That's also where I was coming from. As I said before, I am not a very big fan of railroading, but if a player comes to a game and tells me his character drank bleach before bed I'm going to tell him to come up with something a better than that. I might even, I don't know, kill him with some draconic sorcerers.
Kobold Cleaver wrote: I know, just making BS jokes because I didn't really see that bizarre misinterpretation of my post as worthy of a serious response. :P Fair enough lol
jasonthelamb wrote: Same thing happened for me. GM went overboard and basically killed the table because "he wanted to have some fun, too" and ended up wiping out a group of 6th level adventurers as a show of "this is what I can do". If the GM feels the need to "have some fun too", he's doing it wrong. Everyone should be enjoying themselves. If he doesn't have a good time being a referee/director/storyteller, he has no business GMing in the first place.
I can't tell you how many times I've had to remind my players that what we do every Tuesday night is just a game. I take GMing my games seriously enough, but I also take into account the lightheartedness (or lack thereof) of my players. In the case of these guys, they're all pretty into the story and their characters. So, in this particular game, if you don't take the game seriously then GTFO. The other people at my table would be more GRR-y about it than I would. If you wanna play a purely frivolous game, there's always Munchkin.
I won't say that I would prohibit the suicide of one of my PCs so much as I'd say that if that were expressed as a desire, I would attempt to either have them give me a damn good reason why or else try talk them out of it and perhaps collaborate with them to come up with a better reason for their character to die than just because the player felt like it. If the player didn't have any good reason for causing their character to commit suicide (e.g. "because I can"), I might be inclined to think they aren't taking my game seriously enough, and if that's the case they become unwelcome at my gaming table.
The player in question had never played a tabletop before beginning this game back in august. I had the half-orc ranger already made up, because I like to have a couple random characters on standby. He wanted to play, so he picked that one, and since then he has done nothing but study the CRB. He finally decided he was ready to take it more seriously and make his own character from scratch, and he chose to make a sorcerer. I can't say I blame him.
My player wanted to do it a certain way, and since I tend to be a rigid bastard with my games I make it a point to indulge my players on occasion, when they come to me with what I deem a reasonable request. He asked to be killed in a way that intermingled with the plot, so I indulged him. As I suspected, the other players were too busy trying to not freak out to attempt to help him (to the point where the druid almost lost his own animal companion for fear of losing his own life, literally ran out of the cloud once he got un-grappled and left his poor megaloceros to die lol), and the enemies had more than enough time to escape unseen before the other PCs could have a chance to attempt a fight with them. It could have gone much worse for everyone, but I took the temperature around the table and found that those present last night wouldn't have had a problem rolling up a new character and continuing where their old one left off, and that includes the guy I thought would flip the table and cry lol
Well, to update, the whole thing went off without a hitch, and I didn't have to fudge any rolls to make it do so. Only five players attended tonight, a record low for this particular game. People who passed their Fort saves failed against the grapple and vice versa, and the ranger actually took massive damage from one of the breath weapons that hit him and failed to save against instant death. The only thing that almost went awry was the druid's animal companion almost dying, but the spells ended before that happened anyhow. So, bad idea or not, the whole thing went the best way it could have gone.
The items are mostly for loot if the PCs manage to kill one, because I know for a fact that those AC buffing items still don't stand a chance against some of the DPS tanks the party has among them. The sickle I threw in in case it came down to melee, so they could cause some nasty hits before being one-shot killed by the scythe-wielding barbarian in the party lol
Here's the statblock, tell me if you think it looks right/needs anything. -----------------------------------------------------------------------
Defense
Offense
Special Attacks
Spells Known/Prepared (CL 10)
Statistics Str 10 (+0)
Base Atk: +5; CMB: +4; CMD: 18 Feats: Run, Improved Initiative, Combat Casting, Spell Penetration, Weapon Finesse, Skill Focus (Stealth), Noxious Strike* Skills: Appraise +3, Bluff +18, Climb +14, Fly +17, Intimidate +5, Knowledge (arcana) +3, Perception +16, Spellcraft +4, Stealth +20, Use Magic Device +5 Combat Gear
*Noxious Strike is a modified Noxious Bite feat that I made because I wanted these guys to do acid damage with their claw attacks.
Ah I overlooked that they get a Fort save to negate nausea. Looks like I may have to have one of them cast fear as well. As for how the sorcerers are aware of the PCs' approach, I was going to hook them into the encounter by having them investigate an ambushed border fort of theirs near the encounter site, and follow a trail left behind by the elves. As part of their tactics, the elves cast arcane eye with some regularity to scout around their positions. In this case, they've planned the ambush and would be monitoring the trail they left behind, as well as immediate surroundings
I should probably also mention that the player whose character is scheduled to die is coming back with his own draconic sorcerer, leveled up to 8 as the rest of the party is. He'll be introduced shortly after this encounter ends. This should give them a distinct advantage against these enemies in the future, even if it's just an "I know how sorcerers operate better than you do, I can help" from the new guy.
