it okay to abandon a companion over petty inconvenience? Because it's too much hassle to re-work their improvised rope bridge to haul him up and then rebuild it? Are these characters EVIL? What do you mean he doesn't have any physical skills? What skills does he need to cross a bridge? If there is even one length of rope between both sides and it's strong enough to hold his weight, it should be a simple matter to rig it so it is IMPOSSIBLE for him to fall while crossing regardless of his dex or strength - he is belted or strapped to the rope and either pulls himself across or is pulled by someone else. Entering a dungeon known to be inhabited by people who are seeking to be changed into a succubus by Lamashtu and are seeking to release an evil being known as Malfeshnekor while leaving your healer behind to be eaten by sharks or bunyips isn't just chaotic evil, it's colossally stupid.

I suggest you inform the group that they can a) rescue their friend like any other normal, non-stupid, sane group of mortals would do or b) the cleric will find a long abandoned length of knotted rope to climb up the mainland side. When he gets to the top, he has no choice but to assume his friends have been dominated by evil spirits, cuts down their precious bridge to prevent their evil from spreading and prays to his deity for intercession. The deity, outraged by the unholy betrayal, responds by smashing the island to smithereens, instantly slaying all current occupants. Or if you're feeling merciful, the deity curses all the other pc's with a -5 penalty to all attack, damage, ability and skill rolls, automatically fail all saves, etc. until they rejoin their abandoned ally and he prays for forgiveness on their behalf.

"I know - let's abandon the one person we know with a direct relationship with and ability channel the power of a GOD. That sounds like a Great Idea!" For crying out loud...


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But tell us, Latrecis, how do you REALLY feel? :-P


And seriously. Just make the shadows free-roaming throughout the bottom level. The rest of the party has 2 levels to reconsider their massive jerkdom, then enjoys a TPK because they couldn't be bothered to get their cleric back.

GM "strongly encouraged" cooperation!


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It definitely sounds like these guys are in line for a Darwin Award. Of all the PCs to abandon for a laugh(?!) abandoning your *Cleric* is the most collossally stupid idea I've ever heard of.
I wouldn't make any major changes to the adventure such as free-roaming shadows; just letting nature take its course, have the monsters be reasonably proactive/aggressive, and without Clerical healing they'll likely all soon be dead. Just make sure they know OOC that leaving the Cleric behind is a really stupid thing to do, then if they insist go on and run it fairly to their likely demise.


Heh, and here I was hoping for an answer that would let the Cleric help himself out of the situation...

An earth elemental doesn't bestow its Earth Glide ability to another creature touching it so unless it leaves a portion of itself outside the cliff for the Cleric to hang on to, I don't see it working. Also, the Summon Monster spell only has the creature attack things unless the summoner can communicate with it which I don't think the Cleric can.

Rather than just levelling vitriol against his fellow players, could you guys please stick to the original question? Thanks :)

Oh, and I did grant the Cleric exclusive XP for the bunyip.

Liberty's Edge

Have the cleric swim to the beach, then work his way back around.


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You know the group better than anyone else on the boards, but the issue seems to me, and I'm hearing a similar thought from others, to be much bigger than just losing out on xp. At best, as you explained, it's laziness. But as I assume they are aware that they themselves don't have to climb back themselves and hoist their friend out of the water. That this would be accomplished by rolling dice. If this is laziness, it's meta-laziness, as if the character is not worth the breath spent by uttering the words, "We go back for the cleric."

At worst, this is bullying by exclusion, and needs to be addressed swiftly and directly. I would recommend saying simply and directly in this situation that this course of action is unacceptable. If they truly don't want to go back, then the game will not progress. If you want to use the story, I would have obviously insurmountable odds (read Nualia, Ripnugget, Lyrie, Bruthazmus, Orik, Yeth Hounds and the hordes of goblins wsitin for the party with the obvious conclusion that they're wiped out. The cleric can swim back to shore, and go searching for new adventurers to travel with.

Because it's not just lazy, it's not just dumb: It's mean to someone who is supposed to be a friend, or at least a teammate.


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hashimashadoo wrote:

Heh, and here I was hoping for an answer that would let the Cleric help himself out of the situation...

An earth elemental doesn't bestow its Earth Glide ability to another creature touching it so unless it leaves a portion of itself outside the cliff for the Cleric to hang on to, I don't see it working. Also, the Summon Monster spell only has the creature attack things unless the summoner can communicate with it which I don't think the Cleric can.

