[Spoilers] Funny Rise of the Runelords Moments


Rise of the Runelords

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My party ended up holing up in the crab's room to rest and had an extended debate on whether they could find a way to cook it without a) giving away their location and b)asphyxiating themselves. They eventually decided to just eat their rations instead.


There wasn't anyone left in the complex except for Mal, and they haven't found him yet.


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My first group immediately went back to town, hired a boat, sailed back to Thistletop, extracted the dead crab, and towed it back to town for the by-now traditional crab-bake on the beach (with Ameiko in charge of the cooking).

It helped that they had killed everything else that was hostile in Thistletop except for Mal, and they knew that he was "under lock and key".

(The second group isn't even at Thistletop yet.)


Phntm888 wrote:
There wasn't anyone left in the complex except for Mal, and they haven't found him yet.

They were in close to the same boat (the goblins were still on the top level, as they had entered complex by scaling the cliff and coming in through the tentamort cave) but they didn't know that and they were in really bad shape, so "Close the secret door and hole up for the night" seemed like their best option.


Kalshane wrote:
Phntm888 wrote:
There wasn't anyone left in the complex except for Mal, and they haven't found him yet.
They were in close to the same boat (the goblins were still on the top level, as they had entered complex by scaling the cliff and coming in through the tentamort cave) but they didn't know that and they were in really bad shape, so "Close the secret door and hole up for the night" seemed like their best option.

My party skipped the Catacombs and went straight to Thistletop via frontal assault with the fort on alert.

What happened::
After they found Tsuto in the glassworks, he sneak attack punched the fighter who opened the door, then tumbled to the secret passage and started running. Most of the party fired arrows after him, except for the half-elf Druid, who wanted to talk to him. With both of them taking Run actions, they outpaced the rest of the party, and stopped to talk. He bluffed her into thinking he was a victim of his father's abuse, and she sympathized because she knew what it was like to be an outcast. She healed him and let him run. She met up with the rest of the party, they found his journal (revealing everything he'd said for a lie), and she went solo to track him to Thistletop while the rest of the party debated what to do.

She got there, avoided encounters outside the fort, and managed to get down to the first level, where she finally found Lyrie. Bluffing she was a friend of Tsuto's, Lyrie held her at wandpoint until Tsuto had finished reporting to Nualia. The Druid and Tsuto roleplayed out his lying to her, and she pretended to join Nualia. By the way, did you know that NO ONE on Nualia's team has Sense Motive? I found that out when I rolled no higher than 5 and the Druid rolled no lower than 14 for her bluffing allegiance. She then went hunting with Orik, managed to slip away from him, and got back to Sandpoint to tell the rest of the party about Nualia trying to summon or free some sort of demon. So they rushed off after sending a message to Shalelu for backup.

I don't even think a stealth approach occurred to them.

Dark Archive

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After a brief diversion to Kaer Maga to sell the Large-sized loot and raise the recently deceased PC gnome, the Five from Sandpoint began to head north towards Skull's Crossing. They had little problem with the stairs leading up into the caves, but only Fociss, the Shoanti inquisitor of Abadar, was able to climb the 15' ledge easily. As he reached the top, he found himself face-to-face-to-face with Gorger and Chaw, and after getting hit hard with one of their flails, he decided to leap back off the ledge. Gorger and Chaw threw a javelin at the party, and it looked like this would be a long standoff between the ettin and the party, none of whom outside of the mage are especially good at ranged combat.

Then the party cleric came up with a plan. "I cast chains of perdition, and try to drag him off the ledge." One high CMB roll later, and G&C are pulled from their ledge.

Unfortunately, Fociss hadn't had a chance to get up yet, so he ended up breaking G&C's fall. "The ettin takes 5 points of falling damage. Fociss takes 5 points of ettin damage."

Scarab Sages

Location: Turtleback Ferry outskirts on road to Fort Rannick. I had dropped a rumor around town that some cat-creature had been trying to lure hunters deeper into the Kreegswood (Kibb - animal companion of Jakardros captured by the Grauls). The party is supposed to notice his cries for help after they've crossed the bridge on their way to the fort. The player that rolls the highest is supposed to hear it. My player, of course, says, "eh.." and refuses to tell the rest of the party what she hears. They continue onto Fort Rannick and barely escape with their lives as a patrol of xxxxx comes out of the fort to confront them. Of course, I had prepared only the Rukus encounter for that night so I had to scramble with what would happen at the fort.

