Gogmurt and Tangletooth


Rise of the Runelords


So tomorrow I'm running the next session of ROTRL. My group has already alerted Gogmurt to their presence by spending an hour attempting to set fire to the briars even though they were told it looks too green to do so and then attempted a sloppy recon attempt before dragging all the hungry little refugees out after the tasty looking kitsune.
I have a party of 6-7 level 3s and after rereading Gogmurt again it clicked in my head just how nasty he is. Correct me if I am wrong, but after he casts Entangle, any PC that is caught in it is considered flat footed and thus would be subject to his Sneak Attack bonus with his Produce Flame wand (within 30 feet of course and only if actually having failed the save) since the spell acts as a ranged touch attack.
Has anyone else used this approach with Gogmurt before? I'm not trying to wipe my party but I have told them since the beginning that I'm not going to play with kid gloves on this time and they needed to play smart.

tl;dr. How nasty is Gogmurt and Tangletooth when played to full effectiveness?

Edit: Words are hard! :P


Add to this the fact that Gogmurt can move through the brambles unimpeded.

He's one of the nastier builds in book one, that's for sure. For my money, he's more of a "boss fight" than Nualia is.

My players didn't defeat him the first time around, and he tried to ambush them on the way to Magnimar during book 2. He used invisibility to animals and call lightning with a herd of aurochs, it was quite memorable.


Even without knowing about Gogmurt, we decided that the brambles were a TPK waiting to happen and looked for the back door.


He and TT can be very nasty, particularly if they catch the party in the tunnels (where Medium bipeds suffer squeezing penalties). The party will have a better chance in the "rooms", but even then Gogmurt is a nasty piece of work.

He almost took out the party (four L 2 characters) when my first group of players tackled him the first time, and they had to retreat. Although Gogmurt then alerted Ripnugget, Ripnugget decided to deal with the intruders without alerting his longshanks allies. So when the party simply lay low in town until the infamous goblin attention span "ran out", almost everything had "re-set" at Thistletop when the party tried again. (Thistletop in general gave that party a lot of trouble, as Erylium had escaped them in the Catacombs of Wrath and then joined Nualia. A flying, invisible spy/scout/sentinel with a combined Stealth modifier of 40+ is no joke.)

I'm waiting with interest to see how my second group of players deal with the situation, as they are just about to go to Thistletop for the first time. :) (They managed to kill Erylium underneath Sandpoint, so they don't have that problem.)

Grand Lodge

Yeah, Thistletop is a rather long dungeon for characters that have such limited options to continue their adventuring day past 3 encounters.


Ms. Pleiades wrote:
Yeah, Thistletop is a rather long dungeon for characters that have such limited options to continue their adventuring day past 3 encounters.

In that way, it is a valuable "introduction" for both the GM and the players.

You need to decide at this point in the campaign how to handle this, because it will not be the last.


I TPK'd my players with him, but I may have been a bit overzealous in giving him cover when attacking from the within the brambles, and I treated TT as having the flanking trick (what rogue wouldn't teach their AC that?). Touch sneak attacks are nasty, moreso with squeezing penalties. He can be hitting on a 2+ if he catches them in the tunnels.


I just ran this encounter and it went quite well. Gogmurt popped in and out of the brambles using stealth and his produce flame wand to get flat footed touch attacks while out of their reach in the tunnels. They had to think and use strategy to cope with the situation which they did first by the sorcerer readying a fairy fire spell and then hideous laughter and everyone working to get to a more open area where they could deal with the threat.

They then questioned him. He blamed everything on Nualia and begged the PCs just to kill the evil longshanks and none of the goblins. They agreed and asked how they could find Nualia and avoid the other goblins so he gave them directions on how to walk right to were she most likely was was avoiding the goblin chief. They then let Gogmurt go. So far they have done exactly what they agreed to and Gogmurt is extremely grateful that the adventurers he so feared have come but are not killing him and all his friends.


My group ran away from him, triggering the bridge collapse leaving two people on the island, two people in the water, and one back in the brambles with him. Things were close going for a bit, but aside from a couple summoned eagles, he doesn't have anything that can reach the island, so after a couple pot shots at the last one climbing his way across the rope of the bridge, my PCs left him behind.

(They managed to find and avoid both the goblins and goblin dogs in the thicket because the wizard scouted with an invisibility spell. But scent tipped off Tangletooth who tipped off Gogmurt.)

They ended up fleeing the island by creating a boat on the far side after they killed Nualia. So I've got to figure out what to do with a druid angry that they killed his pet, the thicket full of goblins and goblin dogs, an island with a very angry horse on it, and the stuff left in the lower level of the dungeon if my PCs decide to go back.


Akerlof wrote:
They ended up fleeing the island by creating a boat on the far side after they killed Nualia. So I've got to figure out what to do with a druid angry that they killed his pet, the thicket full of goblins and goblin dogs, an island with a very angry horse on it, and the stuff left in the lower level of the dungeon if my PCs decide to go back.

See my post upthread. (Have him ambush them in book 2!)

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