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!
Hey there guys and gals,
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
2) Goblin Hall
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
Shortsword (1d4/19-20) STR 11, DEX 15, CON 12, INT 10, WIS 9, CHA 6
3) Kitchen and Larder
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
Cleaver (1d4/3x) STR 12, DEX 15, CON 12, INT 10, WIS 9, CHA 6
4) Hallway
Goblin (2) – XP 135
Shortsword (1d4/19-20) STR 11, DEX 15, CON 12, INT 10, WIS 9, CHA 6
Goblin Lieutenant (1) – XP 150
Longsword (1d8/19-20) STR 12, DEX 15, CON 12, INT 10, WIS 9, CHA 6
5) Spiked Pit Room
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
??? STR 13, DEX 13, CON 12, INT 9, WIS 10, CHA 8
6) Ogre Room
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
Shortspear (1d4/x2)
STR 11, DEX 15, CON 12, INT 10, WIS 9, CHA 6
Weakened Ogre (1) – XP 500
Fist (1d8+3)
STR 17, DEX 7, CON 14, INT 6, WIS 10, CHA 7
7) Treasure and Throne Room
8) Exit
The party returns to Tanner’s Bend with tidings of the defeat of the goblin raiders. TOTAL REWARDS
1350gp (450gp each)
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