Location: Sandpoint. Exclamation: "Does anyone PROOF read these things?!" My group of 30 and 40 year olds fell into a laughter for 30 plus minutes when I read to them about Nualia and her "celestial taint". It still brings us chuckles a year later.


I started RotR running 2 games at the same time, I thought it would be fun to see how they compared. One group was relatively inexperienced but enthusiastic, they're still going. The other was what I would respectfully call experienced, jaded, power grabbers. An Aasimar Bloodrager, Gnome Druid, Ratfolk Wizard and a Tiefling Monk.

At the festival, the first thing the lvl 1 Bloodrager does is fail to ring the bell with the hammer at the games. So he Intimidates the guy running it, who also runs the armoury when not helping out at festivals, to get the winnings, accusing him of running a crooked game. (Later on when they go to sell items he can't get a decent price on anything unless he apologises, which he refuses to do. So he demonstrates outside the shop to the crowd telling them they're being ripped off until the crowd become an angry mob, and the armoury shuts down)

When Hemlock asks them to help again at the crypt they ask for payment. And then spend almost a whole session discussing the finer points of contractual law to draft an agreement should the villagers continue to want their help.

They don't go on the boar hunt. Just not interested. Aldern leaves town almost as depressed as the GM.

So they get to Thistletop and when they encounter Gogmurt and Tangletooth, the Monk, out of LOS from the others, decides to pet Tangletooth and try and make friends with it, until he reaches 0 Hp, while Gogmurt scampers from bush to bush nibbling away at their HP. Tangletooth joins the party and attacks and is killed by the Bloodrager whereupon the recently healed Monk decides to attack the Bloodrager for beheading the cougar. Cue intra-party fight.

I think by the end, the Ratfolk Wizard had been thrown down the pit to the bunyip, the Monk was in pieces, and the Druid and Bloodrager decided to go their separate ways.

I declined to continue the game with re-rolled characters and the other game has just finished Misgivings without a party death, without making enemies in Sandpoint and without resorting to litigation..


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I don't know that I'd call that "funny," but yeah, it sounds like the inexperienced but enthusiastic party is the better group. I'd rather play with them than the optimizers. The fact you were patient enough to let them make it to Thistltop does speak volumes about you, though. I probably would have ended this game after the Bloodrager's actions during session 1. Either that or had him arrested for threatening the shopkeeper and told the player to roll up a new character.


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Thats Karma for them:-p
i'm rooting for the Newbs:-)


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You say "experienced, jaded, power grabbers;" I say "childish, self-absorbed bullies." Though your use of the word jaded is probably spot on - that group didn't know how to have fun anymore if they weren't making it hard on everyone else.

<in petulant, jock voice> "I'm just role-playing my character." No, you made a character that behaved like a <word that rhymes with trick> so you could be one.

And someone may want to remind the Monk player what Lawful means. <same jock voice> "I'm Lawful Neutral, I can do whatever I want." No, no you can't.


All valid feedback, I chose to treat it as a learning experience to experiment with how much I could think on my feet. The Bloodrager was rolling consistently high Diplomacy rolls to bring the crowd on his side and I rolled with it. My last card was having the Mayor about to make an impassioned speech about her family's history and her love for Sandpoint and that if the players couldn't get on board then they knew where the gates out of town were, but it never got to that. (I should send the speech I prepared to the community resource page in case others face the same issue:)

But there was definitely a lot of "my character wouldn't do that" rather than "Let's see how my character could get with that".


During a sidequest I cooked up to tie up some loose ends the party Skald summoned a pack of monkeys to fight one of the monsters. After successfully disarming the monster of its dagger, the Skald made them try to disarm the monster's natural weapon. The natural weapon being a giant claw made of ooze and bone shards.

The goo from the monster's arm poured in to the monkeys eyes and mouths and suddenly there was a pack of evil, rabid monkeys.

The Skald got the bright idea to summon some more good monkeys to fight the bad monkeys which the bad monkeys pretty much instantly devoured. In a fury of blood and hair IIRC.

The same Skald would later go on to accidentally discover the "brown note" while rolling a critical failure in the presence of Arkryst. He had to take 1d4 of fecal damage.

