Amiri

Maddy Tallbird's page

5 posts. No reviews. No lists. No wishlists.


RSS


Thanks for the advice guys, I've got some planning to do I think :P


Hey all, so I've been running RotRL for a few mates, it's been going good. They got to Thistletop a couple sessions ago, got through everyone on the ground floor (although Ripnugget put up a hell of a fight), went straight down the northmost stairs into Lyrie, who they chased downstairs and killed, immediately walked into the trap (although reflex saved), and instead of being like "Huh, there's a trap, let's be cautious" immediately went and opened the door to Nualia's room.

At this point, faced with a big scary lady with a monster hand and a huge sword, the cowardly Sorcerer fled, the rest of the party (including Shalelu) following. They get back to camp fine.

During the night they're attacked by a few straggler goblins who they missed at Thistletop and, once they've healed up as best as possible (with the Paladin and Sorcerer still being on <1/2 HP) they go back inside. I reason that Nualia, aware that there's a team of adventurers about, would station Bruthazmus and Orik at the bottom of the two sets of stairs to watch out, and I pulled one of the Yeth hounds back downstairs to guard their master.

So the party head down the same stairs, straight into Orik, who calls for Bruthazmus. Orik cuts through the fighter handily with the help of the remaining Yeth (whose scary baying howl managed to fail on everyone except the Sorcerer), Bruthazmus turns up and Shalelu goes blind with rage at the sight of her arch-enemy, and the two go at it. Eventually Bruthazmus and Orik are brought down to low HP, Orik surrendering and Bruthazmus running downstairs to be with Nualia - Shalelu follows, managing to kill Bruthazmus just inside the doors to the room where Nualia, now alerted, is waiting with the two remaining yeth hounds. The party book it out of there, barricading the doors with desks and tables and the like, and decide to go back to Sandpoint to heal up properly and hand Orik over to the authorities.

So, at this point, what does Nualia do? I kind of think that, left on her own with her yeths in Thistletop, she'd want to get out of there before the party presumably comes back - but how desperate is she to get to Malfeshnekor? Any advice? I'm still pretty new to GMing so I'm not great at changing the AP on the fly.


Got it last week, just started reading today - my first Pathfinder AP :D Well, other than the RotR anniversary edition.

Only up through Part 1 so far, small thing - right at the start with the map of the square outside the opera house, it says that the squares marked as such are densely crowded by protesters and are thus difficult terrain, but there doesn't seem to actually be any crowd on the map? I don't tend to use maps anyway so not a problem for me, just an odd thing I noticed. Unless the idea is that the GM mark the crowd themselves? Anyways.

Second the statements about the prettiness though, gorgeous book!


Oh if you see any major rules issues by all means, point them out, cos chances are I wouldn't know better otherwise :P I'm still pretty new to Pathfinder in general, let alone GMing.


Hey there guys and gals,
I'm new (as you can see), not only to the forums but to RPGs in general I guess - I've been a part of a couple of Pathfinder games over the past few months, and a couple of friends of mine who are tentatively interested in playing asked me to GM a little taste-tester game for them, and I jumped at the chance. I've always loved creating worlds.

So anyway, I pulled together this opening adventure for the campaign - the premise heavily inspired by WotC's free online "A Dark and Stormy Knight" adventure - to be pretty linear and with a few bits to show off various game concepts.

Any suggestions or tweaks or changes or whatever are welcome and encouraged, god knows I probably need them. I kinda fudged.. most of it. Messed with some stat lines to skew things a bit more in the party's favour, but hopefully not so much that it isn't challenging at all.

The statlines are cut to the bare minimum necessary for combat, because chances are I won't be needing the rest of it - and the number in (brackets) next to each enemy is the number of enemies, rather than the level of that enemy or anything. My markup can probably use some work :P

The descriptiony bits are really just as guidelines, I'm pretty good at coming up with that sort of thing on the fly so as cheesy as they are, that's probably not how I'll actually read them. But yeah, adventure is below the jump below, if you take the time to read it please tell me what you think!

