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How much before the start of Chapter 1 are you thinking? If its months, they could possibly run into members of Nualia's group (not as a fight, obviously) or have an encounter with Aldern Foxglove. If it's more like immediately before they leave for Sandpoint, an encounter with a weaker member of the Skinsaw Men (like KyleS mentioned) or maybe a Faceless Stalker is just finishing off a victim before taking their appearance (though obviously it should be more interested in escaping than fighting since 1st level PCs are unlikely to survive going toe-to-toe with one.) Whatever you do, defintely have them pass some children singing the Scarecrow rhyme. ![]()
1.3 Encounters Part 1 Against the Goblins 8x Goblins
Glassworks Basement Tsuto, 2x Goblin Commandos Goblin Commando
Tsuto Kaijitsu
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. --Reactions-- Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 \+ 3\. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free. --Gear-- Potion of healing, bracers of archery, composite shortbow w/20 arrows, 5 silver arrows, 5 cold iron arrows, thieves’ tools, fine silver flute (30gp), silver earrings (25gp), journal, 6 pouches of gold dust (50gp each). 8 pouches of silver dust (5gp each), 10pp. I started with the Martial Arts Adept from Volo's Guide to Monsters, then added Half-elf traits, Cunning action, Sneak Attack, Melee Archer and the shortbow. The Catacombs of Wrath B1 Guard Cave 2x Sinspawn
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Session 3: Glass and Wrath After taking a moment to take in the grim scene within the glassworking room and no sign of Ameiko among the dead, the party decides to ambush the goblins currently entertaining themselves with the glass and remains of the slain workers. The party dispatches nearly half their number before the surprised goblins are able to counterattack and despite a cry from one of them "It's those longshanks from the raid, run for lives!" they are quickly cut down before they can even attempt to flee or surrender. Investigating the room, the party finds nothing of interest among the carnage beyond the large, runny glass "sculpture" set beneath one of the skylights. Ella soon realizes it contains the remains of Lonjinku Kaijutsu, Ameiko's father, strapped to a chair. Leaving this grotesque sight behind them, the party moves to explore the rest of the glassworks, finding more carnage and destruction from the invading goblins throughout, but no sign of Ameiko. Seraphine does make an interesting discovery in Lonjinku's office: coded records and messages between the deceased lord and the local Sczarni, indicating he had rented out his furnaces to them for the disposal of bodies. The AP mentions Lonjinku's connection to the Sczarni mostly in Tstuo's backstory and as a passing reference in the description of the furnaces, but when the most shifty character in your party scores a 19 on their Investigation check while going through the old man's papers, it felt like the appropriate "reward." Already having a poor opinion of the man from his treatment of Ameiko and interaction with them the previous evening, this new information seemed to dispel any remaining misgivings the party had about his gruesome fate. Moving to the basement, Amber spots a half-elven man with a bow attempting to ambush them and raises the alarm. The party moves into action against the man Amber and Ella recognize as Tsuto Kaijutsu, only to be ambushed in turn by two goblin commandos they had not seen. Amber, Vylathel and Nissa move to engage the goblins while Ella and Seraphine try to pin down the elusive Tsuto, who they find surprisingly mobile despite the remains of broken brick walls providing uneven footing in parts of the basement. Seraphine manages to exchange blows with Tsuto a few times while Ella struggles to hit the nimble half-elf with her crossbow. Their last exchange goes poorly for Seraphine as Tsuto strikes her with a knife-hand blow that stuns her and then follows up with an arrow straight to her chest, sending her to the ground and bleeding out. Tsuto moves to assist the goblins only for Vylathel and Nissa to finally take them down, bringing The Midnight Sun face-to-face with Tsuto. The half-elf tries to trip the former gladiator without success before dashing back the way he came, tumbling past a surprised Ella and landing awkwardly on the dying Seraphine for a moment before recovering. Despite Nissa's and Vylathel's attempts to cut him off, Tsuto manages to escape down a tunnel in one of the basement walls, moving too fast for any of the party to keep up. I'm really happy with how well this fight played out. Even with me rolling terribly for Tsuto, his mobility, the corners and the difficult terrain (even though the AP doesn't call it out, it only makes sense for the rubble on the floor from the broken walls to be so) made for a running battle between him, Seraphine and Ella while the rest of the party were kept busy by the commandos. If I was going to change anything, I might have given him the equivalent of the Mobile feat for more movement and the ability to ignore the difficult terrain when dashing, though it's possible that would have been overkill as the players already found the difficulty to pin him down frustrating. We use the Tumbling and Overrun optional rules from the 2014 DMG, which kept them from being able to completely box him in. Vylathel even tried to use an overrun on Tsuto to push past him and block him out, but rolled a 1 on his Athletics check. Amber heals Seraphine back to consciousness and she decides she’s had enough for now, leaning against the wall while the rest of the group takes stock of the situation. It appears the section of the basement containing the tunnel and a small office had been sealed off by walls until somewhat recently. The existence of abandoned smuggler's tunnels beneath the town is a poorly-kept secret, and the town's teenagers (including Amber in her youth) occasionally use them for youthful shenanigans, likely explaining both the existence of this tunnel and why it had been sealed off. Digging through the desk in the office finds crumbling ledgers of smuggling operations long past that add confirmation. What is more interesting, however, is the discovery of Tsuto's journal apparently dropped or forgotten prior to their battle. From this journal the party discovered that Tsuto had planned the goblin raid on Sandpoint, under the orders of his lover Nualia Tobyn, the supposedly-dead adopted daughter of Father Tobyn. Nualia had used Father Tobyn's remains as part of a ritual to begin purging her "celestial taint", a process that gives Tsuto trepidation. The journal also alludes to a quasit leading "an army of freaks" below Sandpoint and that Nualia is trying to release something called Malfeshnekor from the depths of Thistletop island. Once accomplished she plans to lead an even larger raid, with the goal of burning Sandpoint to the ground. Vylathel recalls coming across the name Malfeshnekor in a book as belonging to a fiendish being with aspects of a wolf and a goblin known as a barghest. Meanwhile, Ella recognizes a quasit as a type of minor demon and remembers that they are resistant to any weapon that isn't magical or forged of cold iron. After getting over the surprise revelation that Nualia is still alive and apparently the mastermind behind what they've been dealing with, the party also discusses the nature and quality of Tsuto's lewd drawings of Nualia within the journal. Searching the rest of the basement they find a wounded Ameiko bound and gagged in one of the store rooms. Ella quickly frees her and asks if she's okay. Ameiko explains that her brother has gone mad, and when she slapped him after refusing to join him in trying to destroy Sandpoint he unleashed his goblins on her and they overwhelmed her. She then says she needs to warn her father, to which Ella gently informs her of his demise. Ameiko takes this stoically and then says she needs to alert the mayor. As they head back to the surface, Ella fills Ameiko in on what they encountered and the contents of Tsuto's journal. I really love the RP and the investment that Ameiko's friendship campaign trait adds to Chapter 1. I've had a player take it in all 3 campaigns and it really helps the story to have one of the PCs being highly invested in Ameiko beyond just being the cool bartender who lets them room for free. Arriving at the town hall, the party is quickly ushered to Mayor Deverin's office. After Ameiko and the party relay their tales to the Mayor, she asks them to explore the tunnels and discover what the army of freaks Tsuto alluded to are and to deal with them if possible. She then informs them the town council will likely need to wish to speak to them, though it can wait until tomorrow. The party accepts and makes a suggestion that some town guards be sent to keep an eye on the tunnel under the Glassworks in the meantime, to which the Mayor agrees. The party takes Ameiko to the church to be healed and asks for an audience with Father Zantus, asking the priest for more information about Nualia, though being evasive as to why they wish to know. Zantus explains that she was found on the doorstep of the church as a baby and raised by Father Tobyn as his own. She was what the local Varisians call "touched by Desna" and the scholars refer to as an aasimar, someone with divine or celestial blood. He mentioned that Nualia struggled at times, her being special leading to teasing from some of the other kids and often being asked for blessings or a lock of hair from the more superstitious citizens of the town. Zantus said Father Tobyn was perhaps overly firm with her, but wanted only the best for her. When asked if she ever spent time with Tsuto, Zantus was confused, but said he couldn't recall it, but the young man wasn't the religious sort and that it would be a better question for Master Gandethus at the Turandarok Academy. The party thanked him and, after escorting Ameiko back to the