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Page 932 in Cocoyashi Village
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Page 932


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Average Rating: 5
Number of people who have voted: 1


By the same author as Grand Line 3.5
Comments:

Kagimizu




7th Dec 2016, 1:36 AM
"And it was going so well too"

This kind of thing happens. The encounter's going well, maybe a few issues but nothing insurmountable, you and your party have things under control and are on your way to cleaning things up.

And then one thing blindsides you and it all goes to hell in a handbasket. Tell a story about how something (surprisingly strong enemy, bad dice roll, unexpected occurrence, etc) turned what was a relatively simple encounter into... not so simple.

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Inbetweenbooks




7th Dec 2016, 12:44 PM
"the black knight"

Our Dm made what was supposed to be a spoof encounter, five successful attack rolls and the guy will go down, no matter the damage, low ac, made after the most famous of black knights, guarding the bridge.

we, however, was playing with fumbles...

one of our mages passed out due to magical discharges.

the other one, went blind for hours, while flying, suffered from a terror attack and went hiding in the top of a tree.

The barbarian snapped his saber on the ground, accidentally threw the remains in the head of the cleric, then strained his back, and rolled that after his rage ended, he, to, would pass out for 1d4 hours.

the bounty hunter fell into the river... and failed his swim check.

only the guy that played the non combat char herbalist could successfully roll a die that night, and he was busy trying to pic up the unconscious bodies of the combat optet chars... until he in the end went and knocked down the knight that slaughtered a 5 man party in melee combat...

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Otaku

Otaku




7th Dec 2016, 1:48 PM

...

Now that's a story. Thanks for sharing. Makes me wish I had written down more of what my first group did; I am sure we had something like this happen, but by now I've basically got three stories from about five years of gaming and probably 20 different campaigns (more time in high school) and I've got half a dozen incidents I "kind of" remember. XP

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Tatsurou

Tatsurou




7th Dec 2016, 5:41 PM

Given the habit of the GM in this comic to really drive home the point of who's evil ("Now watch as he kicks this puppy" springs to mind), I felt this story I just remembered recently was good to share. A little bit of homebrew goes a long way.

I was reading a story recently where it made a point of how the villains of the story didn't look evil...and it made me remember this. An NPC that played on my player's expectations

He was the vizier. As soon as I mentioned that, they were suspicious. I then described him: wicked face in a permanent frown, twirl mustache, goatee, tall, thin, oily voice, carrying a staff with a demon head top. Nearly everyone was convinced he was the bad guy of the scenario...and nearly became 'all' after one particular scene.

The vizier was walking through town, and a sick puppy went whimpering up to him. He glared at it for a while, then kicked it, causing it to yelp and go scampering away as fast as it could.

The players promptly went about trying to convince the populace - and the King - that the vizier was evil, but found they couldn't convince anyone of it. They kept talking about his 'good works' and the King expressed his 'complete trust in his trusted adviser's powerful magic'. And then they saw him giving mugs full of smoking liquid to the King as 'medicine'.

Convinced that the vizier was evil, mind controlling the kingdom, and trying to poison the king, my players went loaded for sorcerer to try and kill him...only for him to haul out a broadsword and heavy armor and trounce them.

The party was getting their asses handed to them, and one of them was on the verge of death. They moved to retreat, only for the vizier to block them, focusing on the fatally wounded PC.

Vizier: He won't survive to the healer in this state.
Player: What's it to you?
Me: He uses Lay on Feet. You recover half your health points.
Players: ...wat?

I then revealed that he was a Lawful Good Paladin of a homebrew Goddess of Deceit, a class generally overlooked as to become her Paladin, one had to start as a Paladin of a different god, renounce that god (and thus fall) as a result of a moral choice (putting ones own moral code before the orders of their god), and then gain three more levels as a Fallen Paladin without choosing a new level path. In addition, they get the stamp of the Goddess's original champion, making them look (basically) like Jafar, and can forge a powerful magic weapon by killing a demon with their bare hands. Of course, this granted access to a class that granted a Feat/Skill for Paladin, Sorcerer, and Illusionist every new level...

So, definitely a class that could become broken if you can last long enough to achieve it, but difficult to reach.

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Anvildude




7th Dec 2016, 7:09 PM

That reminds me of something I want to try myself (though anyone else is welcome to pick it up).

A group of Paladins that run/guard a town/city, known as the Black Paladins. They wear black armour, their crest is a demon's skull over crossed swords, etc etc.