Well if everything goes according to plan, the PCs will be tricked into believing they were somehow ambushed by a green dragon (I thought about making one of the sorcerers cast ghost sound mimicking the roar of one). If they fail the will save to disbelieve the ruse, all they will see is the stinking cloud, all they'll hear is the roar, and all they'll feel is the acid damage. That's the best case scenario, but if things do go south and anyone doesn't become totally incapacitated by a surprise round, I suppose I can let a fight play out. Make it so one of the sorcerers gets caught and has to fight, and if they kill him they will get some nice items off his corpse. He won't be taken alive, and if that happens he won't give up any information and will constantly try to escape their custody. Eventually he'll succeed if they don't outright kill him first.
The general scenario is supposed to play out a certain way, namely that the PCs get to catch a glimpse of a cloud of noxious vapors engulfing the ranger before they get their own, then the black tentacles come up, and now it can go one of two ways: 1. All the PCs become grappled, fail to resist, take minor damage from that, possibly get hit with a breath weapon or two, and when the cloud disperses they find a puddle of acidic goo where the ranger used to be. 2. Someone escapes the grapple and doesn't immediately run for the hills, I roll low for how many rounds they remain nauseated after they leave the cloud, and IF the sorcerers are still around they die trying to be a hero. I don't expect the players to try anything as foolish as attacking these enemies, since they have a minimum of two rounds of nausea after they escape the cloud, even if they escape the tentacles. Either way it goes, they aren't meant to actually fight the enemies in this particular encounter. If they all fail to resist the grapple and get stuck in the cloud then ten rounds will have to pass before those spells end, plenty of time for the sorcerers to cast expeditious retreat, fly and invisibility on themselves and vanish without a trace.
It's a mix of tabletop veterans and complete noobs, with noobs being the majority. Usually the experienced players keep the new ones from doing anything too utterly stupid, but even they can't plan for everything. There's a cleric and I think he just bought a scroll of resurrection, I just hope he doesn't try to rez the character that was supposed to die lol
The title was kind of misleading, I beg forgiveness as this is my first venture into the world of online forums. I don't really want to TPK, considering I know about half the group will lose interest and at least one of them will flip the table and cry. The party consists of 9 8th-level PCs, and the general idea of this encounter is not to have the sorcerer enemies fight the PCs to the death, but more to kill the half-orc ranger that wants to die (conveniently placed 40 or so feet ahead of the party, scouting the trail) and show the rest of them that these elves mean business. Once the ranger dies the elves will retreat, so the prospect of a TPK is not really in the cards. I was mostly wondering if throwing in the breath weapon directed at the rest of the party was a bad idea, or if they could stand to lose around half their HP in a surprise round. ***Keep in mind there will be two breath weapons for a total of 20d6 acid damage if I do throw this at the party, and that up until the stinking cloud is cast, the sorcerers will be hidden in the trees, having cast invisibility on themselves. Standing still, that's a +40 to stealth. The PCs will have a chance to roll a nat 20 on a perception check, of course, but whether any of them will is another matter.
The PCs were given a choice of alliance between two viciously feuding groups: a faction of tribal centaurs and a faction of savage elves. I'm running a half-homebrewed version of the Kingmaker adventure path, and this is one of the key plot points. The PCs meant to extend their kingdom into the southern Narlmarches, and while exploring a hex they came across the result of a handful of these sorcerers ambushing a troop of centaurs. Total bloodbath, but one of each faction were still barely alive. They chose to side with the centaurs, and so the elves now view them as a mortal enemy. Out of game, one of the players wants his character killed off to make room for a new one, so I set up this scenario to accomplish that as well as make a show of force to the party. They should know that things are about to get real serious, and that death is now much more of a present danger, but I'd prefer not to obliterate them all in the process.
Tomorrow I'm going to try not to TPK the party with an ambush scenario involving draconic sorcerers. The scenario will hopefully unfold something like this: the PCs walk into an ambush, four 10th-level Draconic Sorcerers invisibly hidden in the trees around a path through the forest. One casts stinking cloud, another casts black tentacles, and the last two unleash a 10d6 acid breath weapon. My question is this: Assuming the black tentacles' grapple check surpasses the CMD of each player, do they get a reflex save to dodge the breath weapon if they are nauseated and also grappled? Even if the grapple fails, do they get a save? |