Part of the fun is adjusting stuff on the fly to fit the player :)


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The dwarf barbarian in my group charged into the room full of goblin women in Thistletop and botched on a charge. The goblin women rolled their AoOs and scored x2 critical hits. (I have the Critical Hit and Fumble decks).

Long story short: he survived, barely. Copped 4 strength damage and most of his HP dropped in one round.

The players are level 9 now and there's still a lot of jokes about the dwarf barbarian that got flogged by a bunch of goblin whores. He'll never live it down.


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Me: <reads boxed text for the garishly-decorated throne room in the Spire>
Player: ...so, this guy was basically the Donald Trump of Thassilon?


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Ian Bell wrote:

Me: <reads boxed text for the garishly-decorated throne room in the Spire>

Player: ...so, this guy was basically the Donald Trump of Thassilon?

Now you just have to Photoshop the hair...


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looks at Karzougs bio then compares it to Trumps

Argh!
now i have to 1) get my wife to do this on Photoshop (she's the graphic designer in our family) and 2) come up with Karzoug's brood that properly reflects the Trumps (at least there's already Khalib so Donald Jr is taken care of, i s'pose Alaznist could be Ivanka.....)

still a lot of work considering i'm not running it, yet it must be done!

Sczarni

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After a long and painful battle with the Quasit under Sandpoint, the Teifling twins (Alchemist and Magus) decide to take the body over to the Runewell and drip some more of her blood in to see what happens. I decided that this ill conceived idea would work and create another sinpawn.

Two rounds later the Magus is down and dying and the Alchemist is screaming for the rest of the part to step in and help. Everyone ended up surviving this foolish act once the other players came to the rescue.

When I asked them after the session, why they did it. They responded together, "Dangerously curious means dangerously curious". This is going to be a long campaign for me. Probably not for their characters.


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Hopefully their luck holds out, they sound like they're going to be hilarious:-D

Dark Archive

Seymore wrote:

After a long and painful battle with the Quasit under Sandpoint, the Teifling twins (Alchemist and Magus) decide to take the body over to the Runewell and drip some more of her blood in to see what happens. I decided that this ill conceived idea would work and create another sinpawn.

Two rounds later the Magus is down and dying and the Alchemist is screaming for the rest of the part to step in and help. Everyone ended up surviving this foolish act once the other players came to the rescue.

When I asked them after the session, why they did it. They responded together, "Dangerously curious means dangerously curious". This is going to be a long campaign for me. Probably not for their characters.

Umm, what do you mean with "I decided that"?

I mean, doesn't rules say that only way to deactivate the minor runewell is to exhaust its "wrath points" by bleeding blood into it and creating sinspawn until it runs out?

There is even exp reward for it <_< Or are you running non anniversary edition and this is one of those changed in it that I'm unaware of since I haven't seen original Rotr?


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Rule of Cool. Would have been a waste to let an opportunity like that slip by.


OK, so Sunday I ran the Shadow Clock in RotRl AE. 5 PCs (mythic, so medium advancement, they're 5th lvl, 2nd tier.) The half-orc Samurai charges up, ignoring the faceless stalkers and is promptly charmed. (I was expecting that.) Unfortunately for Lady X, so were the other PCs. 2 had dispel magic prepared and the Samurai was promptly uncharmed. He takes out the mirror image, the wizard/archer takes out the 'demon' and Lady X promptly rolls a 1 on her sneak attack on the cleric. (I'm now regretting not giving HER mythic levels.) Thanks to further betrayal by my dice, she's down to 24 hp in 2 rounds, never getting the chance to heal. She decides to flee over the edge of the clock tower and everyone misses their AoEs. ( I have hope for a recurring villain.) The samurai (using the speed mythic ability) runs back down the stairs to catch her at the bottom. Then the wizard/archer PC (using a modified werebat to reflect being cursed by a deal his father made with a wind demon/nascent god) flies out and casts - grease. She blows her save (another 1! that die is retired!) The half-giant rogue finds the chests, realizes she can't open them, and calmly calls down to the samurai to check the body for keys and bring them back up.


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Amusing ... but why would you give the party mythic abilities and not do the same for the bosses?


Bellona wrote:
Amusing ... but why would you give the party mythic abilities and not do the same for the bosses?

