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D&D 5e Into The (Keep on the) Borderlands (B1&2) #032 Monster Mash.
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<blockquote data-quote="Goonalan" data-source="post: 8551063" data-attributes="member: 16069"><p style="text-align: center"><strong>The Unexpected in the Caves of Chaos.</strong></p><p></p><p><strong>Session #029: Discoveries.</strong></p><p><strong></strong></p><p><strong>PCs (in alphabetical order)</strong></p><p><strong>Krago of the Mountains </strong>(Pete) Male Mountain Dwarf Ranger (Folk Hero) Level 4.</p><p><strong>Lappoy the Unexpected </strong>(Rob) Male High Elf Wizard (Sage) Level 4.</p><p><strong>Mohag the Wanderer</strong> (Pete) Male Human Barbarian (Outlander) Level 4.</p><p><strong>Sho-Rembo</strong> (Dave) Female Stout Halfling Druid (Hermit) Level 4.</p><p><strong>Sir Glen</strong> (Dave) Male Human Paladin of Lathander (Noble) Level 4.</p><p><strong>Sosspan </strong>(Dave) Male Dragonborn Wizard (Spy) Level 4.</p><p><strong>Trebbelos</strong> (Pete) Male Tiefling Sorcerer (Charlatan) Level 4.</p><p><strong>Sidekick (played mostly by the DM).</strong></p><p><strong>Scrubs</strong> Male Human Sidekick Expert (Soldier) Level 3.</p><p></p><p><strong>Dead PCs, NPCs & Sidekicks (in alphabetical order)</strong></p><p><strong>Afton Barr</strong> (Dave) Male Half-Elf Bard (Entertainer) Level 1.</p><p><strong>Corbis</strong> Male Human Sidekick Warrior (Soldier) Level 2.</p><p><strong>Estra Zo </strong>(Pete) Female Wood Gnome Rogue (Urchin) Level 1.</p><p><strong>Farned of the Leaf Lord </strong>(Dave) Male Wild Elf Cleric of Rillifane Rallithil (Acolyte) Level 1.</p><p><strong>Tassit </strong>(Dave) Female Human Monk (Hermit) Level 1.</p><p><strong>The Mystical One</strong> (Pete) Female Human Warlock (Outlander) Level 1.</p><p><strong>Tribbits</strong> Male Human Sidekick Warrior (Soldier) Level 2.</p><p><strong>Wormwood</strong> Male Human Guard.</p><p><strong>Yor</strong> (Pete) Male Dragonborn Fighter (Folk Hero) Level 2.</p><p></p><p><strong>QUESTS (and stuff to do).*</strong> </p><ol> <li data-xf-list-type="ol">Find Zelligar and Rogahn's former base, explore it and steal its treasures.</li> <li data-xf-list-type="ol">Find Tolpuddle, the 'mad druid' or 'mad hermit' of the Whispering Woods, he may know where Z&R's base is (see #1 above), also say 'hi' from his brother Bumble.</li> <li data-xf-list-type="ol">Tell Darvon, Priest of Oghma, about the Unexpected's adventures. ONGOING.</li> <li data-xf-list-type="ol">Track down and kill/capture the former bandit leader- Dee Dee Raven (see Mebros, Captain of the Watch).</li> <li data-xf-list-type="ol">Help the water sprites of the Goblinwater River, for Bumble.</li> <li data-xf-list-type="ol">Clear a bunch of spiders out of the Spiderwood, for Bumble.</li> <li data-xf-list-type="ol">Stop the undead attacks in the Whispering Woods, for Bumble.</li> <li data-xf-list-type="ol">Clear the Caves of Chaos for the Castellan of the Keep on the Borderlands, reward 2,500gp plus. IN PROGRESS.</li> <li data-xf-list-type="ol">Find the rest of the Fortune's Five adventuring party- Bullywugs?</li> </ol><p></p><p>*I've been asked to put this here because the players keep forgetting some of this stuff, also they have lots of quests on the go right now.</p><p></p><p>Note, we now read this list at the start of each new session, that's what it's like to get old- your memory just stops working.</p><p></p><p><strong>Note, you can click on the pictures here to make them bigger (if you didn't know this already).</strong></p><p><strong></strong></p><p><strong>Day 43: Being the 13th Day of Kythorn, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, about around midday.</strong></p><p></p><p>We're in the ex-lair of the gnolls, and the gnolls are all dead- very dead.</p><p></p><p>The Unexpected have spent the last hour alternatively (short) resting and healing and then latterly- looting the lair and the dead gnolls, and ol' Horse-Eater has quite a lot of coin (just over 200gp, all told).</p><p></p><p>But then the Unexpected break into the gnolls storeroom, and within...</p><p></p><p>Cue angelic music, and glissando...</p><p></p><p>There's a longsword that glows when it is removed from its scabbard, a golden light- like the first rays of sunshine at dawn.</p><p></p><p>It's a magical longsword, and Sir Glen is having it, because, because... he's worth it.</p><p></p><p>So he says, and next up is the naming of the blade (and its attunement).</p><p></p><p>The holy avenger (not) is christened... wait for it.</p><p></p><p>It took over twenty minutes to come up with this name.</p><p></p><p>Dawnkicker!</p><p></p><p>I know. Genius.</p><p></p><p>Evoking the Morning Lord, while at the same time espousing toughness.</p><p></p><p>Twenty minutes well spent.</p><p></p><p>But that's not all...</p><p></p><p>You see, the thing is- Dawnkicker is a cursed blade, it's magical but in detrimental way, the wielder is both -1 to hit and damage with the weapon. And I'm writing this here because as soon as Sir Glen attuned the blade it popped up in his FGU action tab, and...</p><p></p><p>The weapon's to hit and damage statistics were worse than the plain old longsword that Sir Glen has been wielding thus far.</p><p></p><p>So, Sir Glen tries the blade out- having attuned it, and discovers for some reason that the blade is not to his liking, and the DM makes the paladin make an insight check- '21', adjusted, of course.</p><p></p><p>Sir Glen realises that the blade is cursed, but he is compelled to use the weapon- that's part of the curse.</p><p></p><p>Sir Glen needs the curse removing, alas none of his companions can help him with this conundrum, he's going to have to wield the sword until he gets back to the Church of the Morning Lord, back in the Keep. The High Priest there should be able to help him out.