Rusty Dragon, went to pay the schoolmaster a visit. Master Gandethus welcomed the heroes of the town, expressing surprise but not alarm that Vylathel has brought his friends to view his collection. The party explained that while they would love to see his collection, they would also like to ask him some questions. Gandethus agreed and led them to the basement, where he had multiple rooms dedicated to strange weapons and armor, trophies, heads, skulls and other preserved parts of numerous monsters and maps of fantastical locations. As they explored, Ella kept an eye out for any indication of any construction to seal off tunnels like there were in the Glassworks but did not find anything. Asking Gandethus about Nualia and Tsuto, though again keeping their motives hidden, the schoolmaster describes them both as loners who didn't interact and his recollections of Nualia do not bring to light much more than Father Zantus had already told them. Of Tsuto, he recalls him as an angry young man with a chip on his shoulder who eventually left Sandpoint after a fight with his father. When they asked him if Tsuto had studies of any particular interest or focus, Gandethus says he can't recall any, until Vylathel mentions that he was apparently an "artist", to which the schoolmaster recalls that yes, Tsuto did excel at drawing, and that he also enjoyed playing the flute in his free time. The party thank Master Gandethus for his time and leave, with Amber mentioning to the party she didn't think he had shown them everything based on the stories he heard growing up in the academy and that Gandethus had to have a secret room where he kept the really crazy and dangerous stuff. The party returns to the Rusty Dragon for dinner. Ella finds Ameiko resting in her room, where the innkeeper mock-angrily informs her friend that Bethana is forcing her to stay in her room, and that the halfling woman had insisted the rest of the staff has things handled. Ella confirms that everything seems to be in order and makes sure Ameiko doesn't need anything before returning to the party's table. Dinner finished, Serpahine and Vylathel announce they plan to visit the Pixie's Kitten, as Seraphine almost died and Vylathel had the unfortunate incident with Shayliss the day before that left things unfinished. Ella, Nissa and Amber wish them a good time and retreat to their rooms to rest. The next morning brings Vylathel and Seraphine strutting back into the Rusty Dragon obviously in a good moods. The party finds Ameiko is already back in the kitchen and behind the bar, though dressed in white instead of her typical red. This produces some confusion and potentially insensitive comments among the party before Ella explains that white is the color of mourning in Ameiko's culture and indicates her own white outfit that she chose for the day. She assures her companions that they do not need to follow suit, as they barely knew the deceased. Ella checks in with Ameiko and is informed that they all have been summoned to a meeting with the town council at 10am, which Ella relays to the rest of the group. After breakfast, the group heads across town to the town hall, where this time they are led to the council chamber. The large room has a galley on either side, where some of the more prominent citizens are seated, as well as a dais with four large podiums and chairs behind which are seated the 3 remaining heads of Sandpoint's ruling families: Mayor Kendra Deverin, Lord Ethram Valdemar and Lord Titus Scarnetti. The chair assigned to Lonjinku Kaijutsu sits understandably empty. Mayor Deverin asks Ameiko and the party to relay their experiences the previous day. When Ella resists and asks that the gallery be cleared, Mayor Deverin declines, saying that while Belor likely meant well, it is in the best interest of the town to know what they are facing. Ella relents and the party and Ameiko all relay their experiences the previous day. As expected, the room reacts with incredulity to the tale of Nualia Tobyn being alive and behind the goblin attack on the Swallowtail Festival but Mayor Deverin quickly restores order. Once Ameiko and the party finish their tale, they find themselves accused by Lord Scarnetti of lying and/or conspiring with Ameiko and Tsuto to murder their father and take his holdings. Mayor Deverin points out that Ella is well-known for her service to the town and that the others risked life and limb to protect Sandpoint from the goblin attack and have also agreed to investigate whatever creatures are lurking in the tunnels below Sandpoint. Lord Scarnetti admits that Ella is likely trustworthy, but states he is less sure about her companions. After some back and forth the party produces the records of Lonjinku's dealing the Sczarni (which Lord Valdemar states appears to be authentic) and Tsuto's journal. Eventually Lord Scarnetti grumpily concedes. That concluded, the mayor informs the party the council will need to discuss how to address the threat from Nualia and the Thistletop goblins and asks them to investigate the tunnels. As Ameiko turns to leave with them, the mayor informs her she must stay, as she is Lonjinku's heir and his seat on the Council now belongs to her. This prompts Ameiko to mutter some colorful words in Minkaian under her breath and a sympathetic look from Ella before the innkeeper moves to take her new seat. Leaving the town hall, the party decide they seriously dislike Lord Scarnetti and wonder if he's somehow involved with Nualia's conspiracy. However, they don't know how to find such information, even if it were true, and have the more pressing need of investigating the tunnels for whatever threats exist there. If your players don't hate Titus Scarnetti, you're doing something wrong. :) Realizing the party doesn't have any weapons for dealing with the supposed quasit, they first hit up Master Gandethus, who says he unfortunately sold off the magical weapons in his collection years ago, but he could make one of their weapons magical for an hour, if necessary. Realizing that that is unlikely to be enough time, they thank him and go to visit Savah's Armory. Savah welcomes the heroes and offers them 20% off anything in her store, but unfortunately that's not enough for them to afford much in the way of demon-hunting weaponry, Savah decides, due to Ella's reputation and her service to the city, to loan her a magical crossbow named Vansaya for the duration of their expedition into the tunnels. After Savah politely declines to accept some "colorful" offers in exchange for some cold iron weaponry, she agrees to give them a cold iron dagger in exchange for the 3 vials of alchemist’s fire they have. Now slightly-better armed the party heads back to the Glassworks. And this is where I realized I had screwed up. The party hadn't been looting and selling the goblin's equipment because it was fashioned from garbage and logically wouldn't be worth anything. But outside of Aldern's reward, which they haven't received yet because they haven't taken the time to go boar hunting with him nor have they turned him down completely, the AP doesn't really give the party any treasure that isn't looted equipment until Thistletop. All the treasure to be found in the Glassworks is on Tstuo's person and he ran away with it. I should have had them receive a reward from the mayor or placed other opportunities for them to earn money to replace the lost masterwork and other gear from the AP. Descending into the Glassworks basement, the party follows the tunnel, discovering a branch that had been previously bricked up, but was now torn down. Opting for stealth over perception, they forgo light sources and rely on their darkvision. Past the broken wall they follow a long tunnel and encounter a side room where a pair of hideous pale-skinned creatures with large vertically split mouths and wielding ranseurs. Seraphine leaps into the fray but gets her weapons tangled up and is unable to land a blow on the creatures before retreating back up the tunnel. At Nissa’s command, Ember erupts into flames, scorching the odd creatures before teleporting away in another flash of fire and filling the tunnel with light. The remaining party members move up to engage with their foes and are eventually able to bring them down with minimal injuries to themselves, with Seraphine redeeming her earlier flub by driving a rapier through the back of one's skull and Ella taking down the other with a crossbow bolt and her swarm of pixies. Quote of the session:
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Encounters from 1.2 The Desecrated Vault
Sheriff Hemlock
The Monster in the Closet Gresgurt
Grim News From Mosswood/ Caravan Ambush 6x Goblins, 1x Bruthazmus
Bruthazmus
Magic Item: Bruthazmus' Bramblebow
This magic longbow is made of an incredibly strong wood and covered in large thorns, allowing it to also be used as a melee weapon (treat as a morningstar.) In addition, this weapon has 3 charges. When making a ranged attack with this weapon you can use a Bonus Action to use up to 3 of the charges to cast the spell Hail of Thorns (Save DC 13). The slot level of the spell is equal to the number of charges used. The bow regains 1d3 charges each day at dawn. Magic Item: Elfbane Arrow These magic arrows grant a +1 to hit and damage and deal additional 2d6 damage to any creature that is an elf. Once a magic arrow hits a target it ceases to be magical. Shalelu Andosana
No need to actually add Tera here if you're not me, Shalelu is more than competent enough on her own. The Shopkeeper's Daughter Ven Vinder