...named after a great Paladin of ancient times, the founder of their order, who was named Elias Black, who killed a powerful demon lord by decapitating him with duel swords. (additional story stuff to explain the black armour).

Basically, just jerk around the players' expectations.

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Solokov




8th Dec 2016, 8:35 PM

But... why did he kick the puppy?

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Tatsurou

Tatsurou




9th Dec 2016, 5:43 PM

Because the puppy was sick.
He used Lay on Feet on the puppy, which healed its illness, restored its strength, and sent it on its way.

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Rooker

Rooker




8th Dec 2016, 6:45 AM
"It's Just A Wolf!"

Never. Ever. Saying that to a mage again.

Mines of Phandelver starter adventure. We used the pregen sheets and everything. My roommate played the Elf Wizard. He was at 2 HP with a max of 10. Wolf hit him for max damage at a 12. In 5e rules, for those who don't know, if damage intake hits your HP max after reaching 0, you die instantly like the -10 rule I remember from 3.5. I felt so bad for the outcome I tucked a Raise Dead Scroll in the loot chest. It was after that I discovered how insurmountably stupid it was to determine enemy attack patterns based on random dice rolls. No matter how hard it is for me to decide who to go for. The only (flimsy) defense I have is that the Fighter and Cleric were tied up with the Bugbear Boss character. I genuinely thought the Wizard would survive a nip from the wolf.

That was more of a Party-Wipe-To-Miracle story, honestly. But I thought I had the encounter handled well enough and made the best possible decisions. Geeking the Mage by accident I'm sure very few of us would call "handled."

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Snowtwo




8th Dec 2016, 8:03 AM
"Remember to sacrifice to the RNG."

Not a D&D game but still...

A while back I made a homebrew system for use over internet forums. As I was not aware of online dice rollers at the time I made the system to utilize 3D6's (since everyone has those). Basically the first dice determined if you hit or not, the second determined your damage, and the third would have various effects depending on if it matched any of the either two or not or a weapon/skill required a certain number from it or whatever. The *best* possible roll was a 6, 6, 6 in which you automatically hit AND dealt X3 damage.

The fight itself wasn't anything major at first. One of the myriad of junky filler fights you normally wouldn't care one bit about. Until one of the mooks attacked the party tank and netted the 6, 6, 6. He had a ton of HP and DEF so he *should* have survived it... if the mook hadn't also had a poison weapon. Normally they were crappy weapons (actually reducing the damage you dealt in trade for the DoT) but with a 6, 6, 6 at his back the mook did JUST enough to push it over into 'poison kill' range and, with the rest of the enemies dealing their damage they put him JUST into range to drop to 0 HP.

The party archer, meanwhile, had been stacking accuracy as much as she could. She had a weapon that let her to sacrifice hit to modify her third dice a bit. Normally not overwhelmingly useful unless you have, like, a 140% chance to hit and can afford to give up some. It took 50 to modify it by +/- 1. She felt it was a guarenteed hit and took the penalty to try and get a critical to 1HKO him. She missed.

Then our mage tried to attack. Her hit was ample enough as were her fire spells. There was only one downside. Whenever you attacked a foe they would get to counter-attack. People using ranged weapons like archers and mages can attack every other turn without being countered. This wasn't the 'every other turn' for the mage. She didn't care though as she had been untouched, dealt enough to 2HKO the mook, and he'd have to hit her 4 times to kill her. Do I need to spell out what happened next?

She DID survive, with about 2 HP and poisoned with the cleric having already made their move (healing another fighter) and managed to avoid getting KO'ed because the next party member (aforementioned fighter) used an antidote on her and activated an ability to protect her turning him into a makeshift tank. However he could only protect one person while doing so, it was now the enemy turn, and there was a healer now who just looked so ripe for the little mook to assault. Of course he couldn't do enough damage to KO them without a critical...

Yup. Three in a row.

However this broke the mook's killing streak as the cleric had a skill that made it so that natural triples were entirely negated (no hit, no damage, no effects) so long as it wasn't from a boss. They got their counter and managed to kill it, thusly ending the reign of the demon-mook and reminding us to sacrifice to the Random Number Goddess.

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Snowtwo




8th Dec 2016, 8:06 AM
"Clarification"

The mage hit the mook once, got countered, then missed her follow-up attack (the archer was the only one with guarenteed hits).

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