May 16, 2005

Looks Like The GM Needs A Sparkly Die

I liked the color for Castille. :-) There actually was a Dragon magazine article about encouraging PCs to do stuff like that some issues back. It makes the game more interesting.

Anyway, ichorish jets of putrid blood stain the already foul sewer waters as the aberration takes a nasty hit from the crossbow bolt. At this point the GM rolls a morale check...and succeeds. The sewer-thing is in a fight to the finish!

Kaspar's antics continue to work. Two tentacles come slashing towards him! And...miss. And...miss. (I rolled a 2 and a 4. Time for me to break out the sparkly die.)

Kaspar strikes! Yes that's a hit! Enough to kill another tentacle. And given that thing thing had only 3 points left, the loss of the second tentacle overwhelms it with pain, shock, and blood (ichor?) loss. It spasms and dies, and its corpse is swept away by the flow. (It had no treasure.)

Hooray! You win. Except that in a minute or so you have to make another Fort DC 12 save. The creature's poison does a d4 Charisma damage. (You recover damaged ability points at the rate of one per day of rest, or through lesser restoration magic.) So if you fail the save, your sense of character is sapped, you can roll the d4. It doesn't matter so much at this point. Had you gotten down to Cha 0, you would have dropped catatonic, i.e. helpless according to the ability damage rules of the DMG. (And then this thing would have swam over to you and used it's ridges of teeth on a helpless opponent for a coup de grace attack. Yuck.) The actual physical stats of the creature made it somewhere between a CR 1 and a CR 2, especially with such a poor armor class. But with 3 attacks per round, and facing one opponent whose Charisma was pretty low to start, I figured it should be a CR 2. So it's a CR 2. Congratulations, that's 300 x.p. for each of you. (Insert theme song to The Jefferson's - We're a movin' on up!) I'm not that worried about Kaspar's Charisma ability damage at this point, but make the rolls and keep track of it if necessary.

Now, Castille has found a hidden door that Kaspar hasn't looked over yet. (And if I recall, the door was locked as well.) What's next?

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