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Session 2: Closet Goblins and Rodents of Unusual Size After a night's rest at the Rusty Dragon, the party was approached by Sheriff Hemlock as they ate breakfast. According to the Sheriff, the goblins were composed of three different raiding parties. One entered through the North Gate, which was left open despite normally being closed at sunset and Corum, the guard responsible for the gate that night, was killed during the raid, leaving no answers as to why the gate had not been secured. The second had somehow been smuggled into the town inside a covered wagon. The third came over the Boneyard Wall with the aid of a ladder and then left the same way. While the first two groups caused violence and mayhem, the third apparently used the distraction to break into the vault holding Father Tobyn's remains and steal them. His men had also managed to capture three goblins, the interrogation of whom was frustrating, at best. The sheriff offered to let the party try to see if they had any better luck. After Ella took a moment to burn the Robe of Bones, the party followed the Sheriff to the town garrison and the cell beneath where the goblins were held. The only party member able to speak Goblin, Nissa took the lead on the interrogation. Although scatterbrained and rude, the vile creatures did divulge that their leader was a "one of you longshanks" but could not offer any more detail than that other that the leader was on some sort of secret mission (and it wouldn't have been secret if everyone knew, obviously) and their goal was to simply kill everyone. While cowed by the threat of an immediate execution if they didn’t offer any more information, the goblins simply didn’t have anything more to give. Realizing that there was nothing to be gained from interrogating them further, they turned the goblins back over to the Sheriff and went to speak to Father Zantus again. The priest was feeling better than the night before, but had no additional information beyond what he had divulged previously. Deciding they should try to follow the goblin tracks, the party stopped back at The Rusty Dragon for a quick check-in and encountered Aldern Foxglove, the nobleman whose life they saved the night before. He once again thanked them for saving his life and complimented their prowess before inviting them to accompany him on a boar hunt to the nearby Tickwood as a reward. To Vylathel's disappointment, Aldern was unaware of any monstrous or magical boars in the woods, though he did say the woods were named for the ticks the size of a man's head. As the party had a pressing need to try to follow the goblins' tracks, they told Aldern they would need to take a rain check on that hunt. He was disappointed, but informed them he would still be in town for a couple more days and to seek him out when they had time. Heading back towards the North Gate the party was approached by a young boy who claimed he needed help with a goblin in his closet. The boy's mother, Amele, apologized for him bothering them and said Aeren was merely having nightmares after the goblin attack the other night. Insisting that checking the boy's closet would not be a bother, Amber was able to convince her to lead them to her home. While the two gnomes occupied Petal, the family dog, the rest of the group went up to the Aeren's room to investigate. Moving aside a fur on the closet floor, Vylathel uncovered a hole hacked into the floorboards, but barely had time to note his discovery before a shrieking goblin leapt from the hole, trying to stab him with a crude shiv that seemed to be the remains of a broken dogslicer. Quickly dispatching the goblin (and making a mess of the child's room in the process) Vylathel offered the shiv to the shocked child as a trophy. While Ella cleaned up the mess and Nissa comforted the distraught Amele, the rest of the group summoned the sheriff to explain what happened and to dispose of the goblin's body. They also suggested he spread the word to have the citizens double-check their closets and crawlspaces for hidden goblins. The sheriff was skeptical, but agreed to do so. While I believe James Jacobs has said that Alergast's death is supposed to be unavoidable to show the PCs that they can't save everyone, that's too cynical for my tastes. I want heroics in my heroic fantasy. I can't save everyone in real life, but I sure as heck want to be able to try at the gaming table. Also, if the party dismisses Aeren like his parents do, they feel way worse than if they just weren't able to get there in time. (As happened with my previous party.) Finally heading out of the town to try to track the goblins, Ella and Nissa were able to find the remains of the goblin tracks that hadn’t been washed away by the rain and the party followed the trail north-east from the town. However, once it met up with the Lost Coast road it became nearly impossible to distinguish the goblins’ trail from the other traffic. Following the road east, while keeping an eye out for the trail leaving the road again, the party came across a burning caravan, with a number of goblins cavorting among the wreckage and corpses. Amber took note that some of the bodies sported arrows much bigger than those used by goblins and quietly advised her companions to keep an eye out for other dangers. Catching the celebrating goblins by surprise, the party fell upon them, only to be surprised in turn despite Amber's warning when a bugbear archer began sniping them from the trees, swiftly dropping Amber and Seraphine with magical arrows. As the party fought back and tried to revive their fallen companions, a black dire wolf burst from the woods, grabbing a goblin by the head and snapping its neck with violent shake before tossing the limp body aside. Moments later a flurry of arrows tore into the goblin ranks as Shalelu Andosana, an elven ranger of Ella's acquaintance who patrolled the Sandpoint Hinterlands, stepped into the road. With these new allies, the party was able to dispatch the goblins and force the bugbear to retreat, a furious Vylathel cursing and calling the creature a coward in every language he knew. While taking a moment to catch their breath and heal their injured, Shalelu informed them that she had urgent news for Sandpoint and advised that the party should accompany her back to town. The wolf padded up beside her and suddenly changed shape into a rough and muscular human woman whom Shalelu introduced as Tera. Agreeing with Shalelu's assessment, Tera said she would ensure there were no further goblins skulking about and then try to find the trail of Bruthazmus the bugbear. When Shalelu told her to be careful, Tera gave a feral smile and said she had nothing to fear from him as she didn't have pointy ears, before shifting back into her wolf form and loping away. So years ago, when I was planning my second RotRL campaign, my brother had asked if I was planning any cameos of the first party in the new game. I told him I would do them if it made sense, but I wasn't going to try to force them in there just for my own amusement. As we talked about it, he suggested this scene as a cameo for his character, a human Barbarian/Druid/Ranger who he originally introduced into the campaign at the beginning of chapter 3 as a friend of Shalelu's. It ended up not happening in the second campaign because that party turned back as soon as they lost the goblin's trail among the road traffic, so I was really happy to be able to incorporate it into this one as a way to honor him. Even my players were stoked when Tera transformed and I dropped her mini on the table, as my brother had played a version of Tera for awhile in my previous homebrew campaign that all of them except Nissa's player had been a part of. I was very grateful when I talked to them after the session and they told me that they loved that I had found a way to bring a part of him into our new game. As for this scene as a whole, I can't remember who here suggested it originally as a way to keep eager PCs from trying to follow the goblins all the way to Thistletop after the raid, but it's worked well for me both times I've needed to use it. Shalelu explained that she and Bruthazmus had been warring for years without either being able to gain the upper hand. The bugbear had a particular hatred for elves, but otherwise spent most of his time bullying the local goblin tribes for alcohol and supplies. The elf-bane arrows he had struck the party's two half-elves with were something of a signature for him. During the walk back to town, Shalelu said that while she does her best to keep the local goblins in check, there had been an unusual uptick in activity recently and a farm near the Mosswood had been raided and burned to the ground the day before. She had managed to save the family, but the farm itself was a loss. The ranger then gave a rundown of the local goblin tribes (Seven Tooth, Licktoad, Birdcruncher, Mosswood and Thistletop) their territories and their assorted "heroes." The Seven Tooth hero Koruvus with his jealously-guarded magical sword and murderous temper seemed to catch Vylathel's attention, while the rest decided that Chief Ripnugget of the Thistletop goblins clearly had the best name of all the gobin’s heroes. Returning to town, the party accompanied Shalelu and Sheriff Hemlock to the Town Hall and a meeting with Mayor Kendra Deverin. The mayor welcomed them warmly and thanked them for their service to the town, but grew grim as Shalelu relayed her tale. As the meeting finished, the sheriff declared he would take a couple of men with him to Magnimar to ask Lord Mayor Grobarius to send some additional soldiers to help protect the town until the goblin threat was dealt with. He asked the party to stick around town and be visible to keep up the citizens' morale while he was gone. The party returned to The Rusty Dragon to recuperate after their ordeal, though it wasn't entirely peaceful, as later in the evening Ameiko's father Lonjinku Kaijutsu stormed into the inn looking for his daughter, before yelling at the party for being thugs sticking their noses where they don't belong. The party tried to explain themselves, but the belligerent elder man angrily dismissed their claims. When Ameiko finally appeared, the two had an argument in Minkaian (with Ameiko using some very colorful language) before Lonjinku attempted to grab his daughter by hair only for her to twist free and brain him with her soup ladle, covering him in potatoes and fish stock. A red and sputtering Lonjinku stumbled from