Interactive Cutscenes
Instead of a "movie" cutscene where all the players are spectators, make it interactive and have the players determine what happens in the cutscene.
Use sparingly so that players don't get used to playing other characters than their real one.
Index cards are used, for SCENE cards and ACTOR cards. Scene card has the place, what's going on, and the goal of the characters involved. It should also describe the significant characters involved, ie an Ogre raid on a town, it would specifically point out the ogre leader, an ogre shaman maybe, and maybe a leader in the town. Any additional roles will be "Ogre #3" or "Human Archer #5."
Let the players choose which actor to play. This way it lets the wizard player be a wizard (that they're comfortable as) or change it up and be a grunt.
On the Actor cards, have stats, equipment list, feats, etc. Essentially a quick stat block. Maybe also have a personality trait or two, something that the player can use to enhance the character in everyone's mind.
WHEN TO USE
In the Ogre attack example, a good time would be when the PCs are meeting a Guard Captain who is telling them about a recent Ogre attack. Cue flashback/cutscene. It should happen before details about the setting are known, so that whatever happens in the cutscene becomes the setting in the present time.
Some other examples of when to use:
• A merchant is telling the PCs how she barely escaped with her life after a kobold war party attacked her caravan.
• A bard in the local tavern sings about a legendary band of heroes.
• A noble tells you of how he managed to persuade a Dragon to spare him.
• A peasant tells the party a chilling story of how her town was reduced to ruins.
• One of the members of your party receives a dream or vision.
• The PCs find the remains of a skeleton or corpse, and then in a cutscene they learn exactly how that person met with their fate.
Other Ideas
• The actors can only use the stats/feats/spells on the actor card, so it becomes sort of like a puzzle. (Escape a dragon only by using Use Rope, a 10 foot pole, a needle and thread, and some ink?)
• Whatever happens, happens. Both the players and GM must keep true to the consequences.
• Players aren't necessarily going to win! The nice thing about a cutscene is it's a one-time deal. It might be a hopelessly doomed encounter, in which case they can all die and it's fine (like the Dream scene in Dragonlance.)
• Recurring scenes: Like in Kingdom Hearts, where we keep seeing glimpses of the evil villains and what they're doing. Obviously it doesn't work quite the same because evil plots can't be revealed, or else the players will have metagame knowledge. But they can still establish their personalities. In this case, having the same villain played by the same player established consistency, but having a villain played by different players each time allows for more and more personality growth and mannerisms to develop.
• Foreshadowing - classic TV strategy. Flashback: a mentor teaching a beguiler student (the PC) how to pick locks, and the student being unable to do so very well, and has to rely on magical tricks. The mentor chides the student for relying on magic. Present time: the beguiler has to pick a lock to save the party, and it's the same lock as he always failed to pick in the training, only with an antimagic field as well. Kind of like Drizzt's double crossdown move dual appearance. In this setup, the flashbacks can be used to drop hints as to how to beat the lock, or remember what the mentor said as a tip, etc.
Some Necessary Rules (using the Ogre/Town as example)
• The players can't just sabotage the scene, ie suiciding the ogres. No exp awarded. If the scene is played out properly, then exp is given, perhaps directly related to how realistically the actors are played. The ogres might fight amongst themselves, or one could kill the leader and take over, all this is fine as long as the MAIN goal is still carried out. (see next point).
• ANYTHING IN THE CUTSCENE IS FAIR GAME, AND EXPENDABLE. The actors, the setting, the relationships between actors...as long as the main, central goal (ogres attacking the town and are a legitimate threat) is executed, all else is gravy.
• NPCs and "Important" Things - they are fluid, and can change. If the captain of the guard was the one who initiated the cutscene, and he's also an actor in the cutscene and dies, well then the person the real party is talking to is the replacement captain. Needs improvisation skills.
• Metagame knowledge.
Fighter using a dead hollowed-out goblin as a bag to hold his magic biscuits?
Wizard hurling bottles of poop and eggs instead of fireballs?
Frenzied berzerker being slowly and agonizingly drowned by a giant clam?
Time for a Madness Check.
