Kullen the Rabbit


Age of Worms Adventure Path


Tomorrow I PCs fight Kullen and crew. Kullen has a +13 skill in jump. In rage he has +15.

Erik why did you give him a potion of jump? That puts him at +25. I'd like to use this fact to impress the PCs. Any suggestions? I'm not 100% sure on what options I have with the jump skill. Can you use the jump skill to jump over players?

The fight is going to go down at the Feral Dog. How deep is the dog pit in area 12? Let's say it's 8 feet (would be a DC 32 no run high jump for a medium sized quadriped, should keep the dogs in). How tall do you think the floor is from area 12 to the observation opening in area 1? I'm going to make it a slightly cramped basement with an 8 foot ceiling.

Let me know if this is too brutal for the PCs. Right now in our downtime emails the PCs have gotten to a point where they did blah on their diplomacy. The most charismatic party member (who also happens to be the strongest) approached the half-orc and offered to buy the party a round of drinks. Kullen yells at the Grovic the bartender "Miner's Milk!" Kullen will take a few drinks unless the party passes out, at which point they'll drag the party to the abandoned mine for "questioning".

If the party lasts a few rounds, Kullen will feint that he's going to topple over. During his facade, he'll reach out to grapple one of the party members. He'll then drop into the pit along with them, taking 2d6 damage. If the party member survives he'll have to face 2 dogs in the pit. If he's disabled I'll have the dogs fight over him for a few rounds.

Kullen on the other hand will take AOOs from the dogs and pull himself up to the first floor. In the next round he'll use his 40' movement to get the 20' he needs to jump up to the first floor. He can be on his feet in area 1 in the same round at DC 32, so a 7 or better on his jump check.

What does everyone think? The party is only 2nd level, but it consists of 6 strong players with 32 pt buy and action points. This probably sounds pretty brutal, but I want to make it as cinematic as possible. Any other suggestions? I'm still trying to come up with good ideas for the rest of the villains.


He could use the potion to escape, jumping easily from roof tops, or up to the roof tops. Maybe he jumps up on a table then to the chandalier (Which I never spell correctly) to make a movie-like getaway. just thoughts...

ASEO out

Contributor

There was an article in Dragon last year about using ropes and tables and things like that for dramatic effect in game. If there are ropes used to hold simple chandeliers or other things in the common room at the Feral Dog, you could have Kullen jump to a rope and possibly swing on it to collide with PCs to Bull Rush them into the dog pit. With his Jump mod he should also have no problem jumping on to tabletops to get a +1 attack mod against the PCs or even jump up to higher areas of the common room and leap down onto PCs to grapple them or even simply land on them (see Falling Objects pg. 303 of the DMG) dealing 1d6 damage and possibly knocking them prone (treat it as a Trip attack with a +2 bonus as if he was charging).

Anyway, those are some fun and iteresting ideas to make this a memorable fight. Good luck!

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