Any Cave in a Storm:
The party are travelling through the woods near the small town of Tanner’s Bend. If they are travelling together, they’ve been sent to find a camp of goblins who have been attacking local farmsteads and homes more and more over the past couple of months. If not, they just all happen to be travelling through the woods.

Deep in the night, a heavy storm brews, lashing the party members with rain as thunder peals and lightning flashes. They head for the shelter of a cave opening in a tall ridge, either separately or together, and as the storm rages on they resolve to spend the night in the cave.

All of a sudden, an almighty crack pierces the rumble of thunder as a tree growing over the edge of the ridge is struck by a bolt of lightning, collapsing and dragging half the ridge with it. Rocks thunder past the mouth of the cave, until finally one last enormous boulder slams down across the entrance, blocking it completely.

The sound of the storm is muffled and now another rumble is discernible from the thunder outside; from deeper in the cave, they hear a chilling roar…

1) The Cave
The cave is wide, dark and damp. The walls and ceiling are rough and jagged, with many small outcrops of sharp rock, but the floor is curiously smooth. There is a scattering of bones across the floor, and it seems like this cave has been used as shelter for other animals in the past. The boulder across the entrance is huge, and completely immovable to the party.
- A character with dark vision can make out a crack in the back wall of the cave.
- If there is no dark vision character, after a while the light and noise emanating from the back of the cave will lead them to the opening.

2) Goblin Hall
Going through a large, natural crack in the cave wall, the party moves along the tunnel behind. The tunnel is low, with tall characters having to duck to fit through.

It opens through another, larger crack into a large cavern, probably double the size of the cave. While obviously shoddily done, this cavern seems more intentional and made than just a natural formation. Scattered around the hall haphazardly are three or four wooden tables, with stools placed around them seemingly at random.

There are two exits from the hall, one to the left and one to the right. The scent of meat wafts into the hall from the latter.

Two goblins are sitting at one of the nearer tables, their backs to the party. Immediate DC20 stealth check from the leading member of the party. If successful, the goblins are unaware of the party’s presence. If unsuccessful, the goblins turn to stare at the intruders, their mouths agape, with half-chewed hunks of meat hanging from their hands. With a shriek, they drop their food and scramble to ready their weapons.

Goblin (2) – XP 135
Initiative +6
AC 15, T 11, F-F 13
HP 6

Shortsword (1d4/19-20)

STR 11, DEX 15, CON 12, INT 10, WIS 9, CHA 6
Melee Attack +1

- If the encounter in the hall takes longer than 4 rounds to resolve, the goblin chef will leave the kitchen to help the two goblins.

3) Kitchen and Larder
A smaller room opens off the main hall, filled with smoke. A couple more small tables fill the space, laden with assorted meat – it smells disgusting.

Off to the right there is a large alcove, filled with more meat and various cooking supplies and – to your horror – some human corpses.

Amid the culinary chaos stands a goblin, an absurd chef’s hat upon his head, his armour covered in a too-big apron, specked with dirt, blood, viscera and goodness knows what else – he gives a scream of anger and leaps at you, brandishing a bloodied kitchen cleaver.

Goblin Chef (1) – XP 135
Initiative +6
AC 15, T 11, F-F 13

Cleaver (1d4/3x)

STR 12, DEX 15, CON 12, INT 10, WIS 9, CHA 6
Melee Attack +2

4) Hallway
As the party moves through the hall they come to an intersection, with a muffled yelling coming from one direction and the chittering of more goblins from the other, and three of them round the corner – one of them appears to be in charge, dragging a human longsword lazily behind him along the cave floor, the weapon nearly as tall as he is. As they spot the party, he screams at the other two and commands them to attack the party.

Goblin (2) – XP 135
Initiative +6
AC 15, T 11, F-F 13
HP 6

Shortsword (1d4/19-20)

STR 11, DEX 15, CON 12, INT 10, WIS 9, CHA 6
Melee Attack +1

Goblin Lieutenant (1) – XP 150
Initiative +4
AC 16, T 11, F-F 13
HP 7

Longsword (1d8/19-20)

STR 12, DEX 15, CON 12, INT 10, WIS 9, CHA 6
Melee Attack -2

- The lieutenant will stay out of the fight and merely shout orders at the other two until it is clear the fight is going badly, and then he will try to flee to the ogre room, to set the beast loose.