Thirty-Headed Tarrasque (CR 40)
(From Wizards)
This creature speaks for itself. The multiheaded template allows it to exist, but it's still just plain wrong. The multiheaded template says this guy should have a CR 29, but I used the added Hit Dice to recalculate the CR instead. It seemed more realistic, and it's still a TPK machine. I thought about adding the half-fiend template to it, but then it becomes an instant-kill machine (as if it isn't already) because its blasphemy caster level is 106. This is probably the most powerful creature I can come up with, but I may surprise myself some day and outdo it.
In melee, it uses Power Attack for 50, leaving it +70 melee on all its attacks. It has ninety head-based attacks in 1 round, thirty of which can be instant-kill attacks (since making a DC 80 Fort save is probably impossible to most everyone it would face).
I adjusted its spell resistance in an ad-hoc manner. One suggestion is to use 11 + CR as its spell resistance, but I compared the old spell resistance and what someone would have to roll to overcome it to get the new value.
N Colossal magical beast
Init +16
Senses darkvision 90 ft., low-light vision, scent; Listen +94, Spot +94
Aura frightful presence
AC 69, touch 10, flat-footed 61; Dodge, Mobility
(-8 size, +8 Dex, +59 natural)
hp 4,947 (106 HD); regeneration 40; DR 15/epic
Immune: ability damage, disease, energy drain, fire, poison
Resist: acid 10, cold 10, fire 10, electricity 10; SR 52
Fort +100, Ref +67, Will +43
Speed: 20 ft. (4 squares); rush
Melee: 30 bites +121 (4d8+20/18-20/x3 plus 2d6 on crit plus Fort save DC 80 or die on crit) and
60 horns +120 (1d10+10) and
2 claws +120 (1d12+10) and
tail slap +120 (3d8+10)
Space 30 ft.; Reach 20 ft.
Base Atk +106; Grp +142
Atk Options Awesome Blow, Dire Charge, Great Cleave, Improved Bull Rush, Improved Combat Reflexes, Large and In Charge, Power Attack, Prone Attack, improved grab, rush, swallow whole
Abilities Str 50, Dex 26, Con 93, Int 3, Wis 14, Cha 14
SQ augmented critical, carapace
Feats Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes[B], Devastating Critical (bite, Fort DC 80), Dire Charge, Dodge, Elusive Target, Epic Fortitude, Epic Prowess (2), Epic Reflexes, Epic Will, Eyes in the Back of Your Head, Great Cleave, Great Strength, Hold the Line, Improved Bull Rush, Improved Combat Reflexes, Improved Initiative[B], Improved Multiattack[B], Iron Will, Large and In Charge, Mobility, Overwhelming Critical (bite), Power Attack, Prone Attack, Spellcasting Harrier (+53 to foe's Concentration check DC to cast in its threatened area), Superior Initiative, Toughness (6), Weapon Focus (bite)
Skills Hide -8, Jump +14, Listen +94, Search +84, Spot +94, Survival +33 (+37 following tracks)
Improved Grab (Ex) To use this ability, the thirty-headed tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex) The thirty-headed tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 54). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Rush (Ex) Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
Carapace (Su) The thirty-headed tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.
Frightful Presence (Su) The thirty-headed tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 65 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.
Regeneration (Ex) No form of attack deals lethal damage to the thirty-headed tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10. The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability. The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 4,957 hit points) and using a wish or miracle spell to keep it dead. If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
This creature speaks for itself. The multiheaded template allows it to exist, but it's still just plain wrong. The multiheaded template says this guy should have a CR 29, but I used the added Hit Dice to recalculate the CR instead. It seemed more realistic, and it's still a TPK machine. I thought about adding the half-fiend template to it, but then it becomes an instant-kill machine (as if it isn't already) because its blasphemy caster level is 106. This is probably the most powerful creature I can come up with, but I may surprise myself some day and outdo it.
In melee, it uses Power Attack for 50, leaving it +70 melee on all its attacks. It has ninety head-based attacks in 1 round, thirty of which can be instant-kill attacks (since making a DC 80 Fort save is probably impossible to most everyone it would face).
