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<blockquote data-quote="Deuce Traveler" data-source="post: 5875743" data-attributes="member: 34958"><p>I made a mistake in the last battle, as I stopped the fight right away instead of bandaging and healing Scott DeWar on the field. Because of that, he did not receive any XP from the battle with the ogre. On the other hand, he was hit so hard and fast that I doubt he even knew there had been a battle. Scott's character was bleeing out each round when it came to his turn, and would have done so until one of the other characters used up their turn to bandage him up. So there is a slim chance that Scott DeWar could have died if I didn't stop the battle when I did, anyway. Those are he chances one takes. I press on, trying to find a place that the party can camp and recover spells.</p><p></p><p>That's when we get another random encounter. A single wild boar charges our party of six.</p><p><img src="https://lh4.googleusercontent.com/-L8Yq6-26flE/T4MVmw59AlI/AAAAAAAAAQw/WpXPm9ksgRo/w392-h258-k/Rock11.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>"The brush rustles and breaks apart to reveal a snorting, ravenous wild boar. The creature paws the earth, apparently preparing to charge."</p><p></p><p>I'm expecting another fight, but then the game throws an unexpected curveball by asking me if I wish to send my ranger up to the creature in an attempt to calm it. GlassEye elects (or is elected) to do so.</p><p></p><p>"Glasseye steps forward, slowly, cautiously. With one hand, your friend offers the beast meat. The boar's snorting slows and finally quiets. While it devours the meat, you move past."</p><p></p><p>Yay for us! But now I am worried as the party is getting further into dangerous territory with a front line armed with only clubs and studded leather armor. Last time I played this I was attacked by random encounters consisting of the ogre, and two bands of goblins armed with shields and scimitars. I had planned for our band to encounter these goblins and loot their bodies for the shields and blades. But now I am realizing with some worry that these encounters are random, as I have yet to see a single goblin in this session and this is the first time I ever ran into the boar. If we didn't have a ranger, I am sure we would have had to fight. This original module was based on BECMI, which lacked the ranger class, so I am not sure how the encounter originally played out.</p><p></p><p><img src="https://lh4.googleusercontent.com/-u-ijy0kq4vo/T4MVm2aFDTI/AAAAAAAAAQ0/nuH0XObGUTE/w393-h258-k/Rock12.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>I reach the first site where I can camp. "You have travelled for one full day's ride, through the hours you chose. Carefully, you stake out your ground and set watches to guard the camp." We rest without incident and replenish our spells.</p><p></p><p>After some more walking towards the west the trail broadens. "The trail is about twenty feet wide here. Overhanging trees block out most of the bright sky. The sun is still hidden by the tall trees, and only the bright sky lights up the forest. Rabbits, squirrels and other small animals run among the trees, bushes and shrub. A few deer show their faces for a moment, then turn and run until their white tails vanish into the thick forest. The trail seems to be opening up just ahead. To your right the line of forest is moving away to the north." I decide to keep pushing the party west.</p><p></p><p>"You come to a clearing with bright green grass and some patches of fragrant wild roses. Suddenly you hear singing; soft fair voices singing to you, calling you to leave the trail and come to them. You take a step north, towards the voices before you realize what is happening. You are being ensorcelled! The rustle of feathers turns your eyes upwards to see a pair of harpies diving down upon your party! One of the harpies is twice the size of the other and she wears a glittering tiara. 'I am mighty Helgrath, Queen of the Harpies!' The large one screams. 'Who dares to attack the wings of death!'"</p><p></p><p>But we weren't attacking you! You can't yell at us to get off your lawn if we didn't even know it was someone's lawn! We were just walking by and... darn it, a battle begins and we have to fight these beauties.</p><p></p><p><img src="https://lh3.googleusercontent.com/-rgpXF_9aDOo/T4MVm3WQkdI/AAAAAAAAAQ4/dyuH7wFY-uc/w393-h257-k/Rock13.