Rather than just levelling vitriol against his fellow players, could you guys please stick to the original question? Thanks :)

Oh, and I did grant the Cleric exclusive XP for the bunyip.

The reason you're seeing such vitriol is that:

(1) The players put the cleric's player in an untenable situation, stuck trying to figure his way out of what should be two minutes of roleplaying. ("We go back and lower a rope to the cleric.") It shows a far more fundamental issue with group dynamics that concerns us all.

(2) The players put you in an untenable situation trying to figure out a "realistic" in-game way for the cleric to return to the party.

What's your time frame look like? The shorter the time frame, the kludgier this has to be.
- If the cleric needs to catch up to them within an hour, then you're kind of stuck. Have a long-lost trail winding around the base of Thistletop from below the water that the cleric manages to find. Have his god or goddess allow him to convert one of his level-2 spells to Summon Monster II and have him get a giant spider (CR 1) that carries him up. Beyond that, getting him up "fast" is problematic, and the source of lots of our (or at least my) vitriol. The players have forced you into this situation. You pretty much have to use GM fiat to get the cleric out of it (if he doesn't speak Celestial, he's technically not able to order the spider around).

- If he has time (hours), then it's far easier. Have him walk along the coastline along the base of the cliffs. Just pretend that that beach in the lower left of the map includes a relatively shallow gully that goes all the way up. He walks along until he finds a way to climb up that doesn't require a significant Climb roll (maybe a DC 5 so he can just take 10 and make it). Then he fights his way through the bushes and brambles, gets back out to an area he recognizes, and retraces his steps through the thistle maze and gets back in maybe 2-3 hours.

I hope that was more helpful and less vengeful!

EDIT: OK, my paladin's player, of all people, suggested these:
- Since Lamashtu is strong here, offer him a mark of Lamashtu in exchange for her "assistance" in the form of an abomination from the sea that assists him back up. The player can roleplay his slow transformation into a cleric of Lamashtu. And this gives him a handy way to get revenge on his fellow players at a later time!
- Have his god bless/curse him: Transform one level of cleric into one level of oracle and have him take an oracle's curse in exchange for immediate transportation to the top of the cliff.
- Similar to the first item, have Malfeshnekor come to him in a dream/delusion and offer to show him a way up in exchange for his freedom.
Yeah, my paladin is evil at heart. :-P


hashimashadoo wrote:

Heh, and here I was hoping for an answer that would let the Cleric help himself out of the situation...

An earth elemental doesn't bestow its Earth Glide ability to another creature touching it so unless it leaves a portion of itself outside the cliff for the Cleric to hang on to, I don't see it working. Also, the Summon Monster spell only has the creature attack things unless the summoner can communicate with it which I don't think the Cleric can.

Rather than just levelling vitriol against his fellow players, could you guys please stick to the original question? Thanks :)

Oh, and I did grant the Cleric exclusive XP for the bunyip.

Okay. Looking at the original post it seems as much about the abandonment of the cleric as about how to get him "up top." But I'll bite.

You suggested one such option yourself - a potion of flying. He could find that in the bunyip lair. He might find climbing the shaft in the lair easier - he can prop himself against the sides. Or perhaps it's an easier climb, perhaps there's remnant of a ladder or steps. Otherwise he can find a path on the mainland side, perhaps some distance down the coast (as suggested by Nobodyshome) or some leaving of the goblins as they worked through construction of the bridge.

He can try to enter the island but that has a lot of challenges - no easy way to climb there. He could try to reach the tentamort lair or swim through the treasure room but those have very risky physical challenges (climb or swim) followed by difficult single combats and even if successful, leave him in a somewhat precarious position until his so-called companions arrive.

He best move is toward the mainland but if you're looking for a simple solution to getting up the cliffs, I'd remind you it's supposed to be hard, that's why it's such a prime site for the goblins.

Reading the original post again, are you perhaps confused about the ability to fix the bridge if the "trap" is triggered? It is ambiguously described I will grant, but I interpret it to mean that the bridge can be readily restored if you have access to island side (or perhaps both sides.) (AE p.45) And the bridge is still there after trap triggers just without wooden planks to walk on. I still do not understand why the rest of the group didn't just lower their 100 feet of rope to the cleric and pull him up regardless of the condition of the bridge.


hashimashadoo wrote:
]An earth elemental doesn't bestow its Earth Glide ability to another creature touching it so unless it leaves a portion of itself outside the cliff for the Cleric to hang on to, I don't see it working.

