Page 281 - The Spy Standoff

7th May 2013, 6:00 AM in Swarm of the Century
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The Spy Standoff
Average Rating: 4.75 (4 votes)
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Author Notes:

Newbiespud 7th May 2013, 6:00 AM edit delete
I've had players discover that they're about to walk into a trap, change their course, and instead lure out the enemies into a trap of their own making. It frustrated me at the time because I was a pretty inexperienced DM, but looking back on it, it was rather glorious.

For today's comments, tell a story about a trap the players set up.

Notice: Guest comic submissions are open! Guidelines here. Deadline: January 27th, 2023.



Z 7th May 2013, 6:10 AM edit delete reply
Huh... surprising that the comment section is bare...
Digo 7th May 2013, 6:27 AM edit delete reply
I had a good relevant story. I can only type so fast. :D

I'm liking Rarity's play here. My favorite characters I've made were the ones that kept cool in the face of imminent danger (which amounted to just under half of them).

My favorite characters were:
The Great and Powerful Trixie (who walked into the traps willingly with the boast that she could take them),
Interstellar Bounty Hunter Katt (who was simply "doesn't afraid of anything"),
and Ghost the Hacker (who was simply too dumb to know when he was in danger). :)
NoahTopHatz 7th May 2013, 6:30 AM edit delete reply
the comments are no longer bare now they are um polar bear, that was horrible
Raxon 7th May 2013, 9:53 AM edit delete reply
No. The comments are threadbare.
Newbiespud 7th May 2013, 4:36 PM edit delete reply
There's nothing wrong with a slow day in the comments section. It happens from time to time.
Raxon 7th May 2013, 9:59 PM edit delete reply
Pun. It was a pun. The comment thread is... Why am I explaining this? Screw it, I'll pass it on to number 3 and maybe he'll do something about it.
Bobbin 8th May 2013, 8:54 PM edit delete reply
Oh my lord that was wonderful
Raxon 8th May 2013, 11:04 PM edit delete reply
Thank you. Every now and then a really good pun will reveal itself to me. My response is to take pictures and post them on the internet.
DoubleCross 9th May 2013, 4:56 AM edit delete reply
Digo 7th May 2013, 6:15 AM edit delete reply
Orc on a Rope

There was a series of iron mines that an orc raiding party took control of. The prince of the land was offering a reward for whoever could clear the "infestation" out. The PCs took the job.

The party was inexperienced (averaged level 4) with orcs so they tried spying on the raiding party inside the mines first for info. Not a bad idea and they learned this band of orcs are a curious bunch.

Curious enough that an orc scout spotted the players!

The team quickly (and quetly) dispatched him. The party ranger double-crit the orc and lopped off his head. The party now had a bloody mess on them and the tunnel they were hiding in.
Then they got an idea.

The party cleric and sorcerer dressed up the orc head with a bow and a rope while the ranger, archer, and bard painted arrows (using blood) down the tunnel leading to their hiding spot.
Next, the party douced their hiding spot in alcohol, lantern oil, and anything else that was flamable.

Lastly, they put the orc head in a tunnel near the orc camp with a sign that read "Follow the orc on a rope."

The orcs saw the head and it was obvious someone was in the tunnels. The party slowly pulled on the rope from farther down the tunnel, dragging the dolled-up orc head. The orcs drew weapons and followed the head. The raiding band all readied actions to attack whoever was tugging on the rope.
They reach the end of the tunnel and...

It was the second orc scout tugging on the rope. Under a charm spell by the sorcerer.
Readied actions went off and the orcs accidently killed their second scout.

Then the party jumped out of their hiding spots and throw torches at the orcs! Fwoosh! The raiders lit up like kerosene-soaked christmas trees. It was the most beautiful bonfire trap ever created.

