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Campaign Commentary- Adventures in Fallcrest
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<blockquote data-quote="Goonalan" data-source="post: 5403716" data-attributes="member: 16069"><p>HS1 The Slaying Stone</p><p>Session 3 Part 1</p><p></p><p>And for those of you familiar with HS1 you will realise that there isn't a section beneath the Kiris Library, well there is now, I added it. I'll talk about all that when, and if, the PCs get to the right point- i.e. when they've completed the section, or all died trying.</p><p></p><p>The PCs at first undisturbed, examining the strange items in this new chamber, while others keep an eye on a pair of shut doors- its muddy down here, how very odd.</p><p></p><p>Seconds later the doors burst open and a gang (actual collective noun for a group of Bullywugs (small) is 'a Ribbit')</p><p></p><p>And so the PCs are on the end of a Bullywug mass charge, good job several of them were watching the doors, the charge however results in exactly zero connects, and leaves two of the Bullwugs damaged and Prone- the effects of a Miss on their Bullywug Rush Powers.</p><p></p><p><a href="http://www.flickr.com/photos/40504969@N08/5230064386/" target="_blank"><img src="http://farm6.static.flickr.com/5048/5230064386_b7346fd4c0.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p>Bullywugs, so bad that Mother Nature heals you for Critting them.</p><p></p><p>The fight is a mess- for me. Over a period of three or four rounds, and with easy twenty attack rolls, I connect once or twice for piddling amounts of damage each time, eighteen (or more) dice rolls below 10, honestly. The players on the other hand chop one or two of my bad guys down every turn, at the end the last Bullywug standing is forced to flee- he gets to the stairs before being destroyed.</p><p></p><p>That was ridiculously easy, I've never employed Bullywugs before, I thought some of their moves were dynamic and would result in big(-ish) hits, again- wrong!</p><p></p><p>A Level 1 Encounter with surprise for the bad guys and- Bullywug, Mucker (Level 1 Brute) x3 & Bullywug, Twitcher (Level 2 Skirmisher) x3, are obliterated without any of the PCs suffering any lasting (or even much temporary) harm.</p><p></p><p>Some notes-</p><p></p><p>I specifically wanted to get a surprise round in on the PCs, too often in previous games/campaigns my bad guys have been decimated by a well-executed surprise round by the PCs- I wanted to turn the tables on them with this fight.</p><p>And then I couldn't roll anything over an eight, my dice suck.</p><p></p><p>While I provided the PCs with some open terrain to manoeuvre around the reality was the Bullywugs were very quickly bottle-necked in the doorways, the PCs lining up in front to of the doorways making it impossible for me to get creatures into battle without suffering AoOs.</p><p></p><p>Bullywugs may have cool-ish powers but for the entire fight I only connected a couple of times with a Claw attack and a Thrown Javelin- meh!</p><p></p><p>The bottle-necks also allowed Neb the Wizard to launch a series of Scorching Bursts- not good for my morale.</p><p></p><p>The Bullwug bodies are dragged away, further investigation by Maldor, Jeb and Rogar leads them to believe that there are more creatures down the stairs- Rogar is positive he heard something croak, a guard is set and the first chamber is ransacked.</p><p></p><p>The smoking stone object, seen over the west hand side of the map, turns out to be a defunct magical protection device, a sort of anti-magic shield- Neb does good work with skill checks and Q&A. The device was probably part and parcel of the magical/ritual preparation chambers, masking the items below- it has somehow ceased functioning.</p><p></p><p>The statues in the chamber are both of a young-looking (yet clearly middle-aged, maybe a Half-Elf) man, a Wizard or similar probably, and are very flattering- conjecture leads the PCs to believe they are of whoever ran this secret area, a very vain individual.</p><p></p><p>And so after an easy combat encounter, the PCs sharpen their blades and/or implements, and led by a sneaking Rogar, head below to visit (they think) some more Bullywugs.</p><p></p><p>Next time... Oh that's what the inside of a Giant Frog looks like.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5403716, member: 16069"] HS1 The Slaying Stone Session 3 Part 1 And for those of you familiar with HS1 you will realise that there isn't a section beneath the Kiris Library, well there is now, I added it. I'll talk about all that when, and if, the PCs get to the right point- i.e. when they've completed the section, or all died trying. The PCs at first undisturbed, examining the strange items in this new chamber, while others keep an eye on a pair of shut doors- its muddy down here, how very odd. Seconds later the doors burst open and a gang (actual collective noun for a group of Bullywugs (small) is 'a Ribbit') And so the PCs are on the end of a Bullywug mass charge, good job several of them were watching the doors, the charge however results in exactly zero connects, and leaves two of the Bullwugs damaged and Prone- the effects of a Miss on their Bullywug Rush Powers. [url=http://www.flickr.com/photos/40504969@N08/5230064386/][img]http://farm6.static.flickr.com/5048/5230064386_b7346fd4c0.jpg[/img][/url] Bullywugs, so bad that Mother Nature heals you for Critting them. The fight is a mess- for me. Over a period of three or four rounds, and with easy twenty attack rolls, I connect once or twice for piddling amounts of damage each time, eighteen (or more) dice rolls below 10, honestly. The players on the other hand chop one or two of my bad guys down every turn, at the end the last Bullywug standing is forced to flee- he gets to the stairs before being destroyed. That was ridiculously easy, I've never employed Bullywugs before, I thought some of their moves were dynamic and would result in big(-ish) hits, again- wrong! A Level 1 Encounter with surprise for the bad guys and- Bullywug, Mucker (Level 1 Brute) x3 & Bullywug, Twitcher (Level 2 Skirmisher) x3, are obliterated without any of the PCs suffering any lasting (or even much temporary) harm. Some notes- I specifically wanted to get a surprise round in on the PCs, too often in previous games/campaigns my bad guys have been decimated by a well-executed surprise round by the PCs- I wanted to turn the tables on them with this fight. And then I couldn't roll anything over an eight, my dice suck. While I provided the PCs with some open terrain to manoeuvre around the reality was the Bullywugs were very quickly bottle-necked in the doorways, the PCs lining up in front to of the doorways making it impossible for me to get creatures into battle without suffering AoOs. Bullywugs may have cool-ish powers but for the entire fight I only connected a couple of times with a Claw attack and a Thrown Javelin- meh! The bottle-necks also allowed Neb the Wizard to launch a series of Scorching Bursts- not good for my morale. The Bullwug bodies are dragged away, further investigation by Maldor, Jeb and Rogar leads them to believe that there are more creatures down the stairs- Rogar is positive he heard something croak, a guard is set and the first chamber is ransacked. The smoking stone object, seen over the west hand side of the map, turns out to be a defunct magical protection device, a sort of anti-magic shield- Neb does good work with skill checks and Q&A. The device was probably part and parcel of the magical/ritual preparation chambers, masking the items below- it has somehow ceased functioning. The statues in the chamber are both of a young-looking (yet clearly middle-aged, maybe a Half-Elf) man, a Wizard or similar probably, and are very flattering- conjecture leads the PCs to believe they are of whoever ran this secret area, a very vain individual. And so after an easy combat encounter, the PCs sharpen their blades and/or implements, and led by a sneaking Rogar, head below to visit (they think) some more Bullywugs. Next time... Oh that's what the inside of a Giant Frog looks like. [/QUOTE]
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