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>The harpies start the battle a good distance off the screen. We will want to close on them quickly, since they attack with charm spells and bows. Scott DeWar goes first, probably because he was paranoid and alert after being traumatized by Mr. Ogre. He slams his club down on the smaller, lead harpy for 4 hit points of damage. (Un)reason travels next, but can't close enough distance, making it only halfway to the harpies. Glasseye has a longbow and can easily shoot both harpies from where he is. The lead harpy has 9 hit points left (from a max of 13) and an AC of 7. It looks like she is also armed with a mace, and not a bow as I first assumed. Helgarth is similar, with the same AC and 15 hit points. I have Glasseye shoot at the wounded one, and he nearly kills her for 7 hit points of damage, bringing her down to 2. Dartis moves up and barely reaches Scott DeWar's side, finishing off the harpy before she ever could act. The magic-users surprise me by being in range with their slings. Col Pladoh hits Helgarth for 4 hit points, while Queenie misses with her own shot. Helgarth stupidly decides to attack instead of charm and misses. Fenris attacks her and hits for 7 hit points of damage. Queenie fires once more and strikes Helgarth for 3 hit points of damage from her sling and barely kills her. Our magic-user, Queenie, continues to be an unexpected killing machine, firing a murderous sling stone from offscreen.</p><p></p><p><img src="https://lh5.googleusercontent.com/-255Ecx_a4g8/T4MVnl1H02I/AAAAAAAAARA/6R6nWpthotg/w392-h258-k/Rock14.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>We receive 429 XP for each character, the jewel tiara and two maces. I give Fenris and Scott DeWar the maces, which are better than their current clubs. Queenie gets the tiara since it looks better on her than it does Fenris. This was won with no loss of spells or hit points. I remember it being a bit tougher last time, but with great initiative rolls comes great victory.</p><p></p><p>I push west into a new, narrow trail until I reach another random encounter. "Wolves, starving from the late autumn cold, emerge from the forest in a pack. Growling ominously, the creatures approach, and at the first scent of food they attack!" Hell.... I guess our ranger couldn't calm these down.</p><p></p><p>This battle starts in a bad way, with the wolves right up against my party members. Poor unarmored Queenie goes first, but is face to face with a wolf that will tear her apart if she takes a step back. Also, a tree is blocking (un)reason from coming up from Queenie's left to assist. I switch her from using a sling to using a dagger and attack, hoping that the other characters will swiftly fight off their wolves and come to her aid. Each wolf has an AC of 7 and 11 hit points.</p><p></p><p><img src="https://lh3.googleusercontent.com/-nyqFbw3eAkU/T4MVqJ2Pw3I/AAAAAAAAARY/oZuSTl7MHAc/w387-h258-k/Rock15.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Queenie actually hits the thing for 4 hit points of damge. I have Col Pladoh try to back her up with a sling stone, but he misses, as does Scott DeWar and Fenris. If we don't start putting the hurt on these creatures soon, I am going to have Col Pladoh help with a <em>sleep</em> spell next round.</p><p></p><p>Glasseye comes through, firing two arrows into Queenie's opponent and killing the wolf before he could attack the vulnerable mage. This is again why a ranger with high Dexterity and a bow is so important. (Un)reason steps over the dead body of the felled wolf and attacks, but misses a second wolf. Glasseye attacks again, only shooting once but wounding for two hit points.</p><p></p><p><img src="https://lh4.googleusercontent.com/-vigfP1aVh7U/T4MVoS9TRPI/AAAAAAAAARM/mqkW2cjLwa8/w432-h287-k/Rock16.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Scott DeWar, (un)reason and Col Pladoh all miss, but so does Queenie after I switch her dagger for a sling and one of the wolves attacking Fenris. Both sides go another round of missing one another until finally Col Pladoh and Glasseye bring down another wolf with ranged attacks. Scott DeWar takes a bite for 3 hit points of damage from the last wolf, before Fenris flanks the creature and hits it from behind. (Un)reason contributes, and Queenie also wounds it slightly. The creature panics and tries to run, but Scott DeWar's unlucky streak ends and he finishes it off with an attack of opportunity. We get a meager amount of XP, and use a <em>cure light wounds</em> spell on Scott DeWar to bring him fully up to health. At this point I believe we are close to the next campground, so I plan to be more liberal with the <em>sleep</em> spells in the next battle. We've still have found no goblins to loot shields from, although the maces are nice to have.