Just her, due to all the tales of her being a TPK machine. Plus the golem had critted the Samurai earlier to exactly 0, so I thought it was going to be a tough fight.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Granted, she was a TPK machine in the 3.5/original version against 3.5 characters. However, the Pathfinder/AE version is nerfed (they swapped X. and her sister, but kept the original names), and it's assumed that the characters are PF characters (who are also more powerful than 3.5 characters of the same level).


Pathfinder Adventure Path, Rulebook Subscriber

X is still a murder machine from what other people have written - it depends on the die rolls, however. Though I will admit, I swapped out her rogue levels for sorceress levels and gave her three Mythic Tiers. She still didn't do well against Mythic PCs with high stats. ^^;;

Grand Lodge

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In a modified Graul homestead I moved the Handchopper trap to be rigged to one of the various disembodied heads around the house, and ended up with these two bits of description.

"This dark room reeks of putrefaction, with eight wooden chairs tipped with pale grinning skulls ringing the table covered in wrinkled human leather. Set upon the table is the fresh head of a Garundi male, his eyes rolled up behind sagged eyelids, mouth agape. His turban, set with an aquamarine the size of a fist sits lopsided atop his brow."

Followed by...

"As you grab the turbaned head, the jaw snaps open a moment before the head launches itself at you, a thin blade sticking out of its neck stump as it twirls haphazardly in the air."


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So my lvl 13 Magus walked up and 1 shotted Mokmurian...

Buffed out the wazzu, a Yeti(monstrous phys II) with a +2 keen shocking burst scimitar walks up to Mok while using spell combat to have an intensified shocking grasp up. Hits and crits, deals 122 dmg (36+24d6+1d10), uses critical strike arcana to cast it again, deals 65 dmg (18+12d6). Mok dies because he failed his massive damage roll.


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Spent a long time prepping Xanesha. A great map on Roll 20 with varying graphic levels and sound effects etc. Custom token. Strat all laid out. The Golem almost kills the tank and the Stalkers almost manage to throw them off before the stairs collapse. But they make it through.

I had decided to have the final battle on the roof, wind effects playing, and as they climbed up she was waiting for them. The Trickster's raven knew she was up there. She knew they were coming. She WANTED them to come. She would toy with them first and then end the pitiful threat.

As they climbed onto the roof an unfeasibly HUGE shadow demon arose laughing maniacally at them as Xanesha moved into position behind the barbarian.

The Witch crits Knowledge: Planes (she usually forgets) and I have to admit to her that it's a shadow demon but unrealistically large. I allow her a will save against the spell. She makes it. She knows it's an illusion and yells out. I allow her as she's first in the Initiative list.

So far I think: that's ok. They're not super savvy. This kind of levels the playing field for what's coming up.

Pause for a drink break while they discuss tactics.. Come back feeling pretty genial.

The Barbarian runs around deciding that the illusion is a distraction and there's an invisible creature.

Stupidly Xanesha makes an AOO as he passes, put it down to hubris/DM + whisky. She reveals herself. She's up next. She hits hard, then rolls 1 and another 1.

For some reason everyone's in a particularly jovial mood. "Why DON'T we use the critical decks?" Someone asks. "Hmm ok, but it goes both ways". "Fine" they say.

We roll the fumbles. She's now blind, prone and nauseated. The Sorceror fireballs the area for fun. He makes the SR. She makes her reflex save but takes a lot of heat. Literally. They then basically whack her to pieces and kick her off the tower.

I think I broke something internally laughing at it all but yeah, I think that will be our first and last look at the critical decks :)

Here's the The Shadow Clock


Fumbles add a pretty unwelcome element to d20, I find. The crit deck for actual criticals works reasonably well.


Pathfinder Adventure Path, Rulebook Subscriber

Small note: Skills cannot have Critical Successes or Failures. A roll of a 1 is not an automatic failure for Skill checks - for instance, if a rogue with +12 to Stealth rolls a 1, but the rolled Perception check of a monster totals under 13, then the rogue succeeded the Stealth check. And with a 20, all you do is add the skill to it. That's all.

I hadn't known this until it was pointed out to me. ^^;;


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Ian Bell wrote:
Fumbles add a pretty unwelcome element to d20, I find. The crit deck for actual criticals works reasonably well.