</p><p></p><p>So, that made me laugh, although I would have preferred, of course, for Sir Glen to have not noticed the discrepancy.</p><p></p><p>But the title of this one is discoveries (plural), and so there's more...</p><p></p><p>There's a well hidden door exiting Horse-Eater's lair, and beyond it an ancient corridor, and only a few feet into the passageway lies the skeleton of... well, whoever it is/was.</p><p></p><p>[ATTACH=full]152115[/ATTACH]</p><p><strong>What have we here?</strong></p><p></p><p>The body is searched, naturally, and there are a dozen very nice looking small emeralds- and they're valuable, so- lots of money. A Detect Magic also reveals that the skeleton's boots are magical too, they're a pair of Boots of Elvenkind.</p><p></p><p>Krago snaffles them.</p><p></p><p>So, something for everyone there.</p><p></p><p>Then, well... there's the newly discovered secret passageway to explore, the Unexpected are keen to see where it goes.</p><p></p><p>The grubby corridor leads, via another door- concealed on the other side, into- a well stocked storeroom, and with a lit passage beyond. The Unexpected are in one of the other caverns in the ravine, and this place is clearly inhabited- and by creatures that need lights, maybe.</p><p></p><p>[ATTACH=full]152116[/ATTACH]</p><p><strong>The Unexpected are intrigued.</strong></p><p></p><p>The sneaky folk take a look around, only... they're not that sneaky, and they're not alone in here.</p><p></p><p>Suddenly...</p><p></p><p>[ATTACH=full]152117[/ATTACH]</p><p><strong>It's rubbery to see you. Ooze yer friend?</strong></p><p></p><p>Sho-Rembo is slammed, rather than Engulfed, by a wall of rubbery stinging viscous material- the halfling only survives being sucked inside the gelatinous cube with an inspiration point to roll her Dex save again (and a '20').</p><p></p><p>There is screaming.</p><p></p><p>“Gelatinous cube!” Just about covers it.</p><p></p><p>Panic ensues.</p><p></p><p>Sho-Rembo instantly wildshapes into Sho-B-Bear, she's not getting engulfed by that thing, if the giant ooze had even a modicum of intelligence, right now, it'd be thinking- I picked the wrong guys.</p><p></p><p>Sho-B claws at the cube, and the first one is a Crit (and for the most damage the halfling druid has ever rolled), the follow up bite is also a hit, and just short of max damage. The ooze doesn't taste good but... it's going down, Sho-B's going to eat it all the same.</p><p></p><p>Keep in mind this thing however has max hits points- that's 120, my initiative is however -2 on the adjusted roll.</p><p></p><p>Ho-hum.</p><p></p><p>Scrubs dashes into the storeroom and then shoots the cube, Lappoy blasts the thing with three Scorching Rays, all hits- all high damage, and the first one another Crit.</p><p></p><p>Krago thumps the ooze with his black mace and then stabs it with his magical dagger, and my poor ol' jelly has taken just short of ninety damage in... well, maybe half-a-turn.</p><p></p><p>Sosspan hits the thing with a Fire Bolt, Mohag (not raging- surprise) savages it with his greataxe, and then spends an inspiration point to do the same again.</p><p></p><p>Trebbelos steps in and hits the giant ooze with another Fire Bolt, and then spends an inspiration point to do that again- and another Crit.</p><p></p><p>[ATTACH=full]152118[/ATTACH]</p><p><strong>And that's Trebbelos' new 'Best Kill'.</strong></p><p></p><p>The bastards.</p><p></p><p>Sir Glen, initiative '1', didn't even get a go.</p><p></p><p>Still, he beat my bloody cube with his initiative roll.</p><p></p><p>It's not been the paladin's session so far...</p><p></p><p>Well, that was less than twelve seconds of hot fun.</p><p></p><p>[Gelatinous cube 450 XP]</p><p></p><p>The Unexpected hold station for a short while, all eyes on the ten foot wide lit passageway exiting the storeroom to the north, but... nothing comes running. Sir Glen and Krago stand guard here, while the rest of the Unexpected see what's to be found, which right off is a bunch of coin that is spilling out of the rapidly decaying ooze monster.</p><p></p><p>But that's not all there is inside the ooze, what looks at first to be a bone turns out to be (best guess atm) a wand.</p><p></p><p>Some folk are very excited.</p><p></p><p>The rest of the storeroom holds supplies- food and victuals, mostly dried goods- but there's plenty of it here. Where are the Unexpected? Who lives here?</p><p></p><p>The PCs (and players) are keen to find out.</p><p></p><p>Krago leads them on, sneaky like, note Sho-B-Bear is staying around for a while.</p><p></p><p>Around the corner and a set of double doors are located, and they're bolted shut from this side, and that's the outside- that's odd, maybe.</p><p></p><p>Scrubs, with help from Sir Glen, gets the double doors open- steps lead down into... a crypt? Certainly there's a breached tomb down there.</p><p></p><p>Note, Krago discovers there are more lit corridors ahead- lots of them, seemingly, and he can hear something or someone moving about, whistling- perhaps, it's coming from one of the northern passages.</p><p></p><p>[ATTACH=full]152119[/ATTACH]</p><p><strong>A swift discussion follows.</strong></p><p></p><p>The decision- check out the crypt before moving on.</p><p></p><p>Krago creeps down the stairs, his new magical elven booties are simply marvellous.</p><p></p><p>There are no lights in the crypt, obviously, and there are ten sarcophagi down here, although one of them has been smashed open.</p><p></p><p>All of the crypts have runes carved into their lids, and... the last of the Unexpected to try reading them comes good. Trebbelos understands the infernal tongue, well- he would do being a tiefling.</p><p></p><p>“It says- 'High Priest Gark Badblott, may he serve the Blood Lord as faithfully in undeath.'”</p><p></p><p>Cautiously the tiefling sorcerer scurries about and reads the inscriptions on all of the tombs, save for the name and rank, the epitaphs are similar.