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My players finished both of these today.
A couple of questions/observations:
The shingle chase was great! It went well, I almost thought Trinia would get away but they finally caught her.
During the shingle chase it says you can move onto a 'square' and then attempt a grapple.
I used the rules and Trinia got opportunity attacks with each grapple attempt. She ended up hitting several times because of that, but didn't do much damage of course.
The problem came up with Trinia's turn and moving on to the next 'square'... the PC's wanted to get the AoO for her moving out of their area(s)... (since she was moving away and then using her wand or casting a spell)
I sad no to this because this was an abstract of an actual chase.
Would you agree or disagree with that? (and why)
For Eel's End.
I was bummed they missed out on getting Majenko into the party.

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I'd agree that you handled the AoO's well. The encounter discourages abstraction of movement, but not necessarily actions. The former shouldn't provoke AoO's, while the latter should (for instance, trying to cast a touch spell, or the grapple your player attempted).
Eel's End:
So, two of the six yes-men thugs are unconscious, Devargo calls in three of his men from the hammocks to the "throne room" to watch the PCs while he heads below decks to retrieve the information. Majenko telepathically pleads with Jirrato for his release, and Jirrato gives the pre-established signal to throw down....
MAN, it's looking to be a wild ride next time! We should be able to get to the Shingle chase. I do want to leave enough time for a departing player's character to give a rousing performance at the Amphitheater, though.

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I thought about doing that with the pseudodragon but I didn't want to spoil the victory the players had with the awesome Diplomacy roll.
Or maybe just have a PC take the leadership feat and the pseudodragon that way... ;)

James Keegan |

We just wrapped up Eel's End tonight. I'll spoiler it, just for the fun.
He challenged Devargo to a knivesies fight, mano-a-mano. If the dwarf won, they keep all the money and get the info, if Devargo wins, he gets all the money in exchange for the info. I figured the King of Spiders can't look like a chicken in front of his men, so he went for it but demanded all the money if he won and they would walk. So they did the game and instead of a dagger in the middle, Devargo kept on one of his gauntlets citing "my house, my rules". The dwarf got punched in the face a few times, took poison damage, but ultimately knocked Devargo off the table and won.
I considered having him drop them from the trap door or start a fight, but I thought it was a ballsy enough challenge to be worth giving them. And it would have been cool to get a pseudodragon, but I didn't want to force a fight or anything.

sempai33 |

We just wrapped up Eel's End tonight. I'll spoiler it, just for the fun.
** spoiler omitted **
For my party
The PC came in the boat without any problem. They talked with Devargo and the bard succeed in fascinating Devargo but didn't ask the good question.
But in giving half of the money and added theirs rolls, Devargo gave them letters. But, in fact, I made become the thugs some Amprei's agents, so they attack the PC without listenning Devargo who wanted to stop them. At the last moment, the bard heard Majenko's call, and the rogue succeed in open the lock but it didn't fly away. In fact, they met Majenko again during the Shinggles chase, for the happiness of my rogue :-)

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Sempai, I especially like the idea that...
If things get dicey, I can have one or more of the men present in the room go after the man they're hired to observe and take out if they have the chance.

sempai33 |

Sempai, I especially like the idea that...
** spoiler omitted **
If things get dicey, I can have one or more of the men present in the room go after the man they're hired to observe and take out if they have the chance.
The explaination of that fact is that....
I don't think thugs obey to Devargo only to show him how much they can be devoted to him and moreover, I think that if Devargo use Amprei's letters to make him friendly, I think that Amprei wants to get back these letters and one way is to send Thugs into Devargo's boat. If I can give you an advice, the best way to do it, is to let your PC make some Diplomacy with Devargo, make them succeed in the negotiation. So he's going to search letters in his room(in my case the bard followed him). He gave letters to the Paladin and when they wanted to leave, thugs attacked them. During the fight, make Devargo act in asking thugs to stop fighting but they didn't obey to him. At the end, in my party, there was one thug who was alive and said that he was paid by Amprei. So the PC knew that Devargo is not a good guy but didn't defeat him (and didn't go under the Throne room so in my next party I wish to make them coming back because Amin (the young non-noble woman at the beginning of the story), will be found addicted to Shiver giving by Degargo's thugs. So they would want to know more and so find spiders under the throne and so on... Moreover, they would find a letter wrote by Miss Arkona in order to introduce her in their mind...

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My group did both the King of Spiders and Shingle Chase last night.
One did a Knivesies match which he won, then another won a little bit on the tables (using the gambling games in Second Darkness) which prompted a little interest from the House. He failed to pick up on the opportunity to go talk to Barvasi so the 'brains' of the outfit, our mage (played by the player who normally plays the brawn in virtually every game we've done) decided to go and bet big on the tables to get the interest looking his way. After a few games he was 200 crowns ish up and the house were a little perturbed. They suggested a roll on the roulette wheel based on the 1 in 12 chance of winning. So of course he made ten times his money by making the roll :) Into the throne room they went and the mage opened negotiations by giving all his winnings (minus the money he'd given his croupiers as tips) back to Barvasi as a sign of good faith. Now I figured this would help with Barvasi's mood and so gave them a slight bonus to his position. Then they started bribing him and with some good rolls on diplomacy from the party (except our Scout/Ranger who could not talk his way out of a plastic bag) they got him on side. So he goes off to get the letters and then tells of how he acquired them. The mage then offered what they had left of the bribe money to compensate for the lost revenue on selling the letters to Amprei. He's now not particularly popular with the rest of the group for giving away over 3000 gold in the space of five minutes.
Onto the Shingles and our Guttermage snuck into the building no problem, but the Scout/Ranger tripped and prompted the neighbours to hear. The chase ensued, but our Cleric managed to get the command spell off twice which halted Trinia somewhat. The Scout/Ranger got aside and moved to head her off, so Trinia went back inside her apartment to escape through the least opposition ie the Mage.
"Come with me if you want to live," was his first words to her and then a stunning diplomacy roll to get her indifferent and a little interested in what he had to say.
I've left the group about to make their decision about what to do with Trinia. I suspect they will let her go and the mage may find she's a little sweet on him in future. Given how much the player hates bards that should be fun. The group have made their mind up about hating the queen so call themselves The Raven Hawk Wing (say it phonetically and fast). I also seem to have a candidate to become Blackjack as well which I never expected.