Golarion Day: Chopper's Revenge!Thursday, January 13, 2010
Last week, with the first installment of Golarion Day, I put out a call for everyone to start sending in ideas for future blog posts. Those requests are pouring in, but it's gonna take a few weeks for us to sort through them and match requests to the right content and all that. But keep the suggestions coming!
This week, though, I thought I'd show off a bit of my office Sandpoint campaign. This game's one of the largest I've ever run—the initial goal was to have it be a game that the entire editorial pit could take part in as a team-building exercise. But as we've hired more folks, and as friends of current players have joined, the size of the group has exploded into an intimidating group of nine players. The campaign itself is called The Shadow Under Sandpoint. You can check out the campaign journal over on our boards—it's generally only a few game sessions behind where we're at.
One of the tricky things about such a large group, of course, is designing encounters that challenge the group. You can't just boost the CR of the bad guys and make them individually tougher, because that'll only mean that the bad guy will have a much better chance to kill a few PCs before he's defeated—you don't want to kill PCs in every fight, since that's a downward spiral. Instead, I've found that having one particularly tough boss monster surrounded by lots of less powerful minions works really well—gives everyone in the party someone to face off against, but also lets me have big key encounters with major bad guys.
Such was the case several months ago, when I knew the PCs were going up against the ghost of an infamous local murderer named Jervis Stoot. Old Stoot (known as Chopper back during the height of his murdering days) is part of Sandpoint's history, and those who've played in "Rise of the Runelords" have probably heard his name. He was never a villain in that Adventure Path, though, so that made him a perfect source for a logical foe for the PCs to face in this campaign.
So when I designed Stoot, I made him a ghost that would provide a challenge to the party (they were all about 4th or 5th level at the time), but who also had some built-in options to call upon allies. Giving him a new ghost ability that allows him to summon birds and command avians made sense (he was a Pazuzu cultist back in the day, after all!). The fight ended up playing out over two sessions—one atop the old light while Stoot had possessed the town sheriff, and then a second after they defeated the possessed sheriff and chased the ghost back to his island den to finish him off. In both cases, I threw in some bird swarms to help amp up the terror and mayhem, resulting in what normally would have been a CR 8 encounter, but when you have nine players, that's what you gotta do!
(And don't tell my players, but they've not seen the last of old Stoot's ghost yet! That's why I'm not listing the way in which you can permanently put Stoot to rest, after all...)
In any event, if any of you are playing a game set in Sandpoint, or if you're looking for a cool, flavorful ghost to use, I thought for today that I'd throw Stoot's stat block in for folks to check out. You'll note I did something a little weird with this ghost—he should normally only have two special ghost abilities, but I gave him three—corrupting touch, avian mastery, and malevolence. In order to balance things, I also gave him an additional weakness and nerfed his malevolence ability. In other words, feel free when you're making villains up for your home game to fiddle with the rules!
JERVAS STOOT CR 6
DEFENSE
XP 2,400
Male human ghost rogue 5
CE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +13
AC 19, touch 19, flat-footed 15 (+5 deflection, +3 Dex, +1 dodge)
hp 61 (5d8+35)
Fort +6, Ref +7, Will +2
Defensive Abilities channel resistance +4, evasion, incorporeal, rejuvenation, trapfinding, trap sense +1; Immune undead traits
Weakness aviansOFFENSE
Speed fly 30 ft. (perfect)
Melee corrupting touch +6 (6d6; Fort. DC 17 half)
Special Attacks avian mastery, malevolence 1/day (DC 17), sneak attack +3d6STATISTICS
Str —, Dex 16, Con —, Int 12, Wis 13, Cha 20
Base Atk +3; CMB +3; CMD 16
Feats Combat Reflexes, Dodge, Improved Initiative, Toughness
Skills Bluff +11, Climb +8, Craft (woodcarving) +9, Craft (metalworking) +9, Escape Artist +11, Knowledge (local) +9, Knowledge (nature) +6, Perception +13, Sense Motive +9, Stealth +15
Languages Common, Thassilonian
SQ fast stealth, surprise attackSPECIAL ABILITIES
Avian Mastery (Su) Stoot can command and influence all normal birds as if via dominate animal at will. He can control any number of birds within a 60-foot radius in this manner. Once per day, he may cast summon swarm as a spell-like ability to summon a swarm of crows (treat as a bat swarm sans the wounding ability).
Weakness to Avians (Ex) Damage inflicted on Stoot from any avian's natural attacks is resolved as if he did not possess the incorporeal defensive ability. This includes creatures that have assumed the form of an avian.James Jacobs
Creative DirectorDISCLAIMER: I know how much fun some folks have checking our work on stat blocks, but since I'm more or less copy/pasting these stats directly from my campaign notes without going back to give them the same level of checking I'd give something going into print... there might be an error in there somewhere! (This is also an excuse for me to see how harrowing it is to format a stat block for a blog post... wish me luck!)
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