</p><p></p><p>Lappoy lets his comrades know- the Blood Lord is, of course, Orcus.</p><p></p><p>Sir Glen gets ansty, a short discussion follows- the topic, whether or not to open the crypts, and even the paladin is itching to get into them- worshippers of Orcus, the undead; let me at 'em is the refrain.</p><p></p><p>Therefore the doors of the crypt are pulled too, with Scrubs and Trebbelos at the top of the stirs, watching out, while the rest of the gang get situated in the crypt.</p><p></p><p>Note the already opened sarcophagi is checked over, an inamate robbed skeleton of a human (probably) lies within, nothing else is found.</p><p></p><p>[ATTACH=full]152120[/ATTACH]</p><p><strong>Mohag (still exhaustion level one) and Krago are doing the lifting and shifting, Sir Glen is ready to attack (with his new magical longsword) while Sho-Rembo and the artillery watch on. It's a planned operation.</strong></p><p></p><p>And five more of the tombs are opened in less than the same number of minutes, one of them proved slightly difficult, and made a bit of a noise, but... nothing comes calling.</p><p></p><p>But now the doubts are starting to creep in, Sir Glen is beginning to wonder whether tomb robbing is the right thing to be doing.</p><p></p><p>Lappoy however is definitely of the opinion- we've started it and so we'll finish it, and so directs Krago and Mohag to continue.</p><p></p><p>Sir Glen is mid protest when the sixth sarcophagi is opened and a deathly pale humanoid (undead) creature dressed in robes, but with chain mail beneath, leaps out and attempts to stab and grab at Sir Glen, the paladin somehow manages to avoid both attacks (damn!).</p><p></p><p>[ATTACH=full]152121[/ATTACH]</p><p><strong>And even though this is exactly the situation the PCs have been waiting for, all of them are surprised.</strong></p><p></p><p>Lappoy and Sir Glen, both at the same time, call out- “Wight!”</p><p></p><p>The paladin has more to say, but its just the usual gibberish about the Morning Lord etc.</p><p></p><p>And then more or less all of the PCs roll high for initiative, and it sucks to be my guy. The wight has, of course, got max hit points.</p><p></p><p>However, the wight isn't done yet- the foul undead in a hissed whisper utters an infernal prayer, the creature's voice rising to fervour every now and then- in the other sarcophagi in the crypt sinew and bone stitch together, the rest of the ex-followers of Orcus are coming to join the fight.</p><p></p><p>A robed skeleton from one of the already opened sarcophagi springs up and claws at Lappoy, remarkably it too fails to connect.</p><p></p><p>My dice, and all of these attack rolls are with advantage, of course.</p><p></p><p>Krago fires up his Hunter's Mark and thumps and stabs the wight with his magical weapons, that hurt.</p><p></p><p>Another previously interred skeleton rises up and surprises Sosspan by stabbing the dragonborn wizard in the back. And then another rises and stabs Lappoy in the back too, the High Magicker is hurting, and then a third skeleton- and its Lappoy again who suffers. The high elf wizard is quickly down to just seven hit points.</p><p></p><p>Scrubs and Trebbelos come rushing down the stairs, but they both have to double move to get to the fight. Scrubs uses his inspiration point to shoot one of the skeletons attacking his boss (Lappoy).</p><p></p><p>Note, Scrubs has always been Lappoy's man, the High Magicker pays him a little extra on the side, this since the Unexpected got unionised a while back.</p><p></p><p>The wight tries targeting an easier enemy- Mohag, and I roll a '1' and a '2' for my attacks.</p><p></p><p>BIG LOUD SWEAR WORD.</p><p></p><p>The players (my friends) take a brief moment to laugh in my (VIRTUAL) face.</p><p></p><p>The brief moment continues until the end of the session.</p><p></p><p>Lappoy, in the meantime, disengages and dashes up the stair, snaking past Sho-B-Bear, and to (relative) safety. He hopes.</p><p></p><p>Sosspan unleashes a second level Thunderwave, with Lappoy's sudden departure the dragonborn wizard was left facing four freshly risen skeletons. One of the undead is destroyed completely, two of them are left barely able to stand.</p><p></p><p>Note, that was Sosspan's last spell, Trebbelos and Lappoy are also out of magic, save for cantrips.</p><p></p><p>[ATTACH=full]152122[/ATTACH]</p><p><strong>It's quite tense.</strong></p><p></p><p>Trebbelos uses an inspiration point to disengage, and he too retreats back to the stairs.</p><p></p><p>Sir Glen uses his inspiration point to fire up his Sacred Weapon, and then stabs the wight- and does not-bad damage considering.</p><p></p><p>Sir Glen has quite a lot to say about the Morning Lord, but even his friends are telling him to 'shut up' now.</p><p></p><p>Another skeleton rises up and fails to stab a startled Trebbelos.</p><p></p><p>Mohag is raging and reckless, he's also rolling a '1' and a '2' with advantage for his attack, so nothing there.</p><p></p><p>The lid of one of the sealed sarcophagi at the far end of the crypt is suddenly dragged aside, and another robed skeleton climbs out of the container.</p><p></p><p>Sho-B-Bear mostly flails at the wight for very little (three) damage.</p><p></p><p>Mohag gets stabbed in the back by a skeleton.</p><p></p><p>Krago flails wildly, missing with three attacks.</p><p></p><p>Mohag gets stabbed again.</p><p></p><p>Trebbelos Shocking Grasps the skeleton that surprised him, and then dodges away- and back up the stairs, it's getting busy in the crypt.</p><p></p><p>Scrubs follows suit.</p><p></p><p>The wight keeps on fighting, but my highest attack roll (the first two both with advantage) so far has been a '6', with bonuses that's an '11'.</p><p></p><p>WTF?</p><p></p><p>Lappoy rushes out- Fire Bolts a skeleton almost dead, and then rushes back into hiding.</p><p></p><p>Another one of the formerly sealed sarcophagi disgorges a skeleton.</p><p></p><p>Sosspan dodges out- Fire Bolt- miss, and then dodges back up the stairs.</p><p></p><p>Sir Glen fails to stab the wight.</p><p></p><p>It's getting tense.</p><p></p><p>Sho-B-Bear gets clawed by a skeleton.</p><p></p><p>Mohag to the rescue, the barbarian enters his frenzy and then recklessly connects with the wight twice more, his greataxe tearing chunks out of the undead, and the second one's a Crit.</p><p></p><p>Note the wight is resisting this damage but Mohag rolled very high for both hits.</p><p></p><p>Mohag gets cut again.</p><p></p><p>[ATTACH=full]152123[/ATTACH]</p><p><strong>There's still only one undead that has fallen, although... lots of the others are only just hanging on.</strong></p><p></p><p>Krago, the tough little bastard, smashes a skeleton down with his black mace- this after also badly wounding the wight. He tries again with an inspiration point, but... fails to connect.</p><p></p><p>Another skeleton tears into Mohag.</p><p></p><p>Trebbelos Fire Bolts a skeleton to smithereens.</p><p></p><p>The wight fails to land a hit again, but hey- I rolled a '9' this time, and another '6', yay my naughty word electronic dice.</p><p></p><p>Lappoy swigs down a potion of healing, and then heads up to watch the way at the top of the stair, remarkably there's still nothing coming.</p><p></p><p>I (Mr DM, sir) am rolling a 1d10 every turn of 'loud' combat- 1-3, and here come more bad guys, but nothing so far.</p><p></p><p>Sho-B-Bear gets clawed some more.</p><p></p><p>Sosspan- dodges in, misses with a Fire Bolt, and then dodges back out of the crypt again.</p><p></p><p>Sir Glen stabs the wight dead.</p><p></p><p>You should have heard it.</p><p></p><p>Dave is cheering like he's just won the bloody world cup, and there's a lot of... 'in yer face', in there. It seems Sir Glen was of the opinion that he had something to prove- and he's just proved it.</p><p></p><p>The fight, however, isn't done.</p><p></p><p>Yet.</p><p></p><p>Another sealed sarcophagi explodes, as yet another robed skeletons surges feet first out of the retainer, and straight into the rear of Sho-B-Bear, clawing the bear as it lands.</p><p></p><p>Mohag smashes down a skeleton.</p><p></p><p>It's over... except for the end.</p><p></p><p>Yet another skeleton emerges and claws at the great ursine, Sho-B-Bear is beyond bloodied.</p><p></p><p>And then she gets clawed again.</p><p></p><p>Sho-B swats and bites at the four undead crowding her, and slightly wounds one.</p><p></p><p>Krago rushes over to help, the barbarian smashes the first skeleton he gets to down with a Crit, and then thumps another nearly off its feet.</p><p></p><p>Normal service has resumed.</p><p></p><p>Trebbelos' Fire Bolt injures but fails to kill another of the skeletons on Sho-B, although moments later Scrubs shatters its skull with a well-aimed crossbow bolt.</p><p></p><p>There are just three skeletons left in the fight.</p><p></p><p>[ATTACH=full]152124[/ATTACH]<strong>Fun while it lasted.</strong></p><p></p><p>Sosspan hits with a Fire Bolt! The skeleton survives the ordeal but Sir Glen finishes it off a second later.</p><p></p><p>Yet more news of the Morning Lord follows, and the ridiculous fellow is starting to believe that 'Dawnkicker' is the blade for him.</p><p></p><p>One of the two remaining skeletons Crit claws Sho-B-Bear back to Sho-Rembo.</p><p></p><p>Mohag rushes over and smashes the skeleton down, and then with his back-swing leaves the last skeleton tottering on just one hit point. However, the unforgiving undead rights itself and then claws the barbarian right back.</p><p></p><p>Sho-Rembo also orientates herself, and then conjures her Shillelagh and strides forward and smushes the last skeleton dead, with a Crit and for 32 damage (skeletons are vulnerable to bludgeoning, of course).</p><p></p><p>That was Sho-Rembo's NEW BEST HIT.</p><p></p><p>The Unexpected however are blowing hard, and out of most everything- spells, inspiration points, powers etc.</p><p></p><p>[Wight and skeletons in the crypt 1150 XP]</p><p></p><p>Therefore, the PCs have seen enough, for now, and while they'd like to go on this seems a good point to attempt to get the hell out of dodge without letting on that they have been here. It's clear that the crypt here hasn't been visited for a considerable while, hence the door being barred from the outside, and almost rusted shut.</p><p></p><p>The Unexpected, after a short chat, and with Lappoy still watching from the door, figure out that they should retreat out of this place, head back through the gnoll lair, and then head back to their guarded camp over in the old orc lair. Their new cavern home.</p><p></p><p>Lappoy however is for moving the PCs camp into the newly emptied gnoll chambers, so that they can keep an eye on the door to whatever this place is...</p><p></p><p>It's not a bad scheme.</p><p></p><p>But here's the thing, Krago gottsa get paid. The dwarf ranger, while the chatter is going on, heads around the various sarcophagi in the crypt, looking for treasure. The dwarf discovers that the sarcophagi that the wight got out of is different than all of the others, shallower, or else...</p><p></p><p>It has a hidden chamber within, a false bottom. Remarkably the dwarf is on the button, and just to reiterate, he was the only one that was looking (good roll).</p><p></p><p>The hidden compartment contains a beautifully adorned shortsword, a scroll (later identified as Protection from Undead, that's the second one of these the Unexpected have found) and a rather fancy looking silver helmet.</p><p></p><p>A little later all three recovered items detect as magical.</p><p></p><p>Krago does a little dance, as do several of his companions. However, back to the here and now... time to get out.</p><p></p><p>Therefore the Unexpected tidy up the crypt, a little, and then with Krago and Sho-Rembo watching the way, creep all the way back into the storeroom with the secret door.</p><p></p><p>Once there they very quickly clear up any evidence, as best they can, of them ever having been there. To be honest, the confrontation with the cube here only lasted ten seconds, admittedly the intervention of Sho-B-Bear made a mess of a few barrels and crates, but... these are shuffled to the rear of the goods.</p><p></p><p>Krago and Sho-Rembo are also doing the best they can to hide any obvious signs of the Unexpected's passing.</p><p></p><p>They're a lot more organised these days, although again- the above was mostly all Lappoy's idea/s.</p><p></p><p>Then out, and back into the gnoll lair.</p><p></p><p>And Lappoy's previous plan re moving the camp here, has been discussed and unanimously passed.</p><p></p><p>The Unexpected, bordering on the brazen, head back out of the gnoll cavern, march across the ravine- waving as they approach their comrades back in the orc cavern.</p><p></p><p>They don't however stay long, the entire company then de-camps over to the gnoll's former lair.</p><p></p><p>So, random encounters- well, I'm rolling- but the well is dry, and besides, what am I going to throw at these ornery bastards, particularly when they have an entourage.</p><p></p><p>Besides, I have some plans that I'm working on.</p><p></p><p>But that's all we had time for in this one.</p><p></p><p>The pot is up to £126.</p><p></p><p>Stay safe and well you lovely people.</p><p></p><p>Toodles for a bit.</p><p></p><p>Cheers the Unexpected and goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8551063, member: 16069"] [CENTER][B]The Unexpected in the Caves of Chaos.[/B][/CENTER] [B]Session #029: Discoveries. PCs (in alphabetical order) Krago of the Mountains [/B](Pete) Male Mountain Dwarf Ranger (Folk Hero) Level 4. [B]Lappoy the Unexpected [/B](Rob) Male High Elf Wizard (Sage) Level 4. [B]Mohag the Wanderer[/B] (Pete) Male Human Barbarian (Outlander) Level 4. [B]Sho-Rembo[/B] (Dave) Female Stout Halfling Druid (Hermit) Level 4. [B]Sir Glen[/B] (Dave) Male Human Paladin of Lathander (Noble) Level 4. [B]Sosspan [/B](Dave) Male Dragonborn Wizard (Spy) Level 4. [B]Trebbelos[/B] (Pete) Male Tiefling Sorcerer (Charlatan) Level 4. [B]Sidekick (played mostly by the DM). Scrubs[/B] Male Human Sidekick Expert (Soldier) Level 3. [B]Dead PCs, NPCs & Sidekicks (in alphabetical order) Afton Barr[/B] (Dave) Male Half-Elf Bard (Entertainer) Level 1. [B]Corbis[/B] Male Human Sidekick Warrior (Soldier) Level 2. [B]Estra Zo [/B](Pete) Female Wood Gnome Rogue (Urchin) Level 1. [B]Farned of the Leaf Lord [/B](Dave) Male Wild Elf Cleric of Rillifane Rallithil (Acolyte) Level 1. [B]Tassit [/B](Dave) Female Human Monk (Hermit) Level 1. [B]The Mystical One[/B] (Pete) Female Human Warlock (Outlander) Level 1. [B]Tribbits[/B] Male Human Sidekick Warrior (Soldier) Level 2. [B]Wormwood[/B] Male Human Guard. [B]Yor[/B] (Pete) Male Dragonborn Fighter (Folk Hero) Level 2. [B]QUESTS (and stuff to do).*[/B] [LIST=1] [*]Find Zelligar and Rogahn's former base, explore it and steal its treasures. [*]Find Tolpuddle, the 'mad druid' or 'mad hermit' of the Whispering Woods, he may know where Z&R's base is (see #1 above), also say 'hi' from his brother Bumble. [*]Tell Darvon, Priest of Oghma, about the Unexpected's adventures. ONGOING. [*]Track down and kill/capture the former bandit leader- Dee Dee Raven (see Mebros, Captain of the Watch). [*]Help the water sprites of the Goblinwater River, for Bumble. [*]Clear a bunch of spiders out of the Spiderwood, for Bumble. [*]Stop the undead attacks in the Whispering Woods, for Bumble. [*]Clear the Caves of Chaos for the Castellan of the Keep on the Borderlands, reward 2,500gp plus. IN PROGRESS. [*]Find the rest of the Fortune's Five adventuring party- Bullywugs? [/LIST] *I've been asked to put this here because the players keep forgetting some of this stuff, also they have lots of quests on the go right now. Note, we now read this list at the start of each new session, that's what it's like to get old- your memory just stops working. [B]Note, you can click on the pictures here to make them bigger (if you didn't know this already). Day 43: Being the 13th Day of Kythorn, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, about around midday.[/B] We're in the ex-lair of the gnolls, and the gnolls are all dead- very dead. The Unexpected have spent the last hour alternatively (short) resting and healing and then latterly- looting the lair and the dead gnolls, and ol' Horse-Eater has quite a lot of coin (just over 200gp, all told). But then the Unexpected break into the gnolls storeroom, and within... Cue angelic music, and glissando... There's a longsword that glows when it is removed from its scabbard, a golden light- like the first rays of sunshine at dawn. It's a magical longsword, and Sir Glen is having it, because, because... he's worth it. So he says, and next up is the naming of the blade (and its attunement). The holy avenger (not) is christened... wait for it. It took over twenty minutes to come up with this name. Dawnkicker! I know. Genius. Evoking the Morning Lord, while at the same time espousing toughness. Twenty minutes well spent. But that's not all... You see, the thing is- Dawnkicker is a cursed blade, it's magical but in detrimental way, the wielder is both -1 to hit and damage with the weapon. And I'm writing this here because as soon as Sir Glen attuned the blade it popped up in his FGU action tab, and... The weapon's to hit and damage statistics were worse than the plain old longsword that Sir Glen has been wielding thus far. So, Sir Glen tries the blade out- having attuned it, and discovers for some reason that the blade is not to his liking, and the DM makes the paladin make an insight check- '21', adjusted, of course. Sir Glen realises that the blade is cursed, but he is compelled to use the weapon- that's part of the curse. Sir Glen needs the curse removing, alas none of his companions can help him with this conundrum, he's going to have to wield the sword until he gets back to the Church of the Morning Lord, back in the Keep. The High Priest there should be able to help him out. So, that made me laugh, although I would have preferred, of course, for Sir Glen to have not noticed the discrepancy. But the title of this one is discoveries (plural), and so there's more... There's a well hidden door exiting Horse-Eater's lair, and beyond it an ancient corridor, and only a few feet into the passageway lies the skeleton of... well, whoever it is/was. [ATTACH type="full"]152115[/ATTACH] [B]What have we here?