D&D 5e Into The (Keep on the) Borderlands (B1&2) #032 Monster Mash.

Goonalan

Legend
Supporter
The Unexpected in the Caves of Chaos.

Session #0018: Four & Five, and the start of Six.

PCs (in alphabetical order)
Krago of the Mountains
(Pete) Male Mountain Dwarf Ranger (Folk Hero) Level 3.
Lappoy the Unexpected (Rob) Male High Elf Wizard (Sage) Level 3.
Mohag the Wanderer (Pete) Male Human Barbarian (Outlander) Level 3.
Sho-Rembo (Dave) Female Stout Halfling Druid (Hermit) Level 3.
Sir Glen (Dave) Male Human Paladin of Lathander (Noble) Level 3.
Sosspan (Dave) Male Dragonborn Wizard (Spy) Level 3.
Trebbelos (Pete) Male Tiefling Sorcerer (Charlatan) Level 3.

Sidekick (played mostly by the DM).
Corbis
Male Human Sidekick Warrior (Soldier) Level 1.
Scrubs Male Human Sidekick Expert (Soldier) Level 2.
Tribbits Male Human Sidekick Warrior (Soldier) Level 1.

Dead PCs (in alphabetical order)
Afton Barr
(Dave) Male Half-Elf Bard (Entertainer) Level 1.
Estra Zo (Pete) Female Wood Gnome Rogue (Urchin) Level 1.
Farned of the Leaf Lord (Dave) Male Wild Elf Cleric of Rillifane Rallithil (Acolyte) Level 1.
Tassit (Dave) Female Human Monk (Hermit) Level 1.
The Mystical One (Pete) Female Human Warlock (Outlander) Level 1.
Yor (Pete) Male Dragonborn Fighter (Folk Hero) Level 2.

Dead NPCs (in alphabetical order)
Wormwood
Male Human Guard.

Note, you can click on the pictures here to make them bigger (if you didn't know this already).

Day 29: Being the 29th Day of Mirtul, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, about two in the morning, too early to be getting up, and yet...


But a little backtracking, just for a second, the Unexpected have decided to stay out in the wilds, they figure- we're tough enough, and I believe them.

They were heading for the Caves of Chaos but en route have fallen foul of the DMs random encounter dice, I keep rolling '1's. So far- an ankheg, a bunch of gnoll slavers, followed by a pack of goblin wolf-riders.

Sucks to be them.

So, the Unexpected have pulled back from the Caves of Chaos ravine and decided to make camp out in the woods- they need to rest up a bit before braving the Caves again. Here's where they are on the big map-

1801.jpg

Where's Lappoy- bottom right, that's the Unexpected's camp for the night. The Caves of Chaos are to the north, you can see the ravine, and the Keep on the Borderlands far to the west (actually, it's about four or so miles away from the PCs present campsite).

So, a night out in the wilds, and I've already rolled to see if there's another random encounter for the Unexpected's retreat through the woods, but nothing doing, so I'll try again for the overnight.

Bingo!

And here we go...

1802.jpg

It's 2 AM, and only Sir Glen & Trebbelos are awake and on watch.

At which time Grimphart, the wandering ogre, in search of treasure or a new lair, spots the Unexpected's camp and tries (he's not bright) to sneak up on the PCs.

Then I roll an adjusted '15' for Grimphart's stealth.

That's not bad, could it...

1803.jpg

Grimphart leaps out of hiding having just achieved a gold star for his leopard crawl, and then leaps to his feet and attempts to smash Tribbits to pulp, and doesn't do a bad job of it- the warrior is down and dying.

Then, well- there's only two PCs awake, and so those sleeping need to make a DC 10 perception check to rouse- and the funny thing is, only two other PCs manage this.

Here goes...

Trebbelos is the first to react but the tiefling sorcerer has next to no spells left, so he uses his Thaumaturgy to shout out to his companions in a very loud voice-

“AWAKE! To Arms. We're Under Attack!”

Very official sounding.

And then with his inspiration point he attempts to Fire Bolt the ogre brute, and that's a hit.

But Grimphart has all of his hit points, I maxed him out, and as in the book his greatclub is studded with tail spikes taken from a manticore he fought recently, so there's a little extra damage from these.

Grimphart takes a stride forward and slams his greatclub into Mohag, and the barbarian- just waking, is bloodied in an instant.