the inn, though not before informing Ameiko "You are as dead to me as your mother!" before slamming the door behind him. Ameiko pauses a moment in shock before picking a hair off the ladle and announcing "Looks like I need a new ladle, since jackass stew's not on the menu." This elicits some laughter from the regulars as Ameiko returns to the kitchen, though as Ella follows, she knows that her friend is trying to put on a brave face and does what can to comfort her. The next day the party takes the sheriff's order to be visible to heart, particularly Seraphine (who was gifted a fresh loaf of bread by a grateful Alma Avertin, though the ex-pirate could have done without the baker’s assessment that she was too skinny) and Vylathel, who loudly advertised that he was available for checking the closets of any who would be interested. It's not long before he's approached by Shayliss Vinder, the daughter of the general store owner, who informs the Midnight Sun that while she doesn't have any goblin trouble, she does have an issue with rats in the basement, some of which might be the size of goblins. Vylathel quickly offers to assist the young woman and soon finds himself in a basement notably devoid of rats, but instead containing a comfortable-looking cot and a disrobing Shayliss. Realizing the actual nature of her "problem", the tiefling readily tries to assist. Unfortunately, he misses the sound of Ven Vinder, owner of the general store and Shayliss' father, coming down the stairs. After an attempt to diffuse the situation with a lie goes very poorly, the warrior is forced to dodge the enraged father's wild haymakers and flee the store while trying to tie up his pants. As he races down the street he hears Ven roar that Vylathel better not show his face in his store again. We had some fun role-playing with the aftermath of this, with the players of the three "locals" (Amber, Ella and Nissa) immediately playing off the idea of Shayliss had a reputation for these sorts of shenanigans without any comments from me suggesting that this was the case. Sadly the specific details of these interactions, beyond our quote of the session, have faded from my brain during the 3 weeks since we played through it at the table. Thankfully, Vylathel's other visits of the day (to the Turandarok Academy and The Way North) are much more amiable, with him acquiring a map of the Hinterlands from Parooh Veznut and an invitation to see Master Gandethus' collection of trophies and oddities from his adventuring days. The next morning, the party sits waiting for their breakfast in mild confusion that Ameiko hasn't been out to serve them. Ella is then approached by Ameiko's elderly halfling assistant Bethana, who informs her that the innkeeper is missing and Bethana found a crumpled note from Ameiko's estranged half-brother Tsuto telling her to come to the family's Glassworks at midnight the previous night.(Note is in the Google Drive Handouts folder.) Bethana and Ella explain to the rest of the group that Tsuto is a half-elf, while neither of Ameiko's parents were elves. His birth was quite the scandal and Lonjiku gave the boy away to the Turandarok Academy to be raised with the other orphans and forbade his wife Atsuii from contacting him. Ameiko was born a year later (Lonjiku stubbornly remained married to Atsuii and was determined to produce an actual heir so that there was no chance his wife's half-elven bastard would inherit. He was gravely disappointed when the only child his wife bore him was a girl.) When Ameiko was ten, she learned of Tsuto's existence and started sneaking out of her house to meet with him but when she was 13 they had a fight and Ameiko left town. She returned a year later for her mother's funeral. At the funeral, Tsuto accused Lonjiku of murdering his mother (rather than The Chopper doing it, as was believed) and Lonjiku nearly broke the boy's jaw with his cane. With that, Tsuto left town and wasn't heard from again, despite Ameiko's best efforts to find him. The party heads to the Glassworks, finding all the curtains drawn and the doors locked, though the furnaces are obviously running. After hearing the sounds of breaking glass and shrieking laughter from listening at one of the windows, the party decides to try the loading dock door and find it locked. After the party chased off some gaping locals, Seraphine picked the lock and the party crept into the dark and quiet (beyond the low, pervasive rumble of the furnaces) Glassworks. After some searching (and discovering an open and empty safe) the party discovered a horde of goblins in the glass working room, engaged in mayhem with the glass (both molten and solid) and the dismembered bodies of the factory workers. In the center was an immense construct of thick sheets of runny glass, encasing something which could not be identified from the doorway. Quote of the session:
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Session 1 (Part 2) The Sheriff asks the party to accompany him to the Boneyard as he doesn't want to call any of his men away from securing the town and they have all just proven themselves very capable. As they walk to the boneyard, the out-of-towners ask who Father Tobyn was and how he died. The sheriff and the locals explain that he was the head priest of the Sandpoint church until he was killed in the same fire that burned the church to the ground. Reaching the Boneyard, Vosk gestures towards the vault with his lantern, the stone door sitting ajar. The group approaches cautiously, the two gnomes observing a significant number of tracks in the dirt around it. Before they can investigate further, the door is suddenly flung open as a towering skeleton, horns rising from either side of its bovine head, charges forth, a rusty great axe clutched in its bony fists. The Sheriff draws his sword and shield, meeting the creature's charge while Vosk scurries to safety behind a monument. Vylathel and Seraphine move to aid Hemlock, ducking as arrows fly from the darkness within the vault. Peering past the minotaur skeleton with their darkvision they spy two human skeletons bearing shortbows within. However, the undead quickly lose the momentum afforded by their initial attack and are soon brought low by weapon and spell with minimal injury to the group. After confirming there were no further foes lurking about, Seraphine, Vylathel and Amber investigate the interior of the vault with the sheriff while Ella and Nissa inspect the tracks outside, determining several goblins and a human or humanoid came over the northern wall, broke into the vault and then returned the way they came. Meanwhile, the group inside the vault discover that Father Tobyn's sarcophagus is open and his remains missing, while the remaining graves are untouched. Vylathel asks if one of the undead they fought could have been a reanimated Tobyn, to which Hemlock replies that the Father's bones would have been a good deal more..."crispy" than those that they had just dispatched. Further investigation uncovers a black robe laying discarded in the corner, giving an uncomfortable chill to anyone who touches it. Calling upon his arcane knowledge, Vylathel surmises that this was once a Robe of Bones, but its patches have all been used, rendering it inert. Finding nothing more of note within, the group exits the vault to exchange discoveries with the gnomes. Naffer Vosk gives a wail of despair when it is mentioned that Tobyn's remains have been stolen. Meanwhile, Vylathel, being the tallest, goes to peer over the north wall and spots a discarded ladder lying on the ground below him. Various theories are banded about as to who would have staged a goblin attack as a distraction from graverobbing or why the Father's remains in particular were stolen, but none of them seem satisfactory. Ella suggests speaking to Father Zantus to see if he might know of any enemies Tobyn had, or if the old priest had been buried with any items of significance. As they leave the Boneyard, the sheriff agrees to let the party assist with the investigation, but asks that they keep quiet about the theft so as to not further alarm the populace who will be surely on edge already after the goblin attack. Returning to the town square, the party finds an exhausted Father Zantus sitting on the cathedral steps. He apologizes for his state and explains he has been healing those wounded in the raid and he has expended as much of Desna's blessings as she has deigned to grant him. When asked, he unfortunately can shed no additional light on the theft, knowing of no enemies the man possessed in life and assuring them that he was buried with no more than his ceremonial robes of Desna, which beyond their religious significance, were entirely mundane and looked nothing like the black robe that Ella has slung around her arm. The party briefly considers attempting to follow the goblin tracks beyond the wall, but agree with the sheriff's assessment that they would be better served to rest and pursue them in the morning. He tells them that he needs to check in with his men and says he will meet them at the Rusty Dragon in the morning to discuss next steps. The party bids the priest and the sheriff goodnight and make their away south across town to the Rusty Dragon. Once there, Ella asks Ameiko if she could join them in one of the private dining rooms. Turning the inn over to Bethana, the tavern keeper leads them to one of the rooms off the common room and closes the door behind them. Ella begins to explain what has happened to Ameiko in Minkaian, but after a minute or two, Ameiko cuts her off, switching to Common and saying they should probably speak in a language everyone understands. Ella says she's trying to avoid anyone overhearing and Ameiko laughs, saying the gnome is even more paranoid than she is, and that she's pretty sure she doesn't have any goblin spies in the inn listening at closed doors. Ella explains that she's just trying to keep to Hemlock's request to keep quiet about the theft, to which Ameiko points out she's already breaking that by