I adjusted its spell resistance in an ad-hoc manner. One suggestion is to use 11 + CR as its spell resistance, but I compared the old spell resistance and what someone would have to roll to overcome it to get the new value.
N Colossal magical beast
Init +16
Senses darkvision 90 ft., low-light vision, scent; Listen +94, Spot +94
Aura frightful presence
AC 69, touch 10, flat-footed 61; Dodge, Mobility
(-8 size, +8 Dex, +59 natural)
hp 4,947 (106 HD); regeneration 40; DR 15/epic
Immune: ability damage, disease, energy drain, fire, poison
Resist: acid 10, cold 10, fire 10, electricity 10; SR 52
Fort +100, Ref +67, Will +43
Speed: 20 ft. (4 squares); rush
Melee: 30 bites +121 (4d8+20/18-20/x3 plus 2d6 on crit plus Fort save DC 80 or die on crit) and
60 horns +120 (1d10+10) and
2 claws +120 (1d12+10) and
tail slap +120 (3d8+10)
Space 30 ft.; Reach 20 ft.
Base Atk +106; Grp +142
Atk Options Awesome Blow, Dire Charge, Great Cleave, Improved Bull Rush, Improved Combat Reflexes, Large and In Charge, Power Attack, Prone Attack, improved grab, rush, swallow whole
Abilities Str 50, Dex 26, Con 93, Int 3, Wis 14, Cha 14
SQ augmented critical, carapace
Feats Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes[B], Devastating Critical (bite, Fort DC 80), Dire Charge, Dodge, Elusive Target, Epic Fortitude, Epic Prowess (2), Epic Reflexes, Epic Will, Eyes in the Back of Your Head, Great Cleave, Great Strength, Hold the Line, Improved Bull Rush, Improved Combat Reflexes, Improved Initiative[B], Improved Multiattack[B], Iron Will, Large and In Charge, Mobility, Overwhelming Critical (bite), Power Attack, Prone Attack, Spellcasting Harrier (+53 to foe's Concentration check DC to cast in its threatened area), Superior Initiative, Toughness (6), Weapon Focus (bite)
Skills Hide -8, Jump +14, Listen +94, Search +84, Spot +94, Survival +33 (+37 following tracks)
Improved Grab (Ex) To use this ability, the thirty-headed tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex) The thirty-headed tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 54). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Rush (Ex) Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
Carapace (Su) The thirty-headed tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.
Frightful Presence (Su) The thirty-headed tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 65 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.
Regeneration (Ex) No form of attack deals lethal damage to the thirty-headed tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10. The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability. The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 4,957 hit points) and using a wish or miracle spell to keep it dead. If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Race for the Sword
Setting: Urban marketplace, city square, etc. - open area with a central locational feature such as a statue, bridge, pool of water, etc.
PC's either are in possession of, or are on the trail of a magical sword. Might be good in combat, might be needed for other needs, whatever. If they are in possession of the sword, maybe they are taking it to whoever requires it. If they are seeking it, perhaps they are just about to confront whoever has it.
A rogue/invisible stalker grabs the sword, and up above, an accomplice uses an air elemental or telekinesis spell to grab the sword and lift it through the air (across the entire marketplace) towards them.
Someone (possibly the PC's, or if they don't react in time, yet ANOTHER group out to seize the sword) disrupts the sword's transport, making it fall...right into/onto the central location feature.
The theft, which so far has been subtle and low key, erupts as the party and the thieving group(s) break cover and race to get the sword, fighting each other, struggling with the crowd of people who are now bustling about trying to get away, and dealing with the central obstacle itself, ie climbing the towering statue.
Notes: Obviously, the item doesn't have to be a sword. It doesn't even have to be a weapon, but making it a weapon makes the desire to get it twofold, since it is required for X purpose AND it will help or even outright end the current fight.
PC's either are in possession of, or are on the trail of a magical sword. Might be good in combat, might be needed for other needs, whatever. If they are in possession of the sword, maybe they are taking it to whoever requires it. If they are seeking it, perhaps they are just about to confront whoever has it.