Orc on a rope. Never go raiding without it.
Kaleopolitus 7th May 2013, 8:01 AM edit delete reply
Wait, they're in a cave right..? Did they make a beeline for the entrance? I can't imagine them surviving too long in so much smoke from such a hefty fire...
Digo 7th May 2013, 8:17 AM edit delete reply
Yes, they did leave shortly after to let the cave "Air out". And by shortly after, I mean they quickly looted and ran XD
NeutralDemon 7th May 2013, 1:45 PM edit delete reply
sounds like Ken the dire rat
he's a trap monkey our sorcer said so
Anonymous 30th Oct 2019, 5:18 AM edit delete reply
Sweet. I hope to one day had such clever players. That said I’ve presently got a group of writers and roleplayers and it’s gloriously fun.
Mink of Snow 7th May 2013, 6:16 AM edit delete reply
the cornered rat shall bite the cat
NoahTopHatz 7th May 2013, 6:23 AM edit delete reply
I wish I had a story but I don't and I don't think i will have one for some time mostly as the closest I have ever gotten the playing D&D is online forum games and why am i typing so much?
What with an Enchilada? 7th May 2013, 7:11 AM Legos edit delete reply
So, my group was attacking a fort that had been taken over by semi-intelligent zombies. they had taken the main courtyard and were about to head up the main stairs when they heard the forces upstairs starting to come down. Hearing this, the druid Air lifted the Scythe Fighter over the door, and the Sorcerer spread caltrops under the door.
The rest lined up with bow's or in one case, a whip.
So as the zombies finally emerged and were brought to a stop by the spikes in their feet, the druid dropped the fighter, who critically failed on both his jump and attack roll, landing face down in the last square of caltrops.
When everyone was done facepalming, we asked him if there was anything he wanted to say about the plan.

So my Sorcerer now summons Legos.
Kaleopolitus 7th May 2013, 8:02 AM edit delete reply
If I ever play a sorcerer, I'll make sure to honor this by vetoing a lego spell in.
Digo 7th May 2013, 9:23 AM edit delete reply
I will so carry a bag of LEGO next time I'm in a modern adventure. :D
Siosilvar 7th May 2013, 1:27 PM edit delete reply
Kale: You keep using that word. I do not think it means what you think it means.

("Veto" is pretty much the exact opposite of what you want.)
I believe Siosilvar is correct. As far as the Lego spell goes, in 3.5 (I know i still play 3.5 gasp) Caltrops is a 0th level conjuration spell. so, cantrip, 6 times a day, lots of caltrops at the drop of a hat, well, gesture, but you know what i mean.
Raxon 8th May 2013, 6:41 AM edit delete reply
Dropping a hat is the gesture!
Hothead112 8th May 2013, 12:36 PM edit delete reply
I play 3.5 as well. You are not alone.
skysong6 8th May 2013, 9:14 PM edit delete reply
YANA! HE'S THE MASTER! RUN! (I'm such a nerd)
Indeed, 3.5 is amazing and I play it too.
Paragrin 9th May 2013, 5:10 AM edit delete reply
Do you hear it? The sound of drums.... .... .... ....
Classic Steve 7th May 2013, 7:16 AM edit delete reply
Don't let them hear you, Rarity. Diamond Dogs must hate being compared to cats.
Digo 7th May 2013, 8:20 AM edit delete reply
Well, then she could say it's a dangerous dog and pony show. ;)
FanOfMostEverything 7th May 2013, 7:25 AM edit delete reply
My group has two rogues. Unfortunately, both took archetypes (an option in Pathfinder that exchanges some class features for others) that replace trapfinding, and neither thinks to look for them anyway. As such, the party basically has to hope they avoid or save well against traps. Good thing I don't make much use of them.

Not much.
aerion111 8th May 2013, 2:09 AM edit delete reply
Man, I choose archetypes in other classes to GET trapfinding.
Don't they know how rare it is? Bah. No respect.

