Page 64 - Ponyville Trail

3rd Jan 2012, 6:00 AM
Ponyville Trail
Average Rating: 5 (2 votes)
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Newbiespud 3rd Jan 2012, 6:00 AM edit delete
Newbiespud
It's never as simple as crossing a river. Not in any fantasy roleplaying game, anyway.

41 Comments:

CommandoDude 3rd Jan 2012, 6:05 AM edit delete reply
Everything is part of the GM's master plan.

That's why they hate when you go off the rails!

4e is pretty good at railshroding though.
Harashaw 3rd Jan 2012, 1:04 PM edit delete reply
Can an edition be inherently good or bad at dealing with railroading?

I thought that was always up to the GM.
GreyDuck 3rd Jan 2012, 7:19 AM edit delete reply
Can ponies GET dysentery?
Random Dude 3rd Jan 2012, 7:39 AM edit delete reply
If there's one thing I learned on the Oregon Trail it's that EVERYONE can get dysentery.
Curb 3rd Jan 2012, 8:59 AM edit delete reply
It's never as easy as just a river, or a bridge over a river...especially with a certain type of GM I've had the misfortune of gaming with twice in my life. In a good old 3.5 game the GM had us ford a river, then sent a swarm of river serpents of some kind to get us.

In a Rifts game, is was a bridge over a river and we got attacked by griggs leapers(really nasty alien bug lizards).
leafia6 3rd Jan 2012, 9:29 AM edit delete reply
So how is this version of Rarity going to willingly cut off a piece of her tail?
Ranubis 4th Jan 2012, 6:23 PM edit delete reply
Ranubis
They need some rope, and for once nobody brought any?
Cloudrunner 3rd Jan 2012, 9:36 AM edit delete reply
Onetime, we had to cross a river, so we attached our dwarf berserker to a fishing pole and cast him out, as he swam across, wouldn't ya know it? A sea monster grabbed him. We had to fight it off, and he got double damage from the inside luckily.
MirrorImage 3rd Jan 2012, 11:21 AM edit delete reply
That sounds vaguely like my Dwarven Anchor story from many pages back, except it ended when I teleported said sea monster (a giant fish) out of the water and onto shore. Do I happen to know you and not realize it?
Kaleopolitus 3rd Jan 2012, 1:38 PM edit delete reply
Kaleopolitus
I was reminded of that story yeah. I'm pretty sure it's the same exact situation :D
Another Byte in The Web 3rd Jan 2012, 9:56 AM edit delete reply
So, I guess Rarity will use her Social Rogue skills in order to trade safe travel across the river?
Dragonflight 3rd Jan 2012, 10:31 AM edit delete reply
I recall once, we'd found this useless looking amulet in the forest, which was tied to a quest we'd heard about (but didn't actually take yet.) We came across a bridge, with a troll standing in the middle of it.

Yes, a Troll Bridge. The GM was having fun.

The Troll gave us this really imposing speech about how none would pass and all who attempted would be dismembered and pitched into the water. The thief noticed their crude jewelry looked a lot like the pendant. So he hoists the pendant up and commands, "Let us pass!"

The troll shuffled to the side and let the party pass. The enemies who eventually came up behind us were less amused when *they* had to face the troll. :)
Zodo 3rd Jan 2012, 11:57 AM edit delete reply
They will hack through hordes of minions.

They will casually thwart the most diabolical plans.

They will circumvent your byzantine plots with an obscure spell.

But if you really want to stop those adventurers, put them up against a natural feature of the land. Swollen rivers are especially effective. They have nothing but their own dice rolls to help them out, and when it comes down to it, their own dice will always betray one of them. Then that person has to be rescued, and it all goes to heck in a handbasket... and I gleefully giggle.
Lyntermas 3rd Jan 2012, 12:32 PM edit delete reply
Player: "Alright, we lost most of our gold, used up a third of our spells, and gained the eternal ire of the mermen, but the Deadman's River is now behind us. Let's press forward."
GM:"You come across the Deadman's River."
Player:"WHAT!?! I observe my surroundings. What illusion is this?"
GM:"This part of the Deadman's River bends back on itself like a horseshoe. You could have gone around it if you had searched the area beforehand, but to reach the temple you must now cross it again."
Player:"...I hate you so much."
legomaster00156 3rd Jan 2012, 12:54 PM edit delete reply
A personal story:
The party I DM consisted of (at the time) a Cleric, Rogue, Monk, Samurai, and Fighter. They had casually trounced every enemy that reared it's ugly head, although they had been less lucky with traps. Still, the traps hadn't killed them yet, so they didn't worry.
They were exploring caves, and made their Perception checks. They saw nothing. Then the Samurai and Fighter, designated meatshields, fell into a 10-foot wide, 20-feet deep pit. Well, actually, only the Fighter did. The Samurai made his Reflex save.
For 20 minutes, the party was held up by this simple pit. There was no way around it except jumping or climbing, since they were attempting to get to the equally sized doorway on the opposite side. The Fighter climbed out, the Monk jumped over, and the others were stuck due to bad rolls. Finally, exasperated, i asked them if they wanted to take 2d6 damage to indicate falling one last time and then automatically cross the pit, which they readily accepted.
Wayra Hyena 3rd Jan 2012, 1:23 PM edit delete reply
It's so true... monsters, they'll slash their ways through happily and normally without too much trouble. Traps and bits of nature, now there's the kicker.