A rogue/invisible stalker grabs the sword, and up above, an accomplice uses an air elemental or telekinesis spell to grab the sword and lift it through the air (across the entire marketplace) towards them.
Someone (possibly the PC's, or if they don't react in time, yet ANOTHER group out to seize the sword) disrupts the sword's transport, making it fall...right into/onto the central location feature.
The theft, which so far has been subtle and low key, erupts as the party and the thieving group(s) break cover and race to get the sword, fighting each other, struggling with the crowd of people who are now bustling about trying to get away, and dealing with the central obstacle itself, ie climbing the towering statue.
Notes: Obviously, the item doesn't have to be a sword. It doesn't even have to be a weapon, but making it a weapon makes the desire to get it twofold, since it is required for X purpose AND it will help or even outright end the current fight.
Nation of Tomatoes
Highlights of last weekend's game, in which we introduced a new player to the world of D&D:
Shaun played King Bob, a dwarf fighter. He actually was just the Prince, but he called himself the King, and wore a 2'-3' crown made of tin. He was the Prince of Flharnaghan, a nation with some kind of bizarre obsession with tomatos - tomatos were their mascot, their national flower, the symbol on their flag and crests, etc.
Jamie played a warforged barbarian that was King Bob's bodyguard.
The new guy (Corey) played a javelin-throwing halfling ranger with a wolf companion. Which is fine...but apparently he was also the court jester...and entertained people by ballroom dancing with the wolf.
And the wolf's name was Googleflartz.
For some reason before the adventure Jamie decided he wanted a keg of liquidified tomatos. This would come into play many times as the night went on.
The adventure started when Brom, the king's elderly human advisor, told the three that the king was missing. He informs them that they are the only ones available, because the palace guards are busy quelling a riot. When asked what the riot is about, the party learns that it is because someone destroyed/stole all the tomatos and people are panicking. The party decides to go after the king.
They followed tracks to a cliff with a rope ladder, and they forced Brom to descend first. He was about halfway down when Jamie decided to leap off and grab Brom as he fell, slamming Brom into the ground. I really do not know why, especially because Brom had just mentioned how he would accompany them to provide valuable healing for the group, since they lacked a cleric.
Corey and Shaun then had the dilemma of how to get Googleflartz down the cliff. They decided to hogtie him, and tie him to Shaun's back, and Shaun would carry them both down the ladder. Of course, the rope snapped, and they fell. Jamie "cushioned" their fall with Brom's limp body. Corey managed the climb down without incident.
They found the band of orcs that had kidnapped the king, and proceeded to whup them pretty good. However, at one point Brom was left facing an angry, charging orc, and Brom was ALSO the one carrying their "torch" - a giant bundle of wood and planks tied together and lit on fire. He hurled it at the orc and lit the orc on fire, but then they were without light, and only Shaun had darkvision.
They stumble into the main room, where the majority of the orcs await. Jamie drinks a potion of Enlarge Person, and the battle pretty much ends there. He flops on and crushes a few orcs, but one escapes, and he/it spend a round rolling after & dodging each other. The orc digs something out of his pouch before Jamie crushes him, and it was a Necklace of Fireballs globe, which detonates, blowing (for flavor's sake) a giant hole in Jamie.
Shaun meanwhile is enjoying the Bull Rush fighter variant from Dungeonscape, and is ramming people into the walls over and over. One orc manages to defeat him in the Bull Rush not once, but TWICE...but is then smushed by a charging Jamie.
Brom is left alone to take care of a single orc, and to everyone's surprise, he grapples with it, dominates it, and snaps its neck. He also hurls a white fire burst into the middle of the room, which continues burning, illuminating the cave.
They subdue/kill all the orcs, and reconvene on the far side of the room, where two orcs were trying to escape down a trapdoor with the king. Googleflartz is also seriously injured, so Brom heals him before taking the dead orc whose neck he snapped, and throwing him in the fire. Brom then says he is going to go and see if there is any sign of the orc that fled.
There is also one orc who surrendered, who vows to serve King Bob. His name is Vide. The others take off thepotato tomato sack covering the body...and it's Brom, unconscious. They turn and discover Brom fleeing. They chase, and discover that he wasn't fleeing but rather regrouping with the orcs that had gotten away previously.