telling HER. Ella waves that off, saying the sheriff should know that she was going to tell Ameiko everything, but consents to sticking to Common so everyone can participate in the conversation. The group asks about Father Tobyn's death and The Late Unpleasantness, and Ameiko explains that her knowledge of the situation is second-hand, as she was off adventuring when it happened, and only returned briefly for her mother's funeral between the Chopper's rampage and the Sandpoint Fire, missing both events. However, Ameiko is a bard, and telling stories are her bread and butter, so she tells them all about the eccentric woodcutter who turned out to be a demon-worshipping serial killer; how he originally sought to free the birds he saw in wood, but in the end shaped the eyes, tongues and extremities of his victims into a mockery of those birds on his dark altar and how the town still bears the scars where Stoots work was crudely cut away from the buildings that previously bore it. She looks at Ella and says the gnome knows more about the fire than anyone in the room, but the gist of the story is a fire started in the living quarters of the old church and the blaze burned it and several other buildings to the ground, killing Father Tobyn, his daughter Nualia and several other acolytes. The new cathedral was Mayor Deverin's brainchild, a new, triumphant structure of glass and stone risen from the ashes of the old wooden church. Seraphine remarks that the goblins attacking and stealing the old priest's remains so close to the five year anniversary of his death seems incredibly suspicious. Ameiko replies that five years might as well be a lifetime to a goblin, and they probably don't pay that close attention to human events anyway. But still, she agrees, the timing is odd. Ameiko is unfortunately unable to tell them anything more about Father Tobyn than Father Zantus did. Deciding there is likely nothing more to be discovered tonight, the group heads off to their rooms and sleep, though Ella takes a moment to string the Robe of Bones up in a tree outside, above the reach of any passersby, not wanting to have it inside the inn, just in case. --End of session-- I'm a big fan of jumping right into the Desecrated Vault off the goblin attack, because it avoids the somewhat awkward scene of Hemlock seeking the PCs out days later to come look at an open door. I've done it all three times I've run it, and all three times the PCs immediately volunteer to help the sheriff check it out. There is, however, a drawback, and that is the immediacy results in the PCs wanting to hare off after the graverobbers right then and there (and if their tracking rolls are good enough, follow them all the way back to the end of the chapter), as we'll see in the next session. Thankfully, this can be countered by another scene I originally saw suggested on this forum, the goblin ambush. :) I will say, the biggest complaint I've had from my players about this section, and this is from all 3 games, is that they're presented with a mystery with no real way to solve it or take action on until other events come into play. Part of that is probably on me and how I present it, but part of it is just how its written. (Though now I wonder if maybe delaying the start of the mystery by sticking to the book, alleviates that somewhat, even if the scene itself feels awkward.) Writing this out and reading it makes me realize I need to do a better job of getting Amber and Nissa's players involved. They're participating and having fun, but the players of Vylathel, Ella and Seraphine have very strong personalities and I need to do a better job of giving the quieter members a chance to shine. ![]()
Encounters from 1.1 Initial Assault 6 Goblins (2 on roof tops throwing refuse before switching to bows)
Replace "Scimitar" with Dogslicer. Stats remain the same. Add Action:
Goblin Pyros 4 Goblin Pyros, 1 Goblin Warchanter, 1 Bomber Goblin Goblin Pyro As per MM goblin except following changes.
Goblin Warchanter
Bomber Goblin
Die, Dog, Die! Goblin Commando, Goblin Dog, 4 Goblins Goblin Commando
Goblin Dog
My goal was to challenge the PCs enough that they didn't feel like the goblins were push overs, but still make them easy enough that they could get the feel for their brand new characters without the risk of anyone dying unless the dice went really weird. Since I knew Father Zantus would heal them after the battle with the Pyros, I made that the most difficult of the three fights. This early in the campaign, Serpahine and Ella are the big threats on the battlefield. With 2d6 Sneak Attack dice and the TWF style (she spent her free feat to pick that up) she's doing damage on par with a great weapon master, but without the penalty to hit. As for Ella, the +2 from Archery style makes her the most accurate of the PCs if she has a clear shot and then adds the extra d6 from her swarm on top of it. She hit the Bomber Goblin in the first round and rolled nearly max damage, dropping him to 1hp before he even had a chance to act. (The party then proceeded to miss him repeatedly and the warchanter was able to heal him some with a cure wounds in the second round, so he got a chance to blow quite a few things up.) On paper, Nissa is probably the most dangerous, but her player is still learning the ropes of the game and figuring out when to use a spell slot instead of a cantrip and hasn't really exploited Ember's wildfire spirit abilities yet. ![]()
Session 1: Festival and Fire (Part 1) The party all arrived in town (or were already in town, in the case of Ella and Nissa) and found their way to the Swallowtail Festival. The town was a riot of energy and color, with excited throngs of people on the streets and the town decorated in bunting and ribbons in the blue and white of Desna and featuring moons, stars and butterflies. The Festival opened with speeches from Mayor Deverin, Sheriff Hemlock, Cyrdak Drakkus (the theater master) and Father Zantus. The nobleman Lonjiku Kaijutsu was supposed to speak as well, but was home ill. At the Festival, the characters, ate, drank and socialized, but only one of them tried their hands at any the games, resulting in Vylathel suffering a crushing defeat in the Sack Joust (a game in which the participants balance on a beam over a sawdust-filled pit and hit each other with sacks stuffed with hay until one of them loses their balance and falls) at the hands a young dockworker named Varik Trivashti. --Vylathel has a literal "Grudge Book" that he carries with him and made sure to find out the young man's name so he could record it. In retrospect, I should have made the young man be Banny Harker instead. GM Commentary:
I did try to entice the PCs to engage with the games and festivities more, but I think they were all genre-savy enough to know that this was just stage-setting and they were waiting for the "good stuff." Not to say they didn't RP at all, because they did, but I think this was the least engagement with the festival I encountered in all 3 games. At noon, Father Zantus told the parable of when Desna fell to earth and was nursed back to health by a blind orphan whom Desna transformed into an immortal butterfly as thanks. At this the cover was a removed from a wagon and hundreds of swallowtail butterflies burst into the air to be chased by happily shrieking children. Ember leaped into the air and caught a butterfly between her paws before slamming it to the ground and eating it. Nissa apologized to Father Zanthus, who wryly commented that he hoped that wasn't an omen. With lunch served, the characters partook their fill. As sundown approached, what sounded like a crack of thunder brought all eyes on Father Zantus. As the priest was about to begin the dedication of the new Cathedral at sundown, screams began to fill the air and wicked shapes raced amongst the crowd, their forms low to the ground and screechy voices became raised in song. Goblins! The immediately PCs rose to the defense of the town, cutting their way through a group of four goblins on the ground supported by two more goblins on the rooftops that started by throwing refuse before eventually shooting arrows from their perches, though one goblin more focused on stuffing food into his pockets than fighting back was missed by numerous blows before Seraphine finally skewered him with her rapier. As the party tried to catch their breath, flames suddenly arose from the south as a group of torch-wielding goblins started setting tents and wagons ablaze. With a cry of "Not the rum!" Seraphine lead a charge against this new group of foes, supported by one of the goblin warchanters and a cackling goblin that was throwing fire bombs. Quickly dispatching two of the goblin pyros, Seraphine drew the ire of the warchanter, who cast a spell and the swashbuckler found herself overcome with uncontrollable laughter. GM Commentary:
Seraphine's player had horrible dice luck on her saves. Even taking damage a couple times, including being set on fire by the bomber goblin, and the additional saves at the end of every round she wasn't able to break free until Ella made the warchanter fail a Concentration check two rounds later. I channeled some Joker Toxin victims from BTAS as I described Seraphine trying to express dismay at all the terrible things happening to her and around her while being completely unable to stop laughing. After a protracted struggle, the heroes finally took down the last of the goblins in the immediate vicinity, though the sounds of combat, guards yelling and goblins shrieking could still be heard in the distance. Father Zantus rushed to the party's side and healed the wounded. As the party tried to thank him, a high-pitched scream and the sound of a dog frantically barking came from the north. The party rushed off towards this new threat, finding a nobleman attempting to hide behind a rain barrel, while a large black mastiff was engaged with a goblin carrying a crude polearm and astride a hideous, patchy-haired cross between a dog and a giant rat. Before the party could intervene, the goblin cut down the dog with his horsechopper and three previously unseen goblins rushed from hiding to celebrate. Leaping into action, the heroes took the cheering goblins by surprise and were able to make short work of the three on foot. The mounted goblin proved tougher, but even he fell after Seraphine finished his wounded mount off with her rapier before driving her dagger into the goblin's throat. Future Plot:
I'm sure the dashing half-elven woman with a Charisma of 16 striking the finishing blows on both of the most-formidable enemies threatening Aldern's life will have zero consequences down the road. :) The goblin's dispatched, the nobleman approached the group and introduced himself as Aldern Foxglove and promised them all a reward for saving his life should they seek him out at The Rusty Dragon in the next few days. Returning to the town square, the sounds of battle seem to have faded and all the goblins appear to be dead or fled. As the heroes take stock of what just happened, numerous townsfolk come over and thank them for their actions before retreating to their homes, including Ameiko Kaijitsu, who offers the "goblin slayers" free rooms as the Rusty Dragon for a week. Ella checks in with Ameiko to make sure she's okay and the bartender tells her not to worry before heading off towards her inn. As she leaves, Sheriff Hemlock approaches and thanks the party for their assistance, as his men were hard-pressed with this many goblins about. As the party begins to discuss the assault with the sheriff and how it could have happened, Naffer Vosk, the hunchbacked town gravekeeper, rushes up to inform the Sheriff that someone has desecrated the vault of Father Tobyn, the former town priest. --I'm going to cut it here as I need to go to bed. I'll try to post the rest of session 1 tomorrow. Quote of the Session
--There was some mild friend vs. foe confusion from Ella's player, who didn't realize Aldern's mini was the hiding nobleman and not another enemy. Had she actually shot him like she originally declared, between Aldern being hunched over behind the barrel and Ella's height, her crossbow bolt would have likely struck him directly in the backside. ![]()
I took a break from gaming for a few years and just started getting back to it in the last month or so. It was for a variety of reasons, and every time I thought about starting again, something would come up and I would put it off. The most recent reason being that my younger brother, who had been a constant presence in nearly every RPG I've run since we were kids, passed away unexpectedly last year. So it took some time for me to be ready to play and GM again. Since I'd been out of the saddle for so long and my remaining players didn't care what we played, just that we played something, and none of them had played RotRL before (my only remaining player who had played Rise bowed out because the long drive to the sessions just wasn't feasible for her with her current situation), I decided easing back in with an AP I was very familiar and comfortable with would be the way to go. I did have a thread from the second time I ran RotRL many years ago, but I didn't really keep up with it. Hopefully this one will go better. I'm running this in 5E (2014 rules with a few things pulled from the 2024 rules that were easy enough to slot in and I liked better than the old rules) and, for the first time ever, in-person. (The previous campaigns were on Roll20.) I have 5 players, with rolled stats (I gave them the choice or roll or PB and they all chose roll) starting at 3rd level and with a free feat. So if some of these encounters seem overtuned, that would be why. :) Each PC also has a modified Campaign Trait (you can check out my previous thread linked above if you want to see what I did for those). Our Dramatis Personae: Amber CG Half-Elf Urchin Trickery Cleric of Desna
Ella Roywyn Lilli Garrick NG Gnome Folk Hero Swarmkeeper Ranger
Nissa CG Gnome Outlander Wildfire Druid
Seraphine Blacktide CG Half-elf Pirate Swashbuckler Rogue
Vylathel "The Midnight Sun" N Tiefling Gladiator Eldritch Knight Fighter
As I mentioned, we rolled for stats and everyone rolled ridiculously well (which is definitely better than everyone rolling bad except for one player or vice versa) and as result the party's average Charisma is 14.4, even though Seraphine is the only one playing a class that gets any mechanical benefit from Charisma at all. It almost puts the old "Pretty Party" (Paladin, Bard, Sorcerer, Warlock) from my friend's old Wrath of the Righteous game to shame. This is my first time running of RotRL without anyone playing a wizard, so that might be interesting once the Thassilon stuff starts taking center stage, though Vylathel is an EK and his player has said she might take a wizard dip for more spell versatility later. We'll see. She already switched Vylathel from Dex-based to Strength-based when she realized no one else in the party could wear heavy armor or lift anything moderately heavy. I'm also keeping a close eye on Nissa/her player. As mentioned her player is brand new to D&D and glommed onto the Wildfire Druid and the fact that it would allow to have a "flaming emotional support kitty" but she's finding the class a little overwhelming. We're all doing her best to help her out and encouraging her, but I've also let her know that if it feels like it really is too much we can rework her character into something with a few less moving parts. ![]()
My players almost made a very similar mistake before one them said "You know, this is a palace belonging to an ancient wizard, there might be someone in here that could find and dispel the mansion. We should cast it back in the city." I was mildly disappointed because I already had the gears turning along the lines you ended up using before they did the smart thing and I had to discard them. ![]()
I'm not doing XP for my run (I briefly tried using the alternate XP system from the Unearthed Arcana article but abandoned it) have just been using milestone leveling. (Though because I have a party of 6 I've been leaving them about 1 level behind where the AP says they should be.) They hit 11th level after Mokmurian and I'm going to boost them to 12th once they defeat Freezemaw. We left off last session with them opening the secret door into the Scribbler's lair and a strange voice (The Scribbler) calling out from the fog and darkness in the demanding to know who they are. Ultimately, I don't think it matters too much about the pace you level them up at as long as you keep the party's current abilities in mind when converting the baddies over. One thing I didn't do that I should have is convert the treasure values. Even with removing a ton of random +1/+2 cloaks, rings, weapons and armor from the AP, the party still has a ridiculous amount of money. That being said, I'm rolling randomly for the items available at shops (or, more specifically, using the Donjon shop generator) so they can't kit themselves out exactly how they want. ![]()
For what it's worth, when my PCs were all fired-up about tracking the goblins, I had an incredulous Sheriff Hemlock ask "You bunch want to go tearing off into the woods at night after a bunch of bloodthirsty maniacs that can see in the dark?" which made them decide to wait until morning. A heavy rainstorm overnight conveniently (for me) muddled the tracks. They ended up making their best effort at following them. They didn't find the raiders, but they did find some goblins that had attacked a merchant wagon. (I used this to introduce Bruthazmus and Shalelu, as someone else had suggested on the board.) Once the goblins were slain and Bruthazmus was chased off, Shalelu asked the PCs to accompany her back to Sandpoint, as she had urgent news for the Sheriff. (She then did her info dump about the various goblin tribes on the trip back to town.) ![]()
I ran it as-written the first time (though I sprung it on my players on a whim because the rest of the group decided they were going to help the rogue deal with Shayliss' "rat problem" after the two of them left, so I had them run into Amele as they were rushing out of the Rusty Dragon) and the group found it kind of depressing and were irritated when Amele's sister blamed them for failing at their hero-ing. For my second run-through I had little Aeren run up to the "Heroes" on the street to ask for help with the monster in his closet, only to have Amele come over and apologize for her son's behavior. The group told the kid to be brave and stand up to the monster. When events then unfolded as written in the AP they ended up feeling really guilty about the whole thing and willingly took their lumps from Amele's sister. They also vowed to show any further goblins they met no mercy. ![]()
The PCs defeated Mokmurian last night. That being said, it was incredibly close fight with 2 of the PCs down and rolling death saves and the rest of the party really low on HPs. While 5E's concentration mechanic prevents Mokmurian from layering on cloud spells like in his listed tactics, using Transmute Rock followed by Cloudkill really makes for a bad day for the party if they don't have any wind spells prepared (mine didn't.) I didn't even have to use another action to dispel the mud back to rock (and thus trap anyone in it) because trying slog through at 1/4 speed and constantly getting stuck was hindering enough to them. I allowed him to create a fog cloud as a lair action (to free up his concentration on that) so in addition to the mud slowing them down they had a very hard time seeing him to target him while he was able to target them with impunity because of his fog-cutting lenses. ![]()