That's what I wrote, actually.

And my suggestion to swim to the beaches still stands, too (though DC 15 and DC 20 Swim checks might out of reacht, too).

Apart from that, finding a potion of fly or a potion of levitate seems the only other viable option.

That or have Shalelu enter the action, hear the cleric call for help and lower a rope.

Ruyan.


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Thanks for the more constructive suggestions, guys :)

Just to clarify, I was hoping for a suggestion that the Cleric could utilise by himself without need for GM intervention. This would allow him to feel a strong sense of personal achievement and justifiably let him snub his nose at his wife and best mate for being the lazy douches that they've made themselves out to be. In regard to the bridge, yes I was talking about after the trap had been sprung. I was wondering what people's thoughts were about the process of re-tying it. The description says only the eastern rope remains attached when the supports tear. Do you suppose, if they don't discover the knotted ropes below the bridge on the island side, that the one remaining rope would support a medium creature's weight if they shimmied across it to reattach the western rope?

I do like the Malfeshnekor/Lamashtu angle that Nobodyshome's friend suggested but I don't think his character will go for it.

The beaches on the Thistletop map appear to all be at the base of sheer cliffs and that's how I've described them to the players. I'm not ruling out the discovery of a nearby trail, but it feels almost as much of a GM intervention as just stumbling upon a potion of flying.

Incidentally, the Cleric's player's plan was to try and find a way back to Sandpoint and leave his party to their fate.


Have him find a barrel in there that has enough air in it that he can cling to it to stay afloat, and kick his way out of the cave (through the ocean exit) and to the shore. He can then make his way to the shore. Let the barrel provide a bonus to his swim check, and even include maybe five feet of rope. Also don't forget that Skippy had treasure down there. He shouldn't bother telling the others about it. ;)


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hashimashadoo wrote:

Thanks for the more constructive suggestions, guys :)

Just to clarify, I was hoping for a suggestion that the Cleric could utilise by himself without need for GM intervention. This would allow him to feel a strong sense of personal achievement and justifiably let him snub his nose at his wife and best mate for being the lazy douches that they've made themselves out to be. In regard to the bridge, yes I was talking about after the trap had been sprung. I was wondering what people's thoughts were about the process of re-tying it. The description says only the eastern rope remains attached when the supports tear. Do you suppose, if they don't discover the knotted ropes below the bridge on the island side, that the one remaining rope would support a medium creature's weight if they shimmied across it to reattach the western rope?

I do like the Malfeshnekor/Lamashtu angle that Nobodyshome's friend suggested but I don't think his character will go for it.

The beaches on the Thistletop map appear to all be at the base of sheer cliffs and that's how I've described them to the players. I'm not ruling out the discovery of a nearby trail, but it feels almost as much of a GM intervention as just stumbling upon a potion of flying.

Incidentally, the Cleric's player's plan was to try and find a way back to Sandpoint and leave his party to their fate.

The adventure text is not explicit, but it was my interpretation that only one side of the bridge falls, leaving the wooden planks dangling from the rope of the other side. And this rope is enough to support the weight of at least 3 medium characters (since the trap side fails first at 3, I assume the stronger side can support at least that much.) I would argue one medium creature could cross on that rope. I might make the character attempting to cross make a climb check unless he described some method of securing himself to the rope- carabiner, belt, strap, etc.

If the cleric's intent is to return to Sandpoint he doesn't have to climb the cliffs at all. He just has to make his way to the mainland and walk along the beach/edge until he gets to lower terrain. I'm envisioning Tom Hank's character moving around the island in Cast Away. He might be seen by local fishermen and rescued - I assume he has a positive reputation among Sandpoint residents.

When he gets to Sandpoint, he should tell the Mayor and Sheriff Hemlock his former companions were overcome by evil spirits and fell to the worship of Lamashtu, much like Chopper. "I recommend they be shot on sight if/when they return to town. And assume they are working for Nualia or the goblins when they do. This Malfeshnekor seems to have the power to dominate and cloud mortal minds."