Amusingly enough, we find the exact opposite. It's pretty unusual to roll a 1 and then another miss, so we'll go 2-3 sessions between fumbles. (Or occasionally have hilarity with 6-7 in a single session.) And *most* of the fumble cards are pretty harmless stuff you're used to seeing in a fight -- get your weapon tangled in your shield, twist your ankle for a few minutes, etc. (I did a few years of full-contact Tae Kwon Do, and I can't tell you how many, "Double back-kick to the butts, both competitors spin like tops and fall down" I saw.)

The problem is, a few of them are out-and-out brutal and shouldn't be in the deck. "DC 15 Fort save or fall unconscious for 1d6 hours". WHAT?!?!?!

I found the crit deck had far more, "You're dead" cards, so we don't use it.

EDIT: And I still vouch for my "modified" skill chart that gives a +5 circumstance bonus for rolling a natural 20 and a -5 penalty for rolling a 1. People love to see 1's and 20's being treated as "special", and that +5 isn't going to help you open the city vault unless you're already pretty darned good anyway... so it's "special", but not an auto-success/failure.


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The middle earth role playing game had some awesome d100 critical fail tables for everything, spells and all!
Best part of those were the lil sarcastic quips at the end


NobodysHome wrote:
Ian Bell wrote:
Fumbles add a pretty unwelcome element to d20, I find. The crit deck for actual criticals works reasonably well.

Amusingly enough, we find the exact opposite. It's pretty unusual to roll a 1 and then another miss, so we'll go 2-3 sessions between fumbles. (Or occasionally have hilarity with 6-7 in a single session.) And *most* of the fumble cards are pretty harmless stuff you're used to seeing in a fight -- get your weapon tangled in your shield, twist your ankle for a few minutes, etc. (I did a few years of full-contact Tae Kwon Do, and I can't tell you how many, "Double back-kick to the butts, both competitors spin like tops and fall down" I saw.)

The problem is, a few of them are out-and-out brutal and shouldn't be in the deck. "DC 15 Fort save or fall unconscious for 1d6 hours". WHAT?!?!?!

I found the crit deck had far more, "You're dead" cards, so we don't use it.

EDIT: And I still vouch for my "modified" skill chart that gives a +5 circumstance bonus for rolling a natural 20 and a -5 penalty for rolling a 1. People love to see 1's and 20's being treated as "special", and that +5 isn't going to help you open the city vault unless you're already pretty darned good anyway... so it's "special", but not an auto-success/failure.

We just used the crit deck for the entire run of Jade Regent and my experience is that the crit deck makes crits pretty significantly less deadly, in general (I was playing a crit-fishing dual wielder so I saw pretty much every card several times). There are a lot of x1 or x2 damage things in there, and the riders are mostly not that powerful. Yeah, there is that one 'decapitated' result.

EDIT: The actual worst card, though, is the one that pushes guys 1d6 squares away from you. ALWAYS get that on the first attack of a full attack. ><


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captain yesterday wrote:

The middle earth role playing game had some awesome d100 critical fail tables for everything, spells and all!

Best part of those were the lil sarcastic quips at the end

I loved Merp! And you're right, those tables were hysterical!


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Tangent101 wrote:

Small note: Skills cannot have Critical Successes or Failures. A roll of a 1 is not an automatic failure for Skill checks - for instance, if a rogue with +12 to Stealth rolls a 1, but the rolled Perception check of a monster totals under 13, then the rogue succeeded the Stealth check. And with a 20, all you do is add the skill to it. That's all.

I hadn't known this until it was pointed out to me. ^^;;

I appreciate that, it was just easier than writing "rolled a natural 20". My players are inexperienced and generally forget to use skills unless prompted so I wanted this to be an important moment for the witch and to increase her contribution to the group. A high skill roll let her "interact" with the illusion (her knowledge vs what she was seeing), which in turn allowed her to try and get a grip on reality.

As NobodysHome says, people react strongly when they see those 2 numbers come up and in Roll 20 it's even even bounded by a little green box just to make it more obvious. It's good to work with that excitement.

But anyhoo the amusement came from the hot mess Xanesha turned out to be. If the Benny Hill theme song was in Roll 20 I would have switched to that.


barry lyndon wrote:
captain yesterday wrote:

The middle earth role playing game had some awesome d100 critical fail tables for everything, spells and all!

Best part of those were the lil sarcastic quips at the end
I loved Merp! And you're right, those tables were hysterical!