But Sir Glen is the hero, the paladin is on his feet and at the ogre in seconds, with an inspiration point to activate his Sacred Weapon, and then his last spell slot for a Divine Smite. The holy warrior of the Morning Lord almost guts Grimphart (for 20 damage).

He also starts up with his annoying shouting and fretting about the Morning Lord.

So, dull.

Then Mohag struggles to his feet, and he's already raging and reckless, Grimphart gets sliced some more.

Sosspan awakes, leaps up, and fires a clutch of Magic Missiles into the ogre.

Grimphart is bloodied and beyond.

And then all of the other adventurers awake, after Trebbelos' yelling.

Krago thumps Grimphart with his black mace, Sho-Rembo uses her last spell to pump a Healing Word into Tribbits, Scrubs fires a crossbow bolt into the ogre, and Trebbelos tags it with a Shocking Grasp.

1804.jpg

Grimphart is screaming, and yelling, he wants out of here, he runs...

And is sliced by Mohag, and while tottering and flailing about is finally brained by Krago.

Grimphart is dead, and as Lappoy stated at the time, and while still situated in his bedroll-

“I told you we were tough enough to be out here for the night!”

[Grimphart is dead 450 XP]

There follows a little emergency healing for Tribbits and Mohag, then the rifling of the dead ogre, and then... re-set the watch and sleep some more.

They figure the dead ogre wont start stinking the place up for a while.

But, because of all of the shouting and the noise I thought I'd roll another encounter check.

Another '1'.

Is that my fourth or fifth today?

I've just been for a count-back, that's my fifth successful random encounter roll (out of about eight) in the last twenty four hours of the Unexpected's life.

So...

The encounter indicated is far too nice.

Therefore we move on to Lappoy and Tribbits, on the last watch for the night, the pair are the first to hear the strange buzzing sound, no... that's not quite right.

They are the first to hear someone close by, and it's light now, saying the word 'buzzing', repeatedly, a long drawn out drawl- 'buzzzzzzzzzzingggggg', and as I say repeatedly.

The pair spot an old stooped man leaning heavily on a stout staff, the strange human seems to be surrounded by a swarm of bees.

He's the one making the noise.

The odd fellow looks up and then waves at Lappoy and Tribbits, who don't quite now what to say.

“Who are you?” Is Lappoy's opening offer, followed by an explanation of who the Unexpected are and what they're doing here, by the much more polite Tribbits.

1805.jpg

“I am Bumble”, the old man states, “they call me the king of the bees...”

“Who does?” Lappoy asks, somewhat testily.

“Why the bees of course”, Bumble earnestly replies, and with a broad smile.

A little later and all of the Unexpected are in on the conversation, or at least lots of them- certainly they have all taken the time to introduce themselves to Bumble.

Bumble's bee friends, he seems to be constantly surrounded by a lazy swarm, cause a little consternation, but Sho-Rembo, and a few others are particularly delighted by the cheerful and pleasant old man.

So, the chatter goes on for some time, and for a variety of reasons, firstly Bumble has honey to sell, and several of the PCs are buying- it tastes good.

Furthermore Bumble has some royal honey (a curative) which he is willing to give to the adventurers, or else trade with them, but only if they prove themselves useful.

Bumble has three doses of royal honey, these can be earned by-
  1. Helping the water spirits of the Goblinwater River.
  2. Culling some of the spiders in Spiderwood, the place is over run with them.
  3. Stopping the undead attacks in the Whispering Wood.
Keep in mind that all of the above comes out in slow stages, Bumble is rambling and distracted, but very pleasant with it.

But, that's a lot of things to do for just three doses (Heal 1d4+1) of royal honey, however the Unexpected- all of them, like Bumble. They donate over 30gp to the wandering druid, Sho-Rembo contributing half of this.

Note, Bumble didn't ask for money, or anything else (except see below) the PCs just started donating.

But there's more, because back in the Keep the PCs (actually Lappoy) learned (in Session #13) that there was a 'mad druid' who wanders the Whispering Woods, and who knows the region like the back of his hand. The implication being that the 'mad druid' would know where the former lair of Zeligar and Rogahn is located, remember this is the PCs ultimate goal.

They just don't talk about it a lot, mainly because up until now they're been having fun in the Caves of Chaos.