I did like being a Seeker oracle (Oracles are essentially clerics that weren't asked if they wanted the role, and with a personalized curse on top of it. Seekers are a type of oracles that would really like to know what the heck the gods want from them. For some reason they get trapfinding.)
A lot of acting like I never quite made up my mind as to what I wanted to do - fighting in melee with the biggest one-handed sword there is - bastard sword. Variant rule on the Half-Elves lets me have Exotic Proficiency with it, wielding it in 1 hand - buffing, healing, disabling traps. Depended on my mood, really.
Fluffwise, I claimed he was like a monk, except with a bastard sword instead of fists, and divine magic instead of being wise.
Doomboy911 7th May 2013, 8:13 AM What fickle games the gods do play. edit delete reply
So my DM had us playing as the villains against a party of heroes.To distract us he throws us at this village where they have this powerhouse level 1000 monk of which ther is no defeating. So I decided to not fight the creature. Instead I teleported to each god's realm and challenged them to beat my champion a level 1000 monk should they fail we'd have to go find someone who could beat the monk and than we'd all bow down to them and swear that no one in our forces would ever harm the winner. So the gods kept losing I kept reviving them and we found more gods to beat the monk. That's how I set up a trap. Later on I beat the monk with using a mirror of opposition multiple times on the monk.
Malroth 7th May 2013, 12:21 PM edit delete reply
cloudkill + forcecage + dimensional anchor = no save dead lv 1000 monk requiring caster lv 11
Guest 7th May 2013, 4:16 PM edit delete reply
Cloudkill doesn't allow a save?
soulofaqua 7th May 2013, 4:39 PM edit delete reply
I love you, but what if we deal with a creature larger than a 10ft cube?
Zuche 7th May 2013, 7:06 PM edit delete reply
Sorry, Malroth, but the Escape Artist DC for a wall of force (and, by extension, force cage) is only 120. With 4012+ skill points to burn by level 1000, that monk has room to take all eighteen of its class skills (of which Escape Artist is one) to that point and still have more than 2000 skill points left to spend among 27 cross-class skills.
Rokas 7th May 2013, 8:22 AM edit delete reply
Don't really have much stories of laying traps. Most of the time it's my group of PCs that keep ending up being trapped. That recursive time loop with the dead people was creepy, too.
Anvildude 7th May 2013, 4:03 PM edit delete reply
Were you DMing for the Bravest Warriors or something?
Hothead112 8th May 2013, 12:42 PM edit delete reply
I was actually trapped in something like that. I was playing a Dwarf Fighter. We were underground, clearing out a Goblin cave. Apparently, the Goblins had really good magicians because when we started walking down a hallway, it was as if the space was getting smaller but the light at the end was staying the same distance away. We walked back towards the entrance to the hallway and we went around in a full loop four times before my character noticed a piece of moss that we had seen before. It turns out it was a portal and all we had to do was mess with the runes. During this time we had tied up the thief so that they wouldn't go anywhere.
deeman45 7th May 2013, 8:33 AM edit delete reply
So, I was DM'ing a modern day occult campaign. The PC's goal was to gather four statuettes and place them in an old church, which would open a secret chamber with lots of treasure.

The bad news for them--there was no treasure, it was all a set-up for them to release a dark god. They'd gathered three of the four statuettes; the fourth was in the possession of a local crime boss who they'd antagonized. He's after the "treasure" too.

The crime boss arranges a meeting on the grounds of the old church. He gives them an ultimatum: surrender the statues, or die. He's got a small army of goons. Now, the PCs have been playing super-aggressive all campaign. No hint of diplomacy, never hearing anyone out, kill on sight is the order of the day. I'm sure they'll mindlessly attack the boss, taking the statue. They'll probably think he's the adventure endboss, place all four, and unleash some supernatural nasties that I'll have some fun playing with.

The boss makes his demand. I prepare for the inevitable fight...and the PCs surrender. "Yeah, take them." "No need to fight." "Go ahead." I drop a stunned "...What?" which is thankfully in-character for the crime boss as well. Now--NOW--these guys are playing nice?

Long story short, the boss trips the trap, summons the supernatural beasties, the PCs team up with him and take the monsters out, turning the two battles that were supposed to end this segment of the campaign into a joke and saving the crime boss' life. Later adventures set in the same setting had the boss feature as a recurring ally with tons of goons and goodies at his disposal.

Looking back, it was magnificent. But boy, was I pissed.
Digo 7th May 2013, 9:25 AM edit delete reply
That was well played indeed. :D
sidhe3141 7th May 2013, 9:33 AM edit delete reply
There was this one time that one of the PCs (head of the Thieves' Guild) lured another (Captain of the Guard) into a trapped warehouse and almost killed him.

And then they wound up dueling at the bottom of the Tomb of <del>-H-o-r-r-o-r-s-</del> Moderate Anxiety later.
Tvtyrant 7th May 2013, 10:17 AM Tvtyrant edit delete reply
In a 3.5 campaign we were made aware that a bandit army was going to invade a village near our location on the following day. I, as the Rogue, sneak into the camp and plant hallucinogens in the bandit's food. A quick attack on the camp an hour later scattered the camp.
Siccarus 7th May 2013, 11:46 AM edit delete reply
Not so much a trap but a Surprise attack.
During a battle where the Players were protecting the worldtree from the robot martian army, the Dwarf groundskeeper prepared beforehand a Lawnmower that the science department got to and installed a War Emergency Power button. He set the Mower in a Building that was on the street that led to the tree, Waited for an enemy tank to get close enough, Hit the button, bailed out and watch the Riding mower break the land speed record into the unaware tank.
emmerlaus 7th May 2013, 11:53 AM edit delete reply
(sorry for bad english, its not my first language)