And at legomaster... 20 minutes, I know that pain... but when you've got a particularly bad mix, it can get worse... here's an experience I never want to repeat. I threw a pretty simple trap at my players once. There's a note outside a cave room in another language: "With Light, Lightning, with None, Nothing." The trap is just an electrified room (walls, ceilings, floors, the works) with only a few safe stepping stones through. Step on the stones, you don't get so much as a static shock, however, step on the floor, and you're taking 2d8 of electric damage, or double that if you're wearing metal armor. The trick is, to SEE the stones, you must douse ALL lights (only the characters, because they were in a cave with no torches, and just a light spell) because the stones glow very, very faintly, and they can only be seen in the darkness.

... one... hour... later... not GAME time, either, this was one real time hour of me rubbing my temples and screaming shut up at the top of my lungs at one of my densest players (who has since been kicked form the game) I finally say "Your light spell wears off, you can see the path, roll acrobatics to make sure you don't fall onto the floor while you're jumping stone to stone, and move on..."
Next time they hold up at a trap like that, I'll stick them between a rock and a hard place by having some monster or another closing in on them and try to force them into the trap or whatever is holding them up. Maybe they'll have fun with it and use their obstacle against the monster. That spent up all my idling at traps and obstacles patience for a year.

... I can't wait to use that trap again, though... because it's never JUST a room.
Kaleopolitus 3rd Jan 2012, 1:41 PM edit delete reply
Kaleopolitus
Good guy DM doesn't doom the party for his own satirical desires.
Shikome Kido Mi 4th Jan 2012, 1:56 PM edit delete reply
I remember one encounter in a campaign I was running. There was a nominally difficult trio of monsters at the bottom of a drop. The heroes had to find some way down and then fight them. These by the way, were not my usual brand of horrible death monsters but a bit easier as everyone had new characters and I wanted to let them get used to what they were playing.