The deadliest creature ever was the invisible turtle.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Wasn't there a flying invisible purple creature on one of those tables too?


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Bellona wrote:
Wasn't there a flying invisible purple creature on one of those tables too?

Go to crit tables.


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Barry, you rock!
Hello Memory Lane, it's been awhile


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captain yesterday wrote:

Barry, you rock!

Hello Memory Lane, it's been awhile

I literally just jumped on Ebay and picked up a collectors copy for $50au.

How did that happen?! Someone said something sometime and I'm 50 bucks down! I feel like I just got hit crossing the road.

But in a good way!


Pathfinder Adventure Path, Rulebook Subscriber

I actually DID have a player load up the Benny Hill theme music and start playing it when various... antics happened. :D It helps that we play over Skype....


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Ok, I've learned my players love playing "identify the film quote". I've been slowly building up the myth of Black Magga for a while now. They firmly believe that it exists and is something to be hugely feared. So the barge captain that took them to Turtleback Ferry had his moment when they overheard the locals talking about Black Magga (from the rumours suggestions in the AP)

He gets up and gives Quint's speech from Jaws.

[scene: The tavern, an argument breaks out]

Jed Trebeck

I know what happened to The Paradise. Black Magga took it!

Prelish Taint

Don't be ridiclus! Black Magga's in the Storval Deep. Do you think she popped down Skull River for a quick card game and lost all her money?!

Bristow Hellen

You're both ridiclus. I've been here since the ferries started. Black Magga is a myth. No one's seen it. Only children and fools say otherwise!

Hopely Quin [barge captain]

No she is not. No Myth, sir. I was on The Varision Queen when Black Magga slammed into our side. We was coming back from the Iron Peaks to the Storval Deep, just delivered some rum. Eleven men went into the water, vessel went down quick, sir! Then Black Magga rose up on us. About 50 foot long she is, know how you can tell? By looking from the head to the tail.
You know the thing about Black Magga...she's got Lifeless eyes...black eyes...like a doll's eyes; when she comes at ye she doesn't seem to be livin... until she bites ye and then those black eyes roll over white. And then....ah.....then you hear that terrible high pitch screamin' and the water turns red and 'spite of all the poundin' and the hollerin' she comes in and rips you to pieces. Eleven men went into the water that day, only 1 came out. Black Magga took the rest.

I love my job:)


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Love the Jaws reference!

Anyway, today my group went in to infiltrate Fort Rannick.

Hook Mountain Massacre:
They decided to sneak in under the waterfall into the caves. They were warned about the shocker lizards by the Black Arrows, but their whole plan seemed to revolve around getting Jakardos to cast speak with animals and getting the lizards to let them past.

Speak with animals is a personal spell so Jakardos can only cast it on himself. And Jakardos has no ranks in handle animal, diplomacy, bluff, or intimidate. He has his wild empathy of +7 and his Charisma bonus of -1.

Since the lizards have their nests here I rule that the lizards are unfriendly. The lizards only have a charisma of 6 so he needs an 18. He rolls a natural 2, for a total of 9 (including guidance cast by the oracle).

So now the players are in a fight with the lizards. This would have been pretty straightforward if the party decided to attack normally; the lizards are not that tough. But instead they decide they don't want to hurt the shocker lizards.

The rogue and the barbarian manage to run in past the cluster of 5 lizards near the entrance, but the paladin gets tied up in melee. Then the sorcerer decides to use create pit as a way of dealing with the lizards without harming them. Three of the lizards drop into the pit and another gets bull rushed in by the barbarian. But the problem is that now the pit has split the party. There is no way across other than to jump or use magic, and the Paladin and Oracle both have negative acrobatics scores thanks to armor. The paladin is fighting one lizard in melee, but his rolls have turned horrible and he is stymied by a single CR2 creature.

Multiple actions are spent in the middle of combat trying to get various people across the pit. The sorcerer casts levitate on the oracle, then when the barbarian has a readied action to catch him the sorcerer jumps across, only to fail the reflex save to fall into the pit (I gave him a big bonus to his save but he still fell in. He takes a collective blast from the lizards in the pit before levitating himself out. Meanwhile the Oracle has used levitate to go hand over hand past the pit; he now goes back to get the paladin, who jumps on his back mid-move and they head back again.