I was playing a elf Divine Trickster (part Rogue and cloistered Cleric). I was teamed with a warforged paladin and a spellscale shudenja (yeah, that is a weird crew LOL)

We arrive at a city with statues possessing the villagers. Theres a lake and villagers blocking the way to the statue. The villagers act like angry zombies, semi-intelligent... They still are innocent ans possessed so we cant kill them.

First round, I use the spell Dark Way (spell lvl. 1 or 2), to make a bridge above the lake and villagers. Everybody got on the bridge before the zombie and I wait for them. Once its my turn, I prepare spell for when they got in reach...

Once I do, I release the spell: Create Water

All villagers get swooped away by what became a water slide LOL

I used that trick two times, while the Warforged and spellscale take care of the statue LOL

aerion111 8th May 2013, 9:37 AM edit delete reply
Ah, yes, Create Water, one of the few spells that Pathfinder forgot to nerf after they made cantrips repeatable (now, a particularly stubborn cleric could chant for a few hours - and since there are obscure spells with casting times of 20 minutes or more, it's not too unreasonable to assume they can keep it up - and completely flood a house)
Smilez221 7th May 2013, 12:01 PM edit delete reply
(It's the first comic after Saturday's session and I have a story to tell. How serendipitous).

So my party's fighting these quicklings who run out, attack as many people as they can, then hide. We got attacks of oppurtunity, but they had a crazy AC bonus against them on top of an already high AC. Our plan: Place Bigby's Icy Grasp in an open spot, then place everyone at least two squares away in a certain configuration. We figured he would go through it in an effort to attack as many people as possible and thus get caught by Bigby.

Naturally, he goes around it.
terrycloth 7th May 2013, 12:11 PM edit delete reply
At the end of one campaign, the party made a deal with a bunch of demons to betray their allies -- the demons' allies -- in return for the party not killing them. The demons had previously been 'tricking' the party into killing their erstwhile allies that were too powerful for them, and the party was very very good at that.

So they had the demons invite all their allies to a peace conference, and the party dispelled and replaced the teleport trap being used for security so that anyone who tried to teleport into or out of the area was bounced back into the room. Then they killed everybody.

I didn't say it was an *elaborate* trap.

Truthkeeper 7th May 2013, 12:39 PM edit delete reply
Well, that doesn't seem right. My antivirus program seems to have decided FiD is an unsafe site. I wonder how things like that get added to their database, because that just doesn't sound right at all.
Seturis 7th May 2013, 1:21 PM edit delete reply
Ponies are a hell of a drug.
Zuche 7th May 2013, 7:09 PM edit delete reply
Yeah, the site got blocked at work because of a spyware report.
Kynrasian 7th May 2013, 2:25 PM edit delete reply
Well, there was the time that we were searching an underground keep.

We found some crates in a room with dismembered body parts in one corner of the room, which set me on high alert. We had been made aware of goblins beyond the other door in the hallway and I asked someone else in the party to go up to the crates.

As it turned out the crates were not hiding undead, as I thought they were, but full of bottles of what appeared to be wine, which began a cascade collapse in which all of the bottles smashed and alerted the goblins to our presence. In an effort to salvage the situation I stood near the door and poured oil onto the floor in front of it, asking our ranger to set the oil on fire as the goblins passed through.

The result was the one and only encounter we ever had in 4e that lasted under 30 minutes.
TheCaptain 7th May 2013, 7:23 PM edit delete reply
I'm the DM for my group and during our second campaign I had the players board an enemy airship in order to kill the its captain, who was a changeling, and save the Admiral's daughter.

They all attempt to silently board the ship. Out of 4 players, only 1 made a successful stealth roll, not even the rogue made that roll. I didn't even set the bar high, it was a medium roll... Anyways, they get on the ship and alert the crew, but before the captain walked out of his quarters our Paladin rushed forward and blocked the door.

The players killed off the crew before setting up a tripwire in front of the door and opening it quickly. The changeling captain ran out of the door, tripped, and was grabbed by 3 of the players. The wizard in our group sleep-spelled him and they handed him into the guards. It went pretty well for them.
Quietkal 7th May 2013, 8:38 PM edit delete reply
I once made a Rogue with the traplover flaw. (If he became aware of a trap, he had to activate it.)
He died from a "large rock drops" trap before he could get the party into trouble.
aerion111 8th May 2013, 1:58 AM edit delete reply
Ah, yes, the familiar 'real-life Curiosity flaw' situation.
Quite familiar indeed to me - hence, yaknow, why I take Curiosity as a flaw whenever I (try to) play GURPS.
Might as well get the points for it.
terrycloth 8th May 2013, 11:12 AM edit delete reply
My alchemist in the last game started out pretty weak (he got better) and decided that he was the most expendable member of the party except for the monk (who was even weaker).

Since the monk refused to open doors and trigger obvious traps (and the party didn't have any actual rogues or anything) he took it on himself to open every chest and door and charge into combat first even though he was ranged (at least he could fly, so he wasn't stuck in melee). It worked REALLY WELL. He set off a few traps but none of them even came close to killing him, especially after he started getting the serious AC bonuses and things like immunity to poison that alchemists can get at higher levels.

Eventually the party did get a rogue, who died repeatedly setting off traps.
aerion111 8th May 2013, 11:59 PM edit delete reply
At least the rogue just killed themselves.
I've seen players get quite sad when they kill OTHER characters by not finding a trap - stuff like them checking a door for traps, not finding any, and then when someone tries to open it three different AoE spells get cast, killing the wizard, the druid's pet, and the team's mascot kobold.
After all, the rogue is pretty much the only character that can get other characters killed while doing everything right - sometimes, the rolls just go badly.
D 8th May 2013, 2:42 AM edit delete reply
My players where in a Rifts game and through a critical successes on their part, and failures on mine, noticed an enemy army heading off to attack the town they were at so I could get them moving. They set up the tollbooth from blazing saddles, and it worked long enough to set up a trapped fake town.
Ariasa 8th May 2013, 7:16 AM THE LAST TIME edit delete reply
So this truly is my last comment. As a semi new D&D player we don't have a story like that. I do have a story of an obvious trap though. We just went through a portal to a hell like place. I immediately knew it was a trap, but as I was saying wait are fighter moved forward and the ground fell below us. I cursed are stupid fighter. Threw my blood knife at him. I still think it was a terrible idea to put that ring on without knowing anything about it. Still it turned out to my advantage.
Spooner 9th May 2013, 5:37 AM edit delete reply
*Le finally gets enough confidence to speak up*

Well... Right at the start of my very first DMing, we had an... incident. Which, now I think about it, was not so much a case of the PCs trapping the trappers, but more of a case of a trap that was abused by the PCs to work for them. Ah well.

Here goes: Whilst exploring a mine, the PCs walked into a storage room. Since they'd been rather noisy in their expeditions so far, some kobolds had sneaked out from an earlier room in order to set up an ambush. As soon as the PCs came into this particular room, one of the kobolds hiding in the room cut a string, which let a sack of flour drop onto the floor, creating a smoke screen of sorts. The other kobolds then proceeded to have a great time shooting their crossbows at the PCs, who couldn't really shoot back, as they couldn't see where the attacks were coming from. All the characters were level 1, so kobolds posed an actual threat to them at this point.

Unfortunately for the encounter, one of the players had seen a demonstration known as the 'flour bomb' in high school - when in a fine dust in air, flour burns quite explosively. So, the PCs all backed out of the room, the kobolds of course moved forwards in pursuit, coming into the center of the clout - and then the ranger hurled his flaming torch into the room.