(This went perfectly. Nearing the end of the battle, I decided to have Brom be a fake. When he announced he was leaving to go look for the other orc, it made PERFECT sense in-game to both the party, and to fake-Brom. When the party discovered that the guy in the sack was the real Brom, there was a moment of shock, and they turned to confront fake-Brom...who of course by this point had fled successfully. The only thing that went wrong was that the next fight was too easy and not dramatic enough for such a great twist. What I should have done was cause a landslide, and force the party to somehow use the evil altar...Dark Prince, anyone? And then resurface, but tainted with evil, or something, and confront Brom, who has now seized control. Much more satisfying that way.)
During the fight, Shaun realizes once that they keep forgetting to declare what Vide is doing. Then the next round he says they forgot again, so they ask about him, and realize that Vide has slipped away from the fight and has grabbed the unconscious Brom, and escaped down the trap door.
They finish off the orcs (including Jamie crushing Brom to a bloody smear) and chase Vide. They find the real Brom, awake and having knocked out Vide (because the fake Brom had only healed him 2 hp). Farther down the tunnel they find some evil, unholy altar with 3 red knives. Without hesitation they throw Vide on the altar and Jamie stabs him once with each dagger. Vide's blood slowly seeps down into the ground, then everything goes dark, and then when they can see again Vide (and all the blood) is gone.
They go back up to the cave, and Brom asks if they even looked for the king in the palace. Answer...no. They go back to the palace and find the king there happy as can be.
We wrapped it up there. Corey enjoyed the session, but was a little bored with his halfling ranger (which really isn't a very optimal build.) We discussed over classes and potential characters and he definitely seemed excited for more gaming.
Shaun played King Bob, a dwarf fighter. He actually was just the Prince, but he called himself the King, and wore a 2'-3' crown made of tin. He was the Prince of Flharnaghan, a nation with some kind of bizarre obsession with tomatos - tomatos were their mascot, their national flower, the symbol on their flag and crests, etc.
Jamie played a warforged barbarian that was King Bob's bodyguard.
The new guy (Corey) played a javelin-throwing halfling ranger with a wolf companion. Which is fine...but apparently he was also the court jester...and entertained people by ballroom dancing with the wolf.
And the wolf's name was Googleflartz.
For some reason before the adventure Jamie decided he wanted a keg of liquidified tomatos. This would come into play many times as the night went on.
The adventure started when Brom, the king's elderly human advisor, told the three that the king was missing. He informs them that they are the only ones available, because the palace guards are busy quelling a riot. When asked what the riot is about, the party learns that it is because someone destroyed/stole all the tomatos and people are panicking. The party decides to go after the king.
They followed tracks to a cliff with a rope ladder, and they forced Brom to descend first. He was about halfway down when Jamie decided to leap off and grab Brom as he fell, slamming Brom into the ground. I really do not know why, especially because Brom had just mentioned how he would accompany them to provide valuable healing for the group, since they lacked a cleric.
Corey and Shaun then had the dilemma of how to get Googleflartz down the cliff. They decided to hogtie him, and tie him to Shaun's back, and Shaun would carry them both down the ladder. Of course, the rope snapped, and they fell. Jamie "cushioned" their fall with Brom's limp body. Corey managed the climb down without incident.
They found the band of orcs that had kidnapped the king, and proceeded to whup them pretty good. However, at one point Brom was left facing an angry, charging orc, and Brom was ALSO the one carrying their "torch" - a giant bundle of wood and planks tied together and lit on fire. He hurled it at the orc and lit the orc on fire, but then they were without light, and only Shaun had darkvision.
They stumble into the main room, where the majority of the orcs await. Jamie drinks a potion of Enlarge Person, and the battle pretty much ends there. He flops on and crushes a few orcs, but one escapes, and he/it spend a round rolling after & dodging each other. The orc digs something out of his pouch before Jamie crushes him, and it was a Necklace of Fireballs globe, which detonates, blowing (for flavor's sake) a giant hole in Jamie.