I guess it depends on if they admit to it. My first party somberly told Horran that Lettie had passed, but didn't give them the details as to how. The second party insisted on bringing her body back to town and have Father Zantus perform last rites and see that Horran was taken care of. Zantus or Hemlock may have noticed that she died from a sharp weapon rather than a ghoul's claws and teeth like the others, but neither of them broached it with the PCs. Honestly, my PCs felt guilty enough in both instances, I felt no need to bring the law down on them. (Especially since, considering the circumstances, it was a somewhat understandable tragedy from the view of Sandpoint's powers that be.) That being said, if the PCs show no remorse and/or have already been behaving in ways that have put them on the town's bad side, by all means put them on trial. Considering the circumstances, I don't think even the most reckless murder hobo players could conceivably be charged with murder, but a manslaughter (or the medieval equivalent) conviction and a fine paid to any surviving Guffmins would be appropriate. (Especially if the PCs decided to continue on shooting scarecrows after discovering they had killed a person.) ![]()
My current party is level 10 and just made it to the Ancient Library level under Jorgenfist. Lucrecia has taken the "constant thorn in our side" role that Xanesha had in the previous campaign. So far they have fought her three times and she's escaped each time. The party rogue even took Alert at 10th level specifically because she was tired of Lucrecia's invisible antics. One house rule I've adopted (based on Matt Mercer's rule on Critical Role) is changing the per turn spellcasting limitation from Bonus Action Spell and Cantrip to one of the spells can be no higher than 2nd level. While this helps the party out a lot (the cleric loves being able to drop a level 1 or 2 Healing Word on someone and still be able to "cast something cool") it also helps the bad guys out as well. Most enemies don't survive long enough to burn through all their spell slots, so giving them the ability to potentially cast two spells a turn means they get to do more things before the party inevitably kills them (or makes them run away.) I pretty much give any sorcerer enemies they face Quicken Spell as one of their metamagics. And clerical badguys who are on the ropes can sometimes give themselves some breathing room by pairing a casting of Sanctuary with a healing spell. So far the only legendary creatures they've faced have been Xanesha and Lucrecia. (ETA: And The Black Magga) I also made the Black Monk legendary (though they haven't investigated the Black Tower and might never do so) and Mokmurian will be when they face him. That being said, Chapter 5 looks to pit them against a fair number of legendary foes (The Scribbler, Arkhryst, Azaven, and High Lady Athroxis will all be legendary.) I try to look at each enemy's background and status when determining if they should be Legendary.
I agree that everything they PCs face shouldn't legendary, but if there's a logical reason a specific enemy should be more than a normal foe, feel free to make them legendary. As far as making the players use all their resources, sometimes it's a matter of not giving them a chance to rest so they're forced to press on and burn through everything. Assume the PCs will always take a rest if they have the opportunity to do so. In some cases you can put in a time restraint or not give them an easy safe place to rest in. Other times you have to assume "My PCs will probably rest right before this and be at full strength" and then plan the encounter accordingly. In the end, though, how challenged the party feels is more in how likely it seems to them they're going to die, rather than how many spells they have left when its over. ![]()
Something I've started doing, which seems to really help the "my PCs have lost sight of the plot" issues is I do a recap of "the story so far" at the start each session. I generally go back as far as the start of the current chapter in my recaps (or do a general recap of the previous chapter if it's the first or second session of a new chapter). I generally get a "that's right, we did do that" response from at least one of my players during the re-cap, so it seems helpful in reminding the players of things they may have forgotten that their characters likely didn't (since the latter actually lived through it.) ![]()
Fumarole wrote: My players just think the sihedron runes are part of a cult (they don't think the Skinsaw Cult was fully destroyed), and they took Kaven prisoner once they found the tattoo. They think each person with a medallion they've killed is associated with one of the seven deadly sins, even though I don't think I've given any indication that this is the case. They don't make much use of NPC knowledge, so that's why I think they're kinda lost. They wrote off Brodert Quink as a crazy person, so they really have little idea of the larger picture and don't know much about Thassilon. We also barely manage to play every two weeks, so the time gaps between sessions don't help much. But they're having fun killing things, so I don't think it's a big deal. They're currently in Fort Rannick, but I think after the Barl fight they will have a better idea of what's going on. My second group is very similar to yours. They're convinced that all the bad guys they're fighting are members of a cult dedicated to worshiping the ancient Runelords and each medallion bearer is the cult's representative of each sin. No clue how they got on this track (since my first group pretty much followed the clues correctly and I haven't really done anything different this time around. The biggest difference is they're just not that interested in doing research or asking obvious sources of knowledge like Quink.) ![]()
Ambrosia Slaad wrote: Hopefully, it can be a prequel with Nat bioenhanced with the Red Room longevity formula, and thus include Agent Peggy Carter, Dottie Underwood (squee!), and Winter Soldier Bucky. I am hundred times more excited for this possible movie now than I was when I first heard the news. Make this happen, Marvel! ![]()
Alceste008 wrote:
Unlikely. Forbes had an article that said the falloff between TFA and TLJ is on par with the falloff between ANH and ESB (which is frequently touted by fans as the best of the entire series.) ![]()
Terevalis Unctio of House Mysti wrote: I liked what they did with Leia, finally using the Force to move one's self. I thought the scene was shot a little goofy, but I didn't have an issue with what she did. I assumed it was a variation on a stand Force Pull effect. She attempted to pull the ship towards her but having less mass she was effectively pulled to the ship instead. Vidmaster7 wrote: I wanted him to actually be on salt planet. Stopping all that firepower with the force would of felt more impressive then hologram trick. Then the the obi wan thing and let kylo win after everyone escapes. Kind of to pass on the torch and to become more powerful then he can possibly imagine thing. I don't think the movies have ever established that Luke is super-powerful compared to other Jedi. Beyond that, if Luke was able to resist that kind of punishment with the Force, one wonders how most of the Jedi order managed be killed off. I personally thought the scene as presented went brilliantly. Luke got to be a BAMF while the audience went "How is he doing that?" with the final reveal answering that question. It was also a classic Jedi thing to save the day without resorting to direct violence. He also created an inspiring moment and added to his legend (see the kids retelling the story to each other in the final scene) and while him allowing Kylo Ren to kill him directly might have been a callback to Obi-Wan, I think him saying "See you around, kid." and simply vanishing is far more legendary, from an in-universe perspective. ![]()
I'd have to re-watch, but I think the whole idea of the Star Destroyer support for the TIE fighters is that their big guns were able to punch holes in the shields of the opposing capital ships, which is what allows the TIEs to do damage on their run. Once the Rebel ships pulled out of the Star Destroyers' effective range, the TIEs no longer had the ability to damage the Rebel ships. Again, there's a lot of hand-waving involving the actualities of space combat in a universe where star fighters behave like atmospheric fighter jets, you have to travel horizontally along a trench on the surface of a space station to reach your target, rather than coming straight at it vertically and a collision from a spinning-out-of-control damaged star fighter is consistently far more dangerous to enemy ships than one actively firing its weapons. ![]()
I've got two friends who have lived and breathed Star Wars since we were all kids and they absolutely loved The Last Jedi. (One them had "To become a Jedi like my father before me." as his future aspirations quote in our senior year book.) So it's not that all the fans that hate it, just a section of them. If people want to hate it, that's fine. Everyone is entitled to their opinion and you'll definitely have company, but it's disingenuous to say "The fans hate this movie." ![]()
BigNorseWolf wrote:
I'm not trying to be persnickety. An escape pod and a shuttle are two very different things in the Star Wars universe with two different purposes. Ships tend to carry a large number of escape pods (since their entire purpose is to escape a damaged vessel, much like life boats in our world, and they generally don't take up a lot of space) whereas a shuttle is meant as transport between larger vessels and/or locations. In Star Wars they seem to seat between 2 and a dozen crew/passengers and have some level of hyperspace capability. The number of shuttles assigned to a ship seems to vary wildly based on ship size and function. Spoiler: How many shuttles there were in the Rebel fleet is unclear. If there were a large number of them, could they have been used to enact a different plan than what Admiral Holdo had concocted? Sure. But first she would have to know that those shuttles wouldn't be tracked by the First Order through hyperspace and picked off. Which would have required Poe, Finn and Rose to inform her that they had figured out how the FO was tracking them. ![]()
BNW: Spoiler: You keep mentioning an escape pod that leaves and comes back, but I don't know what you're referring to.