</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 5875743, member: 34958"] I made a mistake in the last battle, as I stopped the fight right away instead of bandaging and healing Scott DeWar on the field. Because of that, he did not receive any XP from the battle with the ogre. On the other hand, he was hit so hard and fast that I doubt he even knew there had been a battle. Scott's character was bleeing out each round when it came to his turn, and would have done so until one of the other characters used up their turn to bandage him up. So there is a slim chance that Scott DeWar could have died if I didn't stop the battle when I did, anyway. Those are he chances one takes. I press on, trying to find a place that the party can camp and recover spells. That's when we get another random encounter. A single wild boar charges our party of six. [img]https://lh4.googleusercontent.com/-L8Yq6-26flE/T4MVmw59AlI/AAAAAAAAAQw/WpXPm9ksgRo/w392-h258-k/Rock11.png[/img] "The brush rustles and breaks apart to reveal a snorting, ravenous wild boar. The creature paws the earth, apparently preparing to charge." I'm expecting another fight, but then the game throws an unexpected curveball by asking me if I wish to send my ranger up to the creature in an attempt to calm it. GlassEye elects (or is elected) to do so. "Glasseye steps forward, slowly, cautiously. With one hand, your friend offers the beast meat. The boar's snorting slows and finally quiets. While it devours the meat, you move past." Yay for us! But now I am worried as the party is getting further into dangerous territory with a front line armed with only clubs and studded leather armor. Last time I played this I was attacked by random encounters consisting of the ogre, and two bands of goblins armed with shields and scimitars. I had planned for our band to encounter these goblins and loot their bodies for the shields and blades. But now I am realizing with some worry that these encounters are random, as I have yet to see a single goblin in this session and this is the first time I ever ran into the boar. If we didn't have a ranger, I am sure we would have had to fight. This original module was based on BECMI, which lacked the ranger class, so I am not sure how the encounter originally played out. [img]https://lh4.googleusercontent.com/-u-ijy0kq4vo/T4MVm2aFDTI/AAAAAAAAAQ0/nuH0XObGUTE/w393-h258-k/Rock12.png[/img] I reach the first site where I can camp. "You have travelled for one full day's ride, through the hours you chose. Carefully, you stake out your ground and set watches to guard the camp." We rest without incident and replenish our spells. After some more walking towards the west the trail broadens. "The trail is about twenty feet wide here. Overhanging trees block out most of the bright sky. The sun is still hidden by the tall trees, and only the bright sky lights up the forest. Rabbits, squirrels and other small animals run among the trees, bushes and shrub. A few deer show their faces for a moment, then turn and run until their white tails vanish into the thick forest. The trail seems to be opening up just ahead. To your right the line of forest is moving away to the north." I decide to keep pushing the party west. "You come to a clearing with bright green grass and some patches of fragrant wild roses. Suddenly you hear singing; soft fair voices singing to you, calling you to leave the trail and come to them. You take a step north, towards the voices before you realize what is happening. You are being ensorcelled! The rustle of feathers turns your eyes upwards to see a pair of harpies diving down upon your party! One of the harpies is twice the size of the other and she wears a glittering tiara. 'I am mighty Helgrath, Queen of the Harpies!' The large one screams. 'Who dares to attack the wings of death!'" But we weren't attacking you! You can't yell at us to get off your lawn if we didn't even know it was someone's lawn! We were just walking by and... darn it, a battle begins and we have to fight these beauties. [img]https://lh3.googleusercontent.com/-rgpXF_9aDOo/T4MVm3WQkdI/AAAAAAAAAQ4/dyuH7wFY-uc/w393-h257-k/Rock13.png[/img] The harpies start the battle a good distance off the screen. We will want to close on them quickly, since they attack with charm spells and bows. Scott DeWar goes first, probably because he was paranoid and alert after being traumatized by Mr. Ogre. He slams his club down on the smaller, lead harpy for 4 hit points of damage. (Un)reason travels next, but can't close enough distance, making it only halfway to the harpies. Glasseye has a longbow and can easily shoot both harpies from where he is. The lead harpy has 9 hit points left (from a max of 13) and an AC of 7. It looks like she is also armed with a mace, and not a bow as I first assumed. Helgarth is similar, with the same AC and 15 hit points. I have Glasseye shoot at the wounded one, and he nearly kills her for 7 hit points of damage, bringing her down to 2. Dartis moves up and barely reaches Scott DeWar's side, finishing off the harpy before she ever could act. The magic-users surprise me by being in range with their slings. Col Pladoh hits Helgarth for 4 hit points, while Queenie misses with her own shot. Helgarth stupidly decides to attack instead of charm and misses. Fenris attacks her and hits for 7 hit points of damage. Queenie fires once more and strikes Helgarth for 3 hit points of damage from her sling and barely kills her. Our magic-user, Queenie, continues to be an unexpected killing machine, firing a murderous sling stone from offscreen. [img]https://lh5.googleusercontent.com/-255Ecx_a4g8/T4MVnl1H02I/AAAAAAAAARA/6R6nWpthotg/w392-h258-k/Rock14.png[/img] We receive 429 XP for each character, the jewel tiara and two maces. I give Fenris and Scott DeWar the maces, which are better than their current clubs. Queenie gets the tiara since it looks better on her than it does Fenris. This was won with no loss of spells or hit points. I remember it being a bit tougher last time, but with great initiative rolls comes great victory. I push west into a new, narrow trail until I reach another random encounter. "Wolves, starving from the late autumn cold, emerge from the forest in a pack. Growling ominously, the creatures approach, and at the first scent of food they attack!" Hell.... I guess our ranger couldn't calm these down. This battle starts in a bad way, with the wolves right up against my party members. Poor unarmored Queenie goes first, but is face to face with a wolf that will tear her apart if she takes a step back. Also, a tree is blocking (un)reason from coming up from Queenie's left to assist. I switch her from using a sling to using a dagger and attack, hoping that the other characters will swiftly fight off their wolves and come to her aid. Each wolf has an AC of 7 and 11 hit points. [img]https://lh3.googleusercontent.com/-nyqFbw3eAkU/T4MVqJ2Pw3I/AAAAAAAAARY/oZuSTl7MHAc/w387-h258-k/Rock15.png[/img] Queenie actually hits the thing for 4 hit points of damge. I have Col Pladoh try to back her up with a sling stone, but he misses, as does Scott DeWar and Fenris. If we don't start putting the hurt on these creatures soon, I am going to have Col Pladoh help with a [i]sleep[/i] spell next round. Glasseye comes through, firing two arrows into Queenie's opponent and killing the wolf before he could attack the vulnerable mage. This is again why a ranger with high Dexterity and a bow is so important. (Un)reason steps over the dead body of the felled wolf and attacks, but misses a second wolf. Glasseye attacks again, only shooting once but wounding for two hit points. [img]https://lh4.googleusercontent.com/-vigfP1aVh7U/T4MVoS9TRPI/AAAAAAAAARM/mqkW2cjLwa8/w432-h287-k/Rock16.png[/img] Scott DeWar, (un)reason and Col Pladoh all miss, but so does Queenie after I switch her dagger for a sling and one of the wolves attacking Fenris. Both sides go another round of missing one another until finally Col Pladoh and Glasseye bring down another wolf with ranged attacks. Scott DeWar takes a bite for 3 hit points of damage from the last wolf, before Fenris flanks the creature and hits it from behind. (Un)reason contributes, and Queenie also wounds it slightly. The creature panics and tries to run, but Scott DeWar's unlucky streak ends and he finishes it off with an attack of opportunity. We get a meager amount of XP, and use a [i]cure light wounds[/i] spell on Scott DeWar to bring him fully up to health. At this point I believe we are close to the next campground, so I plan to be more liberal with the [i]sleep[/i] spells in the next battle. We've still have found no goblins to loot shields from, although the maces are nice to have. [/QUOTE]
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