Shaun meanwhile is enjoying the Bull Rush fighter variant from Dungeonscape, and is ramming people into the walls over and over. One orc manages to defeat him in the Bull Rush not once, but TWICE...but is then smushed by a charging Jamie.
Brom is left alone to take care of a single orc, and to everyone's surprise, he grapples with it, dominates it, and snaps its neck. He also hurls a white fire burst into the middle of the room, which continues burning, illuminating the cave.
They subdue/kill all the orcs, and reconvene on the far side of the room, where two orcs were trying to escape down a trapdoor with the king. Googleflartz is also seriously injured, so Brom heals him before taking the dead orc whose neck he snapped, and throwing him in the fire. Brom then says he is going to go and see if there is any sign of the orc that fled.
There is also one orc who surrendered, who vows to serve King Bob. His name is Vide. The others take off the
(This went perfectly. Nearing the end of the battle, I decided to have Brom be a fake. When he announced he was leaving to go look for the other orc, it made PERFECT sense in-game to both the party, and to fake-Brom. When the party discovered that the guy in the sack was the real Brom, there was a moment of shock, and they turned to confront fake-Brom...who of course by this point had fled successfully. The only thing that went wrong was that the next fight was too easy and not dramatic enough for such a great twist. What I should have done was cause a landslide, and force the party to somehow use the evil altar...Dark Prince, anyone? And then resurface, but tainted with evil, or something, and confront Brom, who has now seized control. Much more satisfying that way.)
During the fight, Shaun realizes once that they keep forgetting to declare what Vide is doing. Then the next round he says they forgot again, so they ask about him, and realize that Vide has slipped away from the fight and has grabbed the unconscious Brom, and escaped down the trap door.
They finish off the orcs (including Jamie crushing Brom to a bloody smear) and chase Vide. They find the real Brom, awake and having knocked out Vide (because the fake Brom had only healed him 2 hp). Farther down the tunnel they find some evil, unholy altar with 3 red knives. Without hesitation they throw Vide on the altar and Jamie stabs him once with each dagger. Vide's blood slowly seeps down into the ground, then everything goes dark, and then when they can see again Vide (and all the blood) is gone.
They go back up to the cave, and Brom asks if they even looked for the king in the palace. Answer...no. They go back to the palace and find the king there happy as can be.
We wrapped it up there. Corey enjoyed the session, but was a little bored with his halfling ranger (which really isn't a very optimal build.) We discussed over classes and potential characters and he definitely seemed excited for more gaming.
Slivers (CR variable)
Appearance: Slivers are bizarre, worm-like creatures that vary wildly in appearance and behaviour. Clearly alien in nature, slivers can have claws, wings, bony carapaces, tentacles, or even multiple heads.
Type: Vermin [Sliver]
Traits: All Slivers have the following traits:
- Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Blindsense 60’
- Hive Mind (Ex): As long as at least two slivers are within 60’ of each other they cannot be flanked.
- Shared Abilities (Ex): Most slivers grant extraordinary or supernatural abilities to other slivers within a 60’ radius. The bonuses they grant also apply to themselves. The granted abilities stack unless noted othervise.
History: Alien in appearance, yet fundamentally like simple animals and insects, no one knows the true origin of the sliver species. However, what IS known is that for many years wizards and biologists have been experimenting and testing the sliver's unique physiology. This has resulted in many unnatural, magically altered subspecies, such as the fire and shadow slivers.
Type: Vermin [Sliver]
Traits: All Slivers have the following traits:
- Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Blindsense 60’
- Hive Mind (Ex): As long as at least two slivers are within 60’ of each other they cannot be flanked.
- Shared Abilities (Ex): Most slivers grant extraordinary or supernatural abilities to other slivers within a 60’ radius. The bonuses they grant also apply to themselves. The granted abilities stack unless noted othervise.
History: Alien in appearance, yet fundamentally like simple animals and insects, no one knows the true origin of the sliver species. However, what IS known is that for many years wizards and biologists have been experimenting and testing the sliver's unique physiology. This has resulted in many unnatural, magically altered subspecies, such as the fire and shadow slivers.
Fiendish Girallon (CR 7)
HP: 95
Init: +3
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple: +7/+17
Attack: Claw +13 melee (1d4+6 [magic])
OR Masterwork Great club +13 [2d8+9]
Full Attack: 4 claws +13 melee (1d4+6[magic]) and bite +7 melee (1d8+3[magic]) OR Masterwork Greatclub +13/+6 [2d8+9] and 2 claws +7 melee (1d4+3) and bite +7 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d4+9, Smite Good [1/day +7 damge]
Special Qualities: Darkvision 60 ft.,low-light vision, scent, DR 5/Magic, Resist Cold 5, Resist Fire 5, SR 12
Saves: Fort +7, Ref +8, Will +5
Feats: Iron Will, Improved Toughness, Weapon Focus Claw or Iron Will, Improved Toughness, Weapon proficiency Greatclub
Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.
Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage.
Climb: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Large Magical Beast [extraplanar]
Environment: Warm forests
Organization: company of 8
Abilities: Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 7
Skills: Climb +18, Move Silently +8, Spot +6
Alignment: Always CE
Treasure: Masterwork Large Great club
Init: +3
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple: +7/+17
Attack: Claw +13 melee (1d4+6 [magic])
OR Masterwork Great club +13 [2d8+9]
Full Attack: 4 claws +13 melee (1d4+6[magic]) and bite +7 melee (1d8+3[magic]) OR Masterwork Greatclub +13/+6 [2d8+9] and 2 claws +7 melee (1d4+3) and bite +7 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d4+9, Smite Good [1/day +7 damge]
Special Qualities: Darkvision 60 ft.,low-light vision, scent, DR 5/Magic, Resist Cold 5, Resist Fire 5, SR 12
Saves: Fort +7, Ref +8, Will +5
Feats: Iron Will, Improved Toughness, Weapon Focus Claw or Iron Will, Improved Toughness, Weapon proficiency Greatclub
Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.
Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage.
Climb: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Large Magical Beast [extraplanar]
Environment: Warm forests
Organization: company of 8
Abilities: Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 7
Skills: Climb +18, Move Silently +8, Spot +6
Alignment: Always CE
Treasure: Masterwork Large Great club
Advanced Fiendish Boar (CR 9)
Hit Dice: 16d8+48 [120] + Ferocity
Initiative: +1
Speed: 40 ft. enhanced to 70 FT.(14 squares)
Armor Class: 17 (–1 size, +2 dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +12/+24
Attack: Gore +19 melee (2d6+12)
Full Attack: Gore +19 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity, Smite good {+16 damage 1/day)
Special Qualities: Low-light vision, scent, SR 19, Cold & fire resist 10, DR10 magic
Saves: Fort +14, Ref +10, Will +13
Skills: Listen +11, Hide +1, Spot +11
Feats: Power attack, Endurance, Iron Will, Dodge, mobility, spring attack.
Large Magic beast (extraplanar)
Environment: Temperate forests
Abilities: Str 27, Dex 13, Con 17, Int 3, Wis 13, Cha 8
Treasure: Horseshoes of zyphyr [6000gp] + scattered treasure and gear from victims = an encounter level 9 treasure
Alignment: Chaotic evil
Sample Treasures:
Initiative: +1
Speed: 40 ft. enhanced to 70 FT.(14 squares)
Armor Class: 17 (–1 size, +2 dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +12/+24
Attack: Gore +19 melee (2d6+12)
Full Attack: Gore +19 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity, Smite good {+16 damage 1/day)
Special Qualities: Low-light vision, scent, SR 19, Cold & fire resist 10, DR10 magic
Saves: Fort +14, Ref +10, Will +13
Skills: Listen +11, Hide +1, Spot +11
Feats: Power attack, Endurance, Iron Will, Dodge, mobility, spring attack.
Large Magic beast (extraplanar)
Environment: Temperate forests
Abilities: Str 27, Dex 13, Con 17, Int 3, Wis 13, Cha 8
Treasure: Horseshoes of zyphyr [6000gp] + scattered treasure and gear from victims = an encounter level 9 treasure
Alignment: Chaotic evil
Sample Treasures:
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