A few horrible climb and use rope checks, one guy stupidly jumping down in an attempt to get to his unconscious friends before the monsters, and some very nearly max rolls on fall damage later, the halfing rogue finds himself attempting to solo the encounter with no one to set him up for flanking. Against a pack of wild dogs. At level two. It was basically a total party kill because people couldn't climb down a thirty foot drop and weren't at max health when they tried. I think I managed to find some way to let the rogue to drive the dogs off but I pretty much had to improvise it for him on the spot and if I hadn't fudged like that everyone would have died. Luckily, it was Eberron, so they all spent an action point to stabilize.
Xort 3rd Jan 2012, 11:58 AM edit delete reply
ESPECIALLY the trail itself.
kriss1989 3rd Jan 2012, 5:16 PM edit delete reply
Where did you think they all caught it from?
Darkside 3rd Jan 2012, 1:15 PM edit delete reply
*Party stands at the river, idling. Scene cuts back to players.*
DM: Dude, aren't you forgetting something?
Ambrose (player): Like what?
DM: Like your character's crippling fear of water?
Ambrose (player): Oh, yeah...
*Scene cuts back to party*
Ambrose: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!!!!!
Kaleopolitus 3rd Jan 2012, 1:40 PM edit delete reply
Kaleopolitus
I love those stories <3
kriss1989 3rd Jan 2012, 5:28 PM edit delete reply
One tome I was playing a Vampire in the World of Darkness setting. My character had "Flaw: May not willingly cross running water." It was worth a good number of points and I didn't see it being that big a deal. Cut to us having to investigate a factory on an island in the middle of a river. And the 'willing' part meant that I would actively resist. And being that my character was a Bruja who are more susceptible to and more frequently experience berserker rages...
Deckmaster 3rd Jan 2012, 7:49 PM edit delete reply
Nice reference to "The Gamers."
Xuncu 3rd Jan 2012, 2:26 PM edit delete reply
Heh heh; just for refrence, when I read the comic, most of them are in the "Mentally Advanced" arbidged series voices.
terrrycloth 3rd Jan 2012, 3:14 PM edit delete reply
Oh my god. The pinkie pie limerick one is TERRIFYING now.
redmoon 4th Jan 2012, 3:33 AM edit delete reply
huh, i'm stuck with the "friendship is witchcraft" voices...
Panoptes 4th Jan 2012, 8:58 AM edit delete reply
@redmoon
So now Pinkie is a GYPSY bard?
Azureink 4th Jan 2012, 12:41 PM edit delete reply
Azureink
@Panoptes: You mean Vistani Bard.
Sean Renaud 3rd Jan 2012, 5:14 PM edit delete reply
Gotta love a good ole fashioned body of water. When DM my friends won't even go near water unless they have no alternative at all. And I mean NONE. They will travel a week out of their way to go around a river.
OnTheMoon 3rd Jan 2012, 6:54 PM edit delete reply
Nice handling of the river. I was wondering how you'd do this, since the obvious question to me when actually watching the show was why they didn't just fly across.
GoldenElk 4th Jan 2012, 4:04 AM edit delete reply
Once our GM gave us a simple wall to climb over - no spikes on top, no traps, no nothing. After at least half an hour of calculating weights of PCs and lengths of rope, we managed to catapult our warlock across the city and give him a free +1 in Aeronautics from our stunned GM.
iamKelly 4th Jan 2012, 7:50 AM edit delete reply
Our DM had us come to a river that needed crossing, so we used some crafting spells to form a small boat and were going across two at a time when suddenly gators rushed out of the water and attacked the two people stuck on shore.

The gator had me in it's mouth, and had done so much damage that when my opportunity to escape came I was actually glad I failed my escape roll... My health was so low that had I escaped and been bit again, I would have died. I actually let the gator drag me off because at least then he wasn't going to bite me again and I had a better chance of survival...
Azureink 4th Jan 2012, 12:28 PM edit delete reply
Azureink
image
terrycloth 4th Jan 2012, 3:57 PM edit delete reply
I had one party stymied by a muddy ditch. Full of zombies. Zombies, and small amounts of treasure. Less and less treasure as time went on, more and more zombies. They just kept digging themselves deeper...
Bz 4th Jan 2012, 7:13 PM edit delete reply
The first dungeon I ran for my current group (I had given them pre-generated characters fyi) Had a 20 foot long tunnel that was flooded. (It led to a switch that needed to be flipped several times to solve a puzle.) rather than staying behind, the armor wearing members decided to follow the rouges. After nearly drowning several separate times they finaly decided to just stay back and guard the entrance. That Hallway is still probably the most terrifying trap in my entire campaign. so far...
Vulpis 22nd Jul 2012, 10:28 AM edit delete reply
Sounds like they needed the assistance of a female archaeologist with large...
caches of ammo. :-)
Linden 4th Jan 2012, 8:42 PM edit delete reply
Linden
Sometimes I like reading the comments more than the comic. The comic to good too but everybody's stories are awesome.
Sharp Note 4th Jan 2012, 10:37 PM edit delete reply
Rivers are great for a session in any system. My last M&M game, after fighting through a bunch of nature cultists, my character got hold of a motorboat(He had the highest drive skill). We had to deal with: Water spirits jumping onto the boat, raiders in a shootout across the river with power armor guys using rocket launchers, and a collapsed bridge in the middle of the water.. The boat started sinking 200 feet from shore. My character and a NPC magical girl we rescued managed to teleport the super dense guy and the others who couldn't swim to shore just short of our destination. Good times.
Wobniar 5th Jan 2012, 2:08 AM edit delete reply
I love it when our DM makes us cross a river. My character is hydrophobic. Can you say annoy the DM through roleplaying?
Guest 20th Feb 2012, 7:36 PM edit delete reply
Our DM had us cross a river once. With a bridge. We were so sure it was a trap that we spent an hour planning, investigating, and casting magic. Finally, the DM had a farmer walk across the bridge from the opposite direction. That's when we knew it was a trap and started interrogating the NPC. Another hour later, we finally walked over the bridge... and passed the river.

The next session had some particularly vindictive DMing. Wonder why...