In our game the Orik Vancaskerkin fled from thistletop and was in the process of cutting the bridge as the PCs charged across to get him. They did not make it across. The Samurai made his save and grabbed the bridge, the wizard did not and fell into the water below.
Most of the party (Cleric and the ranger/rogue) all lept off the cliff to save him (knowing he couldn't swim), while the Samurai ran around to the back to throw one of the boats off the cliff (there is one drawn on the original thistletop map on the NE part of the island)
In the water everyone but the Wizard could make their swim checks, but they couldn't make swim checks while holding him. They pulled out rope and pitions, hammer then in and tied him to the cliff side while they swam over to get the boat.
They got the boat back to him and loaded him in and went to shore. That was the end of the first day at thistletop. The wizard did make his saves not to get sick.
The first magical item the wizard enchanted was his arcane bond with 'Air Bubble'.
-
To get back to the island they shot the wooden bridge with an arrow (and twine) and pulled the bridge up. Then then wizard just cast mending on the ropes.


hashimashadoo wrote:

Heh, and here I was hoping for an answer that would let the Cleric help himself out of the situation...

Allow the cleric to instruct an elemental summoned using Summon Monster II to attack the Thistletop end of the bridge until it falls. This would bring the rope the party used to tie off the bridge into reach of the cleric, who would then have a much easier time climbing up.

Conveniently, the rest of the party then either have to deal with him to get off Thistletop, or find and negotiate another exit from Thistletop.

Or, the cleric could order the elemental to attack the mainland side of the bridge and rejoin his comrades. And start charging in in advance for healing spells.

I'd also like to support the comments by others highlighting the very serious and detrimental underlying party dynamic (not to mention relationship dynamic) this situation reveals.


You could have the Cleric spot an area of the nearby cliffs that is much easier to climb(DC 10), then he can take 10 climbing it.

And then finds some cool loot to make everyone else jealous(this is optional of course).


Shadowkire wrote:

You could have the Cleric spot an area of the nearby cliffs that is much easier to climb(DC 10), then he can take 10 climbing it.

And then finds some cool loot to make everyone else jealous(this is optional of course).

The reason the cliffs are Climb DC 15 isn't due to a lack of handholds, it's because they're soaking wet.


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"At worst, this is bullying by exclusion, and needs to be addressed swiftly and directly." "Because it's not just lazy, it's not just dumb: It's mean to someone who is supposed to be a friend, or at least a teammate."

THIS is the issue your dealing with. OOC, they need to be told bluntly. They are making the game BAD for a SPOUSE INTENTIONALLY. Your game will end bad, sooner if not later, with a$$holes like this gaming, AND you'll end up having to deal with marriage drama at the table.

I had a game that had this happen. And major, major issues happened over the next few months. It was a subtle behavior, but it turned out the two who were not being fair were actually having a bloody affair.

You don't need this at your table. The cleric shouldn't need to shine on his own, or ever be abandoned. Honestly, I don't care for the "solutions". Tell the players to fix it, or end the game. It's inappropriate. It gives gamers a bad name. Don't game with bad gamers.

Take that with a grain of salt...I've been in that exact situation, and it didn't get resolved, and tons of hardship followed. No one remembers the game...they just remember the sh!#y behavior.


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mittean wrote:
...I had a game that had this happen. And major, major issues happened over the next few months. It was a subtle behavior, but it turned out the two who were not being fair were actually having a bloody affair.

Oddly, that idea occurred to me as I scratched my head searching for an explanation. I kept thinking I must have misunderstood but so many others have reacted similarly...


Yeah, I had a gaming group succumb to the horrors of divorce (she got the gaming group, he got me (the GM) and one other player the others hated). In that case it was more 13 years of accumulated neglect and the like; so I'm not exactly catching the "affair" vibe a couple have suggested. But if my gaming group did something like this, I'd be turning against them and starting to increase the difficulty of encounters... and then when they try to flee, have something behind them so they get pincered. First I'd say the infamous "are you sure you want to do that?" however.


RotRL AE, C9 wrote:
The goblins have rigged it so that [...] the western supports tear free, dropping the planks down to hang vertically from the eastern rope and dumping anyone on the bridge into the waters below.

Seems clear to me: the end tied to the posts on the island's edge tears free while the part of the bridge fixed to the posts on the mainland holds fast.

Thus, if the cleric makes it to the beaches he could climb up the impro ladder and reach the bramble tunnels. From there he would be free to return to Sandpoint.

Ruyan.


RuyanVe wrote:
RotRL AE, C9 wrote:
The goblins have rigged it so that [...] the western supports tear free, dropping the planks down to hang vertically from the eastern rope and dumping anyone on the bridge into the waters below.

Seems clear to me: the end tied to the posts on the island's edge tears free while the part of the bridge fixed to the posts on the mainland holds fast.

Thus, if the cleric makes it to the beaches he could climb up the impro ladder and reach the bramble tunnels. From there he would be free to return to Sandpoint.

Ruyan.

Hmmm. The bridge doesn't run directly north-south or east-west on the map, but I would argue it runs more north-south.

The complete text from the AE description is (emphasis mine): "...the western supports tear free, dropping the planks down to hang vertically from the eastern rope and dumping anyone on the bridge into the waters below. A DC 13 Reflex save allows a creature on the bridge to grab at the remaining ropes (or leap to safety if it’s within 5 feet of either shore). A series of knotted ropes at the base of the northern posts allow one to tie off the trap so that it can support many times the weight. (The goblins rigged the bridge this way recently when they hauled their unconscious horse hostage Shadowmist over the bridge.)
Originally, the goblins rigged the bridge so that it would fall completely into the water below, but when they tested it and realized that they’d stranded themselves on the island, they rebuilt the bridge so it would leave one rope connected, making it easier to repair."

Taken together, I interpret the reference to "western side" to mean the long side (left side of map) and that one side/rope remains up between mainland and island with ropes and planks dangling from it. The reference to "northern posts" says to me the 'ends' of the bridge are north-south and on the land and the 'sides' are east-west and over the water. This means when you make the save you are clinging to the remaining rope and can still pull yourself to either side. A conclusion that the bridge falls entirely to dangle from either the mainland or island seems counter to the sentence at the end starting with 'Originally..." Also, if the bridge falls completely from the island side to dangle from the mainland, a "successful" reflex save (grabbing the ropes) should lead to you slamming into the cliffs, Wile E Coyote-like as the bridge swings down.


*facepalm*
You're right of course. Now that I read it again it becomes crystal clear that the bridge stays connected at either end (mainland and island) but only to one post each at each end...

Ruyan.


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Ok, next question. Investigation of the Desecrated Vault (where Father Tobyn's bones are interred). Did anyone find it odd that Naffer Vosk the graveyard caretaker was not the obvious choice to report the door being open? I'm just wondering if anyone else noted it or not, I think I will already play it as Naffer goes to Zantus who then goes to the Sheriff. Just seems more likely. That or 'creepy' Vosk goes straight to the Sheriff since Zantus may be busy...


FWiW, I specifically had Naffer find it, because that made more sense to me as well.


I not only had Naffer find it but I had him discretely approach the pc's directly instead of going to Hemlock. The party's cleric serves Saranrae (like Vosk) and was well known/trained at the temple. Naffer only noted the vault had been disturbed and wanted it checked out but did not want to unduly alarm the townsfolk if it was nothing. I did this because a) it built a connection between the cleric pc and Vosk and b) the encounter, as written, makes Hemlock look weak. "Someone disturbed a grave? Oh, crap! I better go get some 1st level adventurers to handle it!"


I had Vosk approach with the news while the Sheriff was thanking the PCs for their assistance in the raid. The party immediately volunteered to come investigate with him.


I have a cleric of Sarenrae who grew up in Sandpoint in my group and Vosk was his mentor; made for some nice roleplaying.

Ruyan.


Latrecis wrote:
I not only had Naffer find it but I had him discretely approach the pc's directly instead of going to Hemlock. The party's cleric serves Saranrae (like Vosk) and was well known/trained at the temple. Naffer only noted the vault had been disturbed and wanted it checked out but did not want to unduly alarm the townsfolk if it was nothing. I did this because a) it built a connection between the cleric pc and Vosk and b) the encounter, as written, makes Hemlock look weak. "Someone disturbed a grave? Oh, crap! I better go get some 1st level adventurers to handle it!"

Did this encounter a couple sessions ago; I wish I had done it your way though!


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One of my players is good friends with the Sheriff, so it wouldn't be too weird for him to approach them as a favor while he and his men make sure the rest of he town is safe from gobs, but I will still have Vosk approach while the sheriff is thanking the PCs so it looks like they were just convenient to deputize vs "my men are afraid of dead things". Then Hemlock will go elsewhere while Vosk accompanies them to the cemetery.

I haven't mentioned he's a follower of Sarenrae, cuz the book plays him up as a creepy feller who maintains a graveyard (hence creepy). I plan on playing him up a bit "redneck" then when the skeletons attack he whips out his holy symbol and tells them "varmints" to go back to being ded like they's suppos'd teh!

Wish me luck on playing it up right that they get a kick out of it vs a "what the heck is the gm on?" type response. ;-)

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