5) Spiked Pit Room
The party follows the muffled yelling noises through the tunnel to their left. They find a man trussed up and laying on the floor, near the edge of a pit which, on closer inspection, is full of spikes.

The man turns out to be a thief/rogue/a!%&&%$ named Tarren, who did some bad thing to one of the party recently. He begs to be set free – he can fight, he exclaims! I’m trained with a bow! The party must decide what to do; free him, arm him, kill him or leave him.

Tarren (Brigand) – XP 0
Initiative +1
AC 11, F 11, F-F 11
HP 10

???

STR 13, DEX 13, CON 12, INT 9, WIS 10, CHA 8
Melee Attack +1
Ranged Attack +2

- If the party decides to free and/or arm him, as soon as the party is tied up with fighting in the next room, Tarren will attempt to flee, taking any and all equipment given to him by the party. A successful perception check on a D18 will give the closest party member a chance to restrain or attack him, noticing the coward trying to flee. Otherwise, any enemies he passes may get an attack of opportunity.

6) Ogre Room
The roaring is incredibly loud now, the sound rattling the party’s heads. They round a corner in the tunnel, which opens into an immense cavern, 20 feet tall at its peak at least.

There is a huge door stretching across the opposite wall, and a small tunnel leading off to the right. A large, crudely made chandelier hangs from the centre of the ceiling, attached via chain to a pulley by the door.

Facing the party are two goblins with spears, who look as if they’ve been expecting them and, off to the side and restrained with heavy iron chains sunk into the rock wall, roaring in fury and fear of the crashing thunder above, is a fully grown ogre. The poor beast looks much the worse for wear, skinny and with several oozing cuts and sores on its torso.

Goblin Guard (2) – XP 150
Initiative +4
AC 16, T 13, F-F 14
HP 9

Shortspear (1d4/x2)
Shortbow (1d4/x3)

STR 11, DEX 15, CON 12, INT 10, WIS 9, CHA 6
Melee Attack +1
Ranged Attack +1

Weakened Ogre (1) – XP 500
Initiative -1
AC 16, T 8, F-F 16
HP 23

Fist (1d8+3)
Fist (1d8+2)

STR 17, DEX 7, CON 14, INT 6, WIS 10, CHA 7
Melee Attack +3
Second fist attack -2

- If the goblin lieutenant was killed before releasing the ogre, the ogre can make a strength check against DC 17 to break free.
- Once free, on a percentage die, the ogre will attack any surviving goblins on a 0-75%, and a party member on a 76-100%.
- If there are no goblins left, the ogre will attack the party.
- The ogre, once released, fills the cavern with its bulk, formidable despite its weakened state – if a resourceful party member drops the chandelier onto the beast, it takes 1d8+3 damage and must make a DC15 Ref save to avoid being set on fire.

7) Treasure and Throne Room
The tunnel off from the ogre room leads into a chamber filled with what appear to be the spoils of the goblins’ raiding. There is little of true value, as most of the local people are simple farmers. Mostly the treasure is made up of heirlooms, wedding rings, some gold and the like. A large chair, seemingly a throne, sits empty amongst the piles of loot, proud upon a dais, with plenty of room before it for a large crowd.

8) Exit
The party opens the immense wooden door, wondering how exactly the goblins manage to get this open and shut, tiny as they are. The tunnel behind the door is wide, and ends in what is seemingly a smooth wall. Closer investigation will show that the wall is entirely incorporeal, and the party can pass straight through it, and out into the forest on the other side of the ridge.

The party returns to Tanner’s Bend with tidings of the defeat of the goblin raiders.

TOTAL REWARDS
1625 XP (540 XP each)
- 90XP if chandelier was dropped on ogre
- 30XP each for success on the DC20 stealth check

1350gp (450gp each)
- Assorted small-size weapons and armours if goblins are looted
- One medium longsword
- Some gems from the treasure room (probably belonging to the people of Tanner’s Bend)
- A fancy ring with an engraved sigil of a wolf’s face