Freelance 9th May 2013, 11:03 AM Our own trap edit delete reply
There's one that delt with taking care of the vestige from 'Return to the Tomb of Horrors, but that was rather simple in leading it to a gate that led to the Plane of Vaccum, but that was rather simple.
A better one was while we were tasked to get rid of a gang of ogres, we heard about how stirges were causing a ruckas. My monk commented, "You know, it's a shame we can't sic one on the other." Cue the lightbulb moment. We converted our ropes into giant nets and used them to capture the giant insects. We waited until night when all the ogres were going into a cave that was--I kid you not--converted into a discotech. And just to give you guys the nightmares we had: ogres in angelflight suits.
Once they were all in, we released the stirges into the cave and then our wizard closed off the opening. A few hours later, and they they were all dead. The ogres drained of their blood, and the stirges not squished popped from over-gorging themselves on all that blood.
carnackiArdent 14th May 2013, 9:07 AM edit delete reply
I and three other players set up a rather glorious one in our V:tM LARP once. See, the city planning commissioner was an infernalist and a Masonic wizard, so we obviously had to take him out (because one, people with demons running the city is never good, and two, he was keeping *us* from running the city). Since he's a Masonic wizard he draws power from the normal motion of people and traffic through the city - so we get a group who are good at causing chaos to turn over an empty chemical truck and fake a spill at *one* major intersection, we get a Tremere to cause a snowstorm to block another, we have a meeting of a fake NGO set up that he has to attend, and just to be sure we mind-control his driver so that on the way back he detours right to the warehouse we'd set up an ambush at.

Which leads to a massive knockdown, drag-out fight, because he's still an infernalist wizard and he's also stealing the building's structural integrity to heal. Meanwhile those of us who actually set things up went and dealt with the demon in the guy's office. Good times.
Drhoz 5th Sep 2013, 4:40 AM edit delete reply
My brother is somewhat infamous in various tabletop and online games, mostly due to his utter evil, and knack for finding amusing things to do with the rules of the game. On one Neverwinter Nights server his character Soona the Sorceress leveled the town on no fewer than three occasions - and on the third, she got the the 'good' characters to do it to themselves.

Suna had amused herself for some time leaving various potions in beer mugs around the bar. She found it highly amusing that despite months of her efforts, there's always some-one who'll pick up and drink an unattended Potion of Drowning, or area effect Wailing Death Potion. But until The Great Fire of 2007, she'd never used a cursed potion of fireballs in a pint-mug.

Somebody drank it.

It blew up the bar. And set off the stack of black-powder barrels she'd planted behind the bar. Which set off the barrel behind the building next door. And the building next to that. And so on. The GMs were somewhat aghast. "I didn't think it would work THAT well" as the detonations spread across most of the city, taking out the unfinished framework of the New Wizard's Guild en route (the wizards were not impressed, since the previous month Soona had panicked them into destroying their own hall, because they thought she was inside)

Of course this meant she could foreclose on all those loans she given the townsfolk, after the first time she burned the city to the ground. And it meant the taskforce that was en route to the Celestial Realms to find out why nobody had heard a peep from it for days was instantly recalled to defend the ruins. Which suited Suna fine, since her bodyguard Mandible was slaughtering his way across that realm as part of her ongoing plans and deals with the GMs.

You got it - she blew up the city again, and avoided all proof of her involvement (after all, the GMs could prove she was at the other end of the map when things started to go BANG), and became the biggest property owner in the game, all as *a distraction from her real plans.*

The powderkegs had, in fact, been noticed. As one witness wailed afterwards "I thought they were there for a reason!"
T.J. 16th Feb 2014, 1:50 PM edit delete reply
This sorta relevant to something our party did in our campaign.

We were tracking a band of cultists that were planning to use some magic lens to access a planar portal to call up their devil lord. When we reached the site where they planned to open the portal, we found that the cultists had a traitor in their ranks who had plans of their own for the portal. As these plans were bad for the world as well, we set out to stop them and succeeded. The relevant part of this is that, when we saw them, these traitors were setting up an explosive trap for the other cultists. After they were defeated, we noticed that the trap was mostly ready and, with a good Knowledge Engineering skill check, we finished the trap and waited for the real cultists to show up. When they did, we set off the trap and BOOOMM!! All but the two strongest leaders of the twenty cultists were killed straight away. It was awesome!
Hurricos 15th Nov 2014, 4:26 PM If you can't disarm the trap, nuke the dungeon. What's the worst that could happen? edit delete reply
Had this happen last session: Group of players are in an astral prison with various guards and whatnot.The group enters a room with several demons guarding a door. The mage, using an item that allows animal summoning (with elemental attributes), summons the lord of all whales with the fire attribute.

The whale was so huge that everything on the floor of the dungeon had to roll a save vs spell as per fireball due to the flaming ghost whale that winked into existence in the middle of the room. They are currently in the small intestine area and the boss of the floor is...livid. Also, one of the players is paranoid about whales and has to now roll to keep from losing it. The sad thing is this is not surprising from my players, not after "I set myself on fire and report to the general."