[/B] The body is searched, naturally, and there are a dozen very nice looking small emeralds- and they're valuable, so- lots of money. A Detect Magic also reveals that the skeleton's boots are magical too, they're a pair of Boots of Elvenkind. Krago snaffles them. So, something for everyone there. Then, well... there's the newly discovered secret passageway to explore, the Unexpected are keen to see where it goes. The grubby corridor leads, via another door- concealed on the other side, into- a well stocked storeroom, and with a lit passage beyond. The Unexpected are in one of the other caverns in the ravine, and this place is clearly inhabited- and by creatures that need lights, maybe. [ATTACH type="full"]152116[/ATTACH] [B]The Unexpected are intrigued.[/B] The sneaky folk take a look around, only... they're not that sneaky, and they're not alone in here. Suddenly... [ATTACH type="full"]152117[/ATTACH] [B]It's rubbery to see you. Ooze yer friend?[/B] Sho-Rembo is slammed, rather than Engulfed, by a wall of rubbery stinging viscous material- the halfling only survives being sucked inside the gelatinous cube with an inspiration point to roll her Dex save again (and a '20'). There is screaming. “Gelatinous cube!” Just about covers it. Panic ensues. Sho-Rembo instantly wildshapes into Sho-B-Bear, she's not getting engulfed by that thing, if the giant ooze had even a modicum of intelligence, right now, it'd be thinking- I picked the wrong guys. Sho-B claws at the cube, and the first one is a Crit (and for the most damage the halfling druid has ever rolled), the follow up bite is also a hit, and just short of max damage. The ooze doesn't taste good but... it's going down, Sho-B's going to eat it all the same. Keep in mind this thing however has max hits points- that's 120, my initiative is however -2 on the adjusted roll. Ho-hum. Scrubs dashes into the storeroom and then shoots the cube, Lappoy blasts the thing with three Scorching Rays, all hits- all high damage, and the first one another Crit. Krago thumps the ooze with his black mace and then stabs it with his magical dagger, and my poor ol' jelly has taken just short of ninety damage in... well, maybe half-a-turn. Sosspan hits the thing with a Fire Bolt, Mohag (not raging- surprise) savages it with his greataxe, and then spends an inspiration point to do the same again. Trebbelos steps in and hits the giant ooze with another Fire Bolt, and then spends an inspiration point to do that again- and another Crit. [ATTACH type="full"]152118[/ATTACH] [B]And that's Trebbelos' new 'Best Kill'.[/B] The bastards. Sir Glen, initiative '1', didn't even get a go. Still, he beat my bloody cube with his initiative roll. It's not been the paladin's session so far... Well, that was less than twelve seconds of hot fun. [Gelatinous cube 450 XP] The Unexpected hold station for a short while, all eyes on the ten foot wide lit passageway exiting the storeroom to the north, but... nothing comes running. Sir Glen and Krago stand guard here, while the rest of the Unexpected see what's to be found, which right off is a bunch of coin that is spilling out of the rapidly decaying ooze monster. But that's not all there is inside the ooze, what looks at first to be a bone turns out to be (best guess atm) a wand. Some folk are very excited. The rest of the storeroom holds supplies- food and victuals, mostly dried goods- but there's plenty of it here. Where are the Unexpected? Who lives here? The PCs (and players) are keen to find out. Krago leads them on, sneaky like, note Sho-B-Bear is staying around for a while. Around the corner and a set of double doors are located, and they're bolted shut from this side, and that's the outside- that's odd, maybe. Scrubs, with help from Sir Glen, gets the double doors open- steps lead down into... a crypt? Certainly there's a breached tomb down there. Note, Krago discovers there are more lit corridors ahead- lots of them, seemingly, and he can hear something or someone moving about, whistling- perhaps, it's coming from one of the northern passages. [ATTACH type="full"]152119[/ATTACH] [B]A swift discussion follows.[/B] The decision- check out the crypt before moving on. Krago creeps down the stairs, his new magical elven booties are simply marvellous. There are no lights in the crypt, obviously, and there are ten sarcophagi down here, although one of them has been smashed open. All of the crypts have runes carved into their lids, and... the last of the Unexpected to try reading them comes good. Trebbelos understands the infernal tongue, well- he would do being a tiefling. “It says- 'High Priest Gark Badblott, may he serve the Blood Lord as faithfully in undeath.'” Cautiously the tiefling sorcerer scurries about and reads the inscriptions on all of the tombs, save for the name and rank, the epitaphs are similar. Lappoy lets his comrades know- the Blood Lord is, of course, Orcus. Sir Glen gets ansty, a short discussion follows- the topic, whether or not to open the crypts, and even the paladin is itching to get into them- worshippers of Orcus, the undead; let me at 'em is the refrain. Therefore the doors of the crypt are pulled too, with Scrubs and Trebbelos at the top of the stirs, watching out, while the rest of the gang get situated in the crypt. Note the already opened sarcophagi is checked over, an inamate robbed skeleton of a human (probably) lies within, nothing else is found. [ATTACH type="full"]152120[/ATTACH] [B]Mohag (still exhaustion level one) and Krago are doing the lifting and shifting, Sir Glen is ready to attack (with his new magical longsword) while Sho-Rembo and the artillery watch on. It's a planned operation.