(OOC) Fitz's Folly (ToA PBP)


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I just remembered that Chrysagon has Aura of Protection (+4):
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Next time we have these poison traps, etc, we need to remember Aura of Protection so that we might succeed instead of failing.
Chrysagon rolled so badly that it didn't make a difference anyway but for others it could have made a difference (I did not check).
 




You've all probably figured out that I'm not much of a "Gotcha!" type DM. This is, of course, Tomb of Annihilation which is loosely based on the old Tomb of Horrors, which was the very height of Gygax's love for screwing the players no matter what they do. I love these characters a little too much to enjoy torturing them, but here we are.

Just blame it on Acererak. He's obviously a total bastard.

You'll also note that under normal circumstances, I hate to roll for the PCs. But I'm starting to learn that it's probably best if I do it in cases like this, where it would take quite a bit of back-and-forth and explaining to work out exactly what happened here (grabbing on where you can, rolling with the fall, etc etc - it was pretty complicated. I just rolled and worked it out. Mostly it worked out pretty well. Bad rolls could have made things MUCH worse.)

I hope my description was clear enough. From here, there's only a bit of time before Chrysagon's bracings fail. Before then Chrys needs to get out of the way, and if the others outside are going to join us, they need to get inside. (Personally, I don't mind losing a few NPCs here, easier for me to run without them!)

You might think I like having lots of NPCs around, and for RP purposes, I do (also, I tend to find it contrived that often no-one wants to help the PCs to get things done, even when it's important) but I also find them a pain sometimes. Overall, I'm happy either way.

Oh, and Imogen, Weed, and Dellrak should probably climb up into the next hallway. Better than going down!
 

Good roll for Myrral, he has climbing speed so he'll just get up and away.
Maybe even stay up above because he doesn't need a ledge to hang on to.
 


So... I went to have Qawasha wild shape, and I noticed that his stat-block does not include it, in spite of him using the "Druid" stat-block. Apparently NPC-druids don't shapeshift. That would explain why he's never done it before now! (I'll just add it to his stat-block - he probably ought to have it).

Man, that trap is pretty brutal. It's funny (and good) that most my good rolls went to PCs (or in Qawasha's case, beloved NPCs). Orvex wasn't a bad sort, for a Thayan, but I can't say I cared about him. Still feel a little bad for him, though, but I guess I feel worse for Qawasha, who feels responsible. Nothing like using the Help action to give a guy advantage, and the best he rolls is a 4. Talk about "sad-vantage".

We didn't get rid of as many NPCs as I thought we would (if Chrysagon, and later, the Yuan-Ti, hadn't propped up the first slab, they'd all be safe (or at least as safe as being outside in Omu is, though the Little Star will probably land nearby soon, so they'd have been pretty safe) but they'd be stuck outside. Now they're free to be cannon-fodder in the dungeon. Lucky them!

Welcome to the Tomb, Sticks! Hope you survive the experience!
 


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