Of course as individual members of the party penetrate further they reveal more lizards (there are 12 in all), while some of the Black Arrows are still trying to get across the pit. The rogue managed to knock two of them out using nonlethal damage, but the barbarian stumbles on a large group in the northwest part of the lair. He backs off, joining the rogue down the hall. The rogue and the sorcerer end up racing to the secret door, planning to get everyone inside before the lizards can regroup. They throw open the secret door, and behind it is... Lucrecia. With the party all scattered all over the lizard lair, unbuffed, and having burned a bunch of spells dealing with the lizards.

At this point, there is only one or two rounds left on create pit. I decide that Vale Temros, who has just made it across the pit and is now in the path of the remaining lizards, happens to have a smokestick in his pocket and he drops it at his feet, driving back the lizards, because I am getting a little tired of the keystone cops thing. They will have enough problems in a minute. We broke for the day and will do the Lucrecia fight next session.


I sympathise, that's a lot of minor mobs to deal with. My guys took out down Nualia almost mid-monologue but really struggled with the giant crab. I imagine it's hard to keep the drama up when they're being nibbled to death by electric tribbles :)


We're at the very beginning of chapter 3 and the elven Magus got one-hitted by shopkeeper Ven Vinder because he thought that the Elf slept with his daughter. The group still tries to hire him as the melee fighter... poor ranger.

P.S: Sorry for my bad english!


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Last night at Skull Crossing, the party had figured out they needed a life force to replace the pile of ash in one of the runic generators.

The Arcane Trickster pulls out an unused scroll of summoning (25g?) and summons.... a rabbit. One surprised rabbit appears briefly in mid-air before instantly imploding. There's a solitary clunk somewhere deep in the machinery and the pit demon faceslaps itself.


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Penultimate session, Catacombs of Wrath.

The PCs are back in the dungeon after a stormy retreat (two PCs betrayed the party when encounter Erylium and sinspawns, but then these are killed by the party... and one of the two players has not done more to hear :/).

In this session we add a new player: a LN Ulfen slayer. In his BG, he is an Abadar's follower, and he haunt and kill savage humanoids -like goblins- and monsters that can threaten civilization. Also, he is a Shalelu's friend, and arrive in Sandpoint with Magnimar's gendarmes.

This PG can be immediately integrated into the party, and the other players are able to trust him and manage to convince him to follow them in the Catacombs of Wrath.

They do so back in the dungeon, make their way up to B12 (here they have faced three sinspawn and Koruvus), and in B13 they have begun to analyze the runewell. But an invisible Erylium throw againts the tengu druid (the other Pcs previous killed by the party) a flask of Lamashtu's water (ST fail, 5 Int damage and 2 Dex damage!).

New fight, the party curses the flying fiend untile the CG elf magus casts color spray and... Erylium fails the ST. Immediatly, the party hit the quasit with nonlethal damage, and then they bind the villain with the rope for query the fiend. The party had previously found an cold iron weapon, so they can harm and kill the quasit.

Erylium wakes up with its fast healing, curses the party and says a lot of insults until it is under threat of being quartered if not reveal to them about the runewell. So the quasit tells them that the runewell is an artifact, so it can not be damaged or destroyed in any way, and that the wrath of the people who die in Sandpoint's area enhances the runewell, allowing you to create sinspawn.

You know the swirly? Well, the slayer grabs the tied quasit and pushed his head in the runewell. Each time he did, the waters of the well retired and the quasit cried "You son of a *cough cough*, may Lamashtu *coff coff*, no way, please *coff coff*, you are destroying *coff coff*, I BEG YOU *coff coff*".

Moral of the story: runewell drained, the quasit reduced to tears, and the PCs save the day. And then they killed the fiend :)

The Exchange

barry lyndon wrote:

Last night at Skull Crossing, the party had figured out they needed a life force to replace the pile of ash in one of the runic generators.

The Arcane Trickster pulls out an unused scroll of summoning (25g?) and summons.... a rabbit. One surprised rabbit appears briefly in mid-air before instantly imploding. There's a solitary clunk somewhere deep in the machinery and the pit demon faceslaps itself.

Oh my, that is brilliant.

Silver Crusade

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The number of times my players have consulted Brodert Quink has caused the running punchline "You can find out more about X in your local library."

When they reach the library in part 4, I'm gonna start laughing my butt off.

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