[/B] And five more of the tombs are opened in less than the same number of minutes, one of them proved slightly difficult, and made a bit of a noise, but... nothing comes calling. But now the doubts are starting to creep in, Sir Glen is beginning to wonder whether tomb robbing is the right thing to be doing. Lappoy however is definitely of the opinion- we've started it and so we'll finish it, and so directs Krago and Mohag to continue. Sir Glen is mid protest when the sixth sarcophagi is opened and a deathly pale humanoid (undead) creature dressed in robes, but with chain mail beneath, leaps out and attempts to stab and grab at Sir Glen, the paladin somehow manages to avoid both attacks (damn!). [ATTACH type="full"]152121[/ATTACH] [B]And even though this is exactly the situation the PCs have been waiting for, all of them are surprised.[/B] Lappoy and Sir Glen, both at the same time, call out- “Wight!” The paladin has more to say, but its just the usual gibberish about the Morning Lord etc. And then more or less all of the PCs roll high for initiative, and it sucks to be my guy. The wight has, of course, got max hit points. However, the wight isn't done yet- the foul undead in a hissed whisper utters an infernal prayer, the creature's voice rising to fervour every now and then- in the other sarcophagi in the crypt sinew and bone stitch together, the rest of the ex-followers of Orcus are coming to join the fight. A robed skeleton from one of the already opened sarcophagi springs up and claws at Lappoy, remarkably it too fails to connect. My dice, and all of these attack rolls are with advantage, of course. Krago fires up his Hunter's Mark and thumps and stabs the wight with his magical weapons, that hurt. Another previously interred skeleton rises up and surprises Sosspan by stabbing the dragonborn wizard in the back. And then another rises and stabs Lappoy in the back too, the High Magicker is hurting, and then a third skeleton- and its Lappoy again who suffers. The high elf wizard is quickly down to just seven hit points. Scrubs and Trebbelos come rushing down the stairs, but they both have to double move to get to the fight. Scrubs uses his inspiration point to shoot one of the skeletons attacking his boss (Lappoy). Note, Scrubs has always been Lappoy's man, the High Magicker pays him a little extra on the side, this since the Unexpected got unionised a while back. The wight tries targeting an easier enemy- Mohag, and I roll a '1' and a '2' for my attacks. BIG LOUD SWEAR WORD. The players (my friends) take a brief moment to laugh in my (VIRTUAL) face. The brief moment continues until the end of the session. Lappoy, in the meantime, disengages and dashes up the stair, snaking past Sho-B-Bear, and to (relative) safety. He hopes. Sosspan unleashes a second level Thunderwave, with Lappoy's sudden departure the dragonborn wizard was left facing four freshly risen skeletons. One of the undead is destroyed completely, two of them are left barely able to stand. Note, that was Sosspan's last spell, Trebbelos and Lappoy are also out of magic, save for cantrips. [ATTACH type="full"]152122[/ATTACH] [B]It's quite tense.[/B] Trebbelos uses an inspiration point to disengage, and he too retreats back to the stairs. Sir Glen uses his inspiration point to fire up his Sacred Weapon, and then stabs the wight- and does not-bad damage considering. Sir Glen has quite a lot to say about the Morning Lord, but even his friends are telling him to 'shut up' now. Another skeleton rises up and fails to stab a startled Trebbelos. Mohag is raging and reckless, he's also rolling a '1' and a '2' with advantage for his attack, so nothing there. The lid of one of the sealed sarcophagi at the far end of the crypt is suddenly dragged aside, and another robed skeleton climbs out of the container. Sho-B-Bear mostly flails at the wight for very little (three) damage. Mohag gets stabbed in the back by a skeleton. Krago flails wildly, missing with three attacks. Mohag gets stabbed again. Trebbelos Shocking Grasps the skeleton that surprised him, and then dodges away- and back up the stairs, it's getting busy in the crypt. Scrubs follows suit. The wight keeps on fighting, but my highest attack roll (the first two both with advantage) so far has been a '6', with bonuses that's an '11'. WTF? Lappoy rushes out- Fire Bolts a skeleton almost dead, and then rushes back into hiding. Another one of the formerly sealed sarcophagi disgorges a skeleton. Sosspan dodges out- Fire Bolt- miss, and then dodges back up the stairs. Sir Glen fails to stab the wight. It's getting tense. Sho-B-Bear gets clawed by a skeleton. Mohag to the rescue, the barbarian enters his frenzy and then recklessly connects with the wight twice more, his greataxe tearing chunks out of the undead, and the second one's a Crit. Note the wight is resisting this damage but Mohag rolled very high for both hits. Mohag gets cut again. [ATTACH type="full"]152123[/ATTACH] [B]There's still only one undead that has fallen, although... lots of the others are only just hanging on.