But, the 'mad druid' as it turns out is not Bumble, it's his brother- Tolpuddle. Tolpuddle, Bumble warns, is a little 'nervous' around folk, and he inhabits the Whispering Wood north of the road, he thinks.

Note, Lappoy- who is doing quite a lot of the talking (its what he does) doesn't use the word 'mad', he's very polite.

However, the High Magicker enquires- does Bumble know where Zeligar and Rogahn's former lair is? Alas, no- but his brother might. Tolpuddle has lived in the wilds here for almost all of his life, Bumble has been in the region- and searching for his brother, for just a few years now.

The Unexpected are desperate to help the nice old fellow, and to locate his brother Tolpuddle, and to earn the three jars of healing honey.

Furthermore, after more questioning, they learn that the water spirits that need help lair somewhere 'in' (the operative word) the Goblinwater River. That the Spiderwood is within the Fell Fens (see the map below, arrow to the SSE) and Bumble fears there's something particularly nasty in there. And lastly, they learn that the undead terrorising the Whispering Woods have escaped from a bunch of old cairns and burial mounds located near the Caves of Chaos (to the WNW, see the map below).

The adventurers further explain to Bumble that they are going to be spending the next month or so looking for a bunch of bandits in the region (Bumble doesn't know where these folk are), so they'll be scouring the wilds hereabouts. Bumble explains right back- that he can always be found in and/or around his present location, tending to his bee followers.

[Meet Bumble 200 XP]

1806.jpg

Note, I've shifted Lappoy on the map so that more of the area can be illuminated and therefore seen. Spiderwood in the Fell Fens, see the south arrow- it's that-away, and that's the Goblinwater River there too. The northern arrow is pointing towards the source of the undead problem that is affecting the Whispering Woods.

Then, the Unexpected say their farewells and head back into action, back to the Caves of Chaos.

You'll note from the above exchange that the PCs have clearly decided to take the bandit hunting job, news to me when it happened.

But here's the thing, it's a half-hour walk back to the Caves of Chaos, but I had to, I just had to...

I had to roll for random encounters.

I rolled a '1'.

Yet another one, and so...

1807.jpg

En route to the Caves of Chaos.

The Unexpected are travelling along the main road that heads out of the region, which at this point snakes between high (about thirty foot) ravine walls.

There's an odd something in the road, a circle made from stones, only small stone- just pebbles, but very neat, and very obvious.

Then...

A voice shouts down from the crags above.

“Stay where you are!” And when the PCs stop, the voice (male human, best guess) comes again.

“Leave 10gp on the ground- in the circle, 10gp each- and then, when you've made your donation- clear off, up the road- and as fast as you can.”

“Why should we?” Krago (and a variety of other folk with varying degrees of indifference/surliness) shout back.

“Because in ten seconds we're going to start shooting, and when we start we ain't stopping, less we see a pile of money in the circle. Ten, nine, eight...”

There follows what could best be described as a kerfuffle as a variety of PCs all attempt to do a variety of things, or else try to discuss a variety of things; and all at the same time.

So, time for another picture...

1808.jpg

Runaround, NOW!

So, here's a summary of what you are seeing, the smart folk (maybe)- Lappoy, Mohag (INT 7?), Scrubs, Trebbelos & Corbis have all either run into the nearest area of dense vegetation, or else are en route to the same.

Tribbits, Sho-Rembo and Krago are trying to hide in the shadow of the cliffs, although Krago is already climbing, but he's only ten feet up so far.

Sosspan simply ran out of time, he's standing in the middle of the road, just gawping- doing nothing really.

Sir Glen, of course, is doing the same- only with a lot more shouting about the Morning Lord and the waving of his longsword.

Nobody has left any money in the circle, not even a few coppers.

The attack begins moments later.

But that alas, is where we end it for this one- hard to believe but the above was nearly three hours long, although- lots and lots of chatter, and some of it to do with the game.

The pot is up to £82.

Stay safe and well you lovely people.

Toodles for a bit.

Cheers the Unexpected and goonalan.
 

log in or register to remove this ad

Goonalan

Legend
Supporter
The Unexpected in the Caves of Chaos.

Session #019: B&B (Bunnies and Bandits).

PCs (in alphabetical order)
Krago of the Mountains
(Pete) Male Mountain Dwarf Ranger (Folk Hero) Level 3.
Lappoy the Unexpected (Rob) Male High Elf Wizard (Sage) Level 3.
Mohag the Wanderer (Pete) