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<blockquote data-quote="humble minion" data-source="post: 8140824" data-attributes="member: 5948"><p>Swingy. Natural 1s and 20s all over the place, which is a not-insignificant deal when you use critical hit and fumble tables.</p><p></p><p>The group was assaulting an orc stockade, intending to liberate captives that had been enslaved there. My paladin had a great day of it with the dice early, a critical smite let him demolish the elder Eye of Gruumsh in a round (it was a bad damage roll or he'd have done it in a single blow), and then another natural 20 <em>with disadvantage</em> in the next round from a javelin at the very edge of long range scored an 'instant death' critical hit on the alpha worg. Later, however, it all turned south as we ambushed the guards as they escorted the working party of slaves back from their diggings at the end of the day. The gnome rogue critical fumbled and took 1d10 damage from a savage flying rabbit (i didn't say it wasn't an occasionally silly critical fumble table...), the elf ranger critically fumbled and put an arrow in a captive's throat by mistake (and the fumble table, aptly, said he collapsed into a state of catatonia until roused), and both my paladin and the druid in giant elk form spent round upon round dueling with orcs and orogs, utterly unable to land blows as we all rolled 4 after 2 after 3 after 5, despite flanking and advantage. </p><p></p><p>Now ... we're stuck in the middle of the Spine of the World wilderness with winter coming on hard, no food, 40 rescued slaves to feed and care for, and our only assistance a tiny little blimp staffed with Cult of the Dragon loons who we've grudgingly joined forces with because a) they insist and we're afraid of what their boss will do if we say no, and b) the gnome is a compulsive tinkerer and if you've got a cool contraption he's your best friend no matter how bad an idea that might be. The people we were actually hoping to rescue aren't even here. And we've got no idea what the orcs were even digging for way the hell out in the middle of nowhere or who was telling them to look for it, and both of those questions worry us a great deal. Oh, and the captive the ranger accidentally killed was the most attractive one, and the cleric of Sune has decreed this a very grave sin (look, he didn't join the clergy of Sune because he was a particularly deep and contemplative guy, let's be honest here). Oh dear.</p></blockquote><p></p>
[QUOTE="humble minion, post: 8140824, member: 5948"] Swingy. Natural 1s and 20s all over the place, which is a not-insignificant deal when you use critical hit and fumble tables. The group was assaulting an orc stockade, intending to liberate captives that had been enslaved there. My paladin had a great day of it with the dice early, a critical smite let him demolish the elder Eye of Gruumsh in a round (it was a bad damage roll or he'd have done it in a single blow), and then another natural 20 [I]with disadvantage[/I] in the next round from a javelin at the very edge of long range scored an 'instant death' critical hit on the alpha worg. Later, however, it all turned south as we ambushed the guards as they escorted the working party of slaves back from their diggings at the end of the day. The gnome rogue critical fumbled and took 1d10 damage from a savage flying rabbit (i didn't say it wasn't an occasionally silly critical fumble table...), the elf ranger critically fumbled and put an arrow in a captive's throat by mistake (and the fumble table, aptly, said he collapsed into a state of catatonia until roused), and both my paladin and the druid in giant elk form spent round upon round dueling with orcs and orogs, utterly unable to land blows as we all rolled 4 after 2 after 3 after 5, despite flanking and advantage. Now ... we're stuck in the middle of the Spine of the World wilderness with winter coming on hard, no food, 40 rescued slaves to feed and care for, and our only assistance a tiny little blimp staffed with Cult of the Dragon loons who we've grudgingly joined forces with because a) they insist and we're afraid of what their boss will do if we say no, and b) the gnome is a compulsive tinkerer and if you've got a cool contraption he's your best friend no matter how bad an idea that might be. The people we were actually hoping to rescue aren't even here. And we've got no idea what the orcs were even digging for way the hell out in the middle of nowhere or who was telling them to look for it, and both of those questions worry us a great deal. Oh, and the captive the ranger accidentally killed was the most attractive one, and the cleric of Sune has decreed this a very grave sin (look, he didn't join the clergy of Sune because he was a particularly deep and contemplative guy, let's be honest here). Oh dear. [/QUOTE]
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