[/B] Krago, the tough little bastard, smashes a skeleton down with his black mace- this after also badly wounding the wight. He tries again with an inspiration point, but... fails to connect. Another skeleton tears into Mohag. Trebbelos Fire Bolts a skeleton to smithereens. The wight fails to land a hit again, but hey- I rolled a '9' this time, and another '6', yay my naughty word electronic dice. Lappoy swigs down a potion of healing, and then heads up to watch the way at the top of the stair, remarkably there's still nothing coming. I (Mr DM, sir) am rolling a 1d10 every turn of 'loud' combat- 1-3, and here come more bad guys, but nothing so far. Sho-B-Bear gets clawed some more. Sosspan- dodges in, misses with a Fire Bolt, and then dodges back out of the crypt again. Sir Glen stabs the wight dead. You should have heard it. Dave is cheering like he's just won the bloody world cup, and there's a lot of... 'in yer face', in there. It seems Sir Glen was of the opinion that he had something to prove- and he's just proved it. The fight, however, isn't done. Yet. Another sealed sarcophagi explodes, as yet another robed skeletons surges feet first out of the retainer, and straight into the rear of Sho-B-Bear, clawing the bear as it lands. Mohag smashes down a skeleton. It's over... except for the end. Yet another skeleton emerges and claws at the great ursine, Sho-B-Bear is beyond bloodied. And then she gets clawed again. Sho-B swats and bites at the four undead crowding her, and slightly wounds one. Krago rushes over to help, the barbarian smashes the first skeleton he gets to down with a Crit, and then thumps another nearly off its feet. Normal service has resumed. Trebbelos' Fire Bolt injures but fails to kill another of the skeletons on Sho-B, although moments later Scrubs shatters its skull with a well-aimed crossbow bolt. There are just three skeletons left in the fight. [ATTACH type="full"]152124[/ATTACH][B]Fun while it lasted.[/B] Sosspan hits with a Fire Bolt! The skeleton survives the ordeal but Sir Glen finishes it off a second later. Yet more news of the Morning Lord follows, and the ridiculous fellow is starting to believe that 'Dawnkicker' is the blade for him. One of the two remaining skeletons Crit claws Sho-B-Bear back to Sho-Rembo. Mohag rushes over and smashes the skeleton down, and then with his back-swing leaves the last skeleton tottering on just one hit point. However, the unforgiving undead rights itself and then claws the barbarian right back. Sho-Rembo also orientates herself, and then conjures her Shillelagh and strides forward and smushes the last skeleton dead, with a Crit and for 32 damage (skeletons are vulnerable to bludgeoning, of course). That was Sho-Rembo's NEW BEST HIT. The Unexpected however are blowing hard, and out of most everything- spells, inspiration points, powers etc. [Wight and skeletons in the crypt 1150 XP] Therefore, the PCs have seen enough, for now, and while they'd like to go on this seems a good point to attempt to get the hell out of dodge without letting on that they have been here. It's clear that the crypt here hasn't been visited for a considerable while, hence the door being barred from the outside, and almost rusted shut. The Unexpected, after a short chat, and with Lappoy still watching from the door, figure out that they should retreat out of this place, head back through the gnoll lair, and then head back to their guarded camp over in the old orc lair. Their new cavern home. Lappoy however is for moving the PCs camp into the newly emptied gnoll chambers, so that they can keep an eye on the door to whatever this place is... It's not a bad scheme. But here's the thing, Krago gottsa get paid. The dwarf ranger, while the chatter is going on, heads around the various sarcophagi in the crypt, looking for treasure. The dwarf discovers that the sarcophagi that the wight got out of is different than all of the others, shallower, or else... It has a hidden chamber within, a false bottom. Remarkably the dwarf is on the button, and just to reiterate, he was the only one that was looking (good roll). The hidden compartment contains a beautifully adorned shortsword, a scroll (later identified as Protection from Undead, that's the second one of these the Unexpected have found) and a rather fancy looking silver helmet. A little later all three recovered items detect as magical. Krago does a little dance, as do several of his companions. However, back to the here and now... time to get out. Therefore the Unexpected tidy up the crypt, a little, and then with Krago and Sho-Rembo watching the way, creep all the way back into the storeroom with the secret door. Once there they very quickly clear up any evidence, as best they can, of them ever having been there. To be honest, the confrontation with the cube here only lasted ten seconds, admittedly the intervention of Sho-B-Bear made a mess of a few barrels and crates, but... these are shuffled to the rear of the goods. Krago and Sho-Rembo are also doing the best they can to hide any obvious signs of the Unexpected's passing. They're a lot more organised these days, although again- the above was mostly all Lappoy's idea/s. Then out, and back into the gnoll lair. And Lappoy's previous plan re moving the camp here, has been discussed and unanimously passed. The Unexpected, bordering on the brazen, head back out of the gnoll cavern, march across the ravine- waving as they approach their comrades back in the orc cavern. They don't however stay long, the entire company then de-camps over to the gnoll's former lair. So, random encounters- well, I'm rolling- but the well is dry, and besides, what am I going to throw at these ornery bastards, particularly when they have an entourage. Besides, I have some plans that I'm working on. But that's all we had time for in this one. The pot is up to £126. Stay safe and well you lovely people. Toodles for a bit. Cheers the Unexpected and goonalan. [/QUOTE]
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D&D 5e Into The (Keep on the) Borderlands (B1&2) #032 Monster Mash.
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