Finn and Rose take a shuttle. I guess you could argue that "why didn't they use the shuttle to evacuate?" but I can't even begin to imagine how many hundreds of trips that would take. One shuttle launching and immediately jumping to hyperspace is unlikely to be noticed (or, if it is noticed, it's already gone), but the same shuttle doing it hundreds of times probably would be. They return to the fleet in a cloaked ship and with the assistance of a skilled thief. Even then, their goal is Snoke's ship, not reuniting with the Rebel ships. Rey takes an escape pod from the Falcon and gets picked up by Snoke's ship, and then steals Snoke's escape pod and gets picked up by the Falcon. At no point in the movie do we see an escape pod enter hyperspace, much less leave and come back. ![]()
I actually really like Poe's character. I was rooting for him the whole way Spoiler:
through the mutiny until Leia stunned him and it was clear he'd messed up.
And he did mess up. Even if you think the Admiral owed him any explanation at all, he still not only withheld his own plan from her, but also the information on how the First Order was tracking them. (Remember, Finn and Rose are the ones to figure it out, who then tell Poe.) Had he told the Admiral what the First Order was doing to track them and she was still dismissive, I'd be firmly in the "he had no reason to believe the Admiral was actually going to do something" camp. My question is would folks be just as angry if the situation was reversed? Poe doesn't piss off Leia at the beginning, maintains his rank and takes command once all the flag officers get blown into space. He has an idea to save them, but he's worried about showing his hand to the First Order so he keeps it close to the vest. Some other officer or fighter pilot who thinks that Poe's going to get them all killed based on his reckless reputation stages a mutiny and manages to thoroughly muck up Poe's plan. Would you be mad at Acting Admiral Poe in this instance? As for the Hyperspace stuff, Spoiler: it's been made pretty clear in the movies that you can't just stop on a dime coming out of a jump unless you're Han Solo piloting the Millenium Falcon. No one else, that we know of, has ever been crazy enough to try it (or at least lived to tell about it.) We've also not seen anyone do the sort of multiple short jumps that would have been needed to cut off the Resistance ships (since, as others have said, they can alter their own sublight course as soon as they detect you spinning up your hyperdrive.) ![]()
Spoiler: 1) Who says Poe is a traitor? He's just a hotshot with a tendency to shoot his mouth off (case in point when he basically spills the beans about the Rebels' plan to Finn over an non-secured and easily-overheard comm.) I've never served in the military, so maybe I'm missing something, but I didn't think it was common for Admirals and the like to keep their subordinates up-to-date on their plans whenever one of the latter is simply seeking reassurance. Especially a subordinate who was recently disciplined for disobeying orders. 2a) The effectiveness of fighter craft versus capital ships in the Star Wars universe seems to vary wildly, depending on the needs of the plot. In general a fighter craft spinning out of control after being shot down tends to be drastically more dangerous to a capital ship than one actively trying to do damage with its weapons. I'm willing to accept a lot of handwaving where their capabilities are concerned. 2b) Why the FO sending a ship ahead via hyperspace wouldn't work has already been discussed. 2c) Why would they need to call for reinforcements? They've already got the Rebels outgunned, their movements tracked and they're quickly running out of fuel. Those other ships are probably better-served conquering former-Republic systems. 2d) My understanding is the Rebels were cloaking their transport ships in some fashion, which meant the FO didn't see them until they knew what to look for. ![]()
Finally saw it over the weekend. Not a perfect movie, but I definitely enjoyed it more on first-viewing than I did TFA. For those of you blaming Holdo for
Spoiler:
not letting Poe in on her plan, why does he get a pass for not letting her in on his plan?
Also, I think if Admiral Akbar had taken over, there would have been less reason for Poe and/or the audience to distrust him and the whole point of of that plot line was for Poe to learn that being a reckless hotshot doesn't always win the day. And I agree with those saying Star Wars tech rarely makes sense. The tech has always been there to serve up certain imagery, rather than being a logical product of high-tech society. ![]()
I enjoyed it. I thought the makeup and special effects were pretty well-done. All the major elf and orc characters looked the part. (Some of the random elves in the Elf Town scene, not so much.) The elven "assassins" were really cool. The movie as a whole didn't blow me away, but I didn't regret the two hours I spent on it. Solidly 3/5 for me. Definitely a little overstuffed on the world-building (the whole Shield of Light thing definitely felt wedged in to setup a future sequel/series) All the little background touches (the afformentioned dragon and the centaurs, in particular) were nifty. ![]()
I think Brienne's hunt for Sansa was probably the worst plotline in the books. I love the character, but spending hundreds of pages watching her going in what you already know is the wrong direction and not have anything important happen until the very end (and then what actually happens is both extremely frustrating and then left ambiguous) is one of the reasons book 4 is such a slog. ![]()
Thomas Seitz wrote:
That she can beat the crap out of Kara, apparently. All jesting aside, we don't know for sure what it means, yet. Whether it was genetic engineering or selective breeding or something else. All we know is she was created to conquer/destroy worlds whereas Kara and Kal-El are normal folks. So I'm okay with Reign being able to take Kara down (at least for now.) jemstone wrote: Which, of course, also begs the question of - if there was Kryptonian space travel and interplanetary commerce - why was it so hard to get people off of Krypton, and what happened to all those other Kryptonians who were off-world when their planet blew up, but... hey... what do I know? I've wondered the same thing. How were the folks on Fort Roz and the poor schmuck whose pod Mon-El stole the only Kryptonians off-world when it blew, considering they were obviously a space-faring society. ![]()
The only specialized streaming service I might shell out for is the Warner Brothers one because of the resurrection of Young Justice (the Titans TV show and rumored Harley and Ivy show are just a bonus.) Discovery certainly wasn't enough to get me to pay for CBS All Access (especially since every thing I've heard says it doesn't feel like Trek.) ![]()
SmiloDan wrote:
"Oh, no, you've grabbed me, whatever should I do except continue to cast my spells with zero hindrance whatsoever?" Grapple doesn't do much unless you can forcibly move them somewhere they don't want to be. (And even then Misty Step or Dimension Door resolves that problem if it take you more than a round to get them there.) Petrification or Hold Person might work, if you can get them to fail their save (remembering that a 1 is only an automatic failure on attack rolls in 5E) and they don't counterspell it. I don't know, I'm running a 5E RotRL game and if I were to give special K that spell, it would probably result in a TPK. ![]()
So here's something I've been wondering about: Green Arrow and his team have directly worked with ARGUS numerous times and Oliver has been an (unwilling) ARGUS agent since well before he returned to Star City and ARGUS was well aware of Oliver's activities as The Hood and made no effort to stop them. Couldn't Lilah, as director of ARGUS, call up the FBI director and say "Oliver Queen is one of ours. Drop the case."? (Leaving aside any ethical and legal quandaries involved in government spooks getting special treatment.) ![]()
You'd think Supergirl X would have been a little more affected by getting shot with a Kryptonite arrow, considering how much just being in proximity of Kryptonite affects original Kara. (Maybe it's a side-effect of her blood being over-saturated with solar radiation, it just seemed odd.) I really enjoyed the two episodes, though "Earth 1 Thawne with Wells' face: alt-Earth Nazi True Believer" seemed really weird. Awkward wedding attendant was definitely a time traveler and likely a Barry/Iris descendant, IMO. ![]()
I don't see why some version of Chloe couldn't exist in the Supergirl universe or why anyone would think she would have to explicitly be the Smallville version. I thought it was a fun reference. I will say both the actresses playing the younger versions of the Danvers girls did an excellent job of emulating the speech and mannerisms of the originals. I did find the blue contacts that young Kara was obviously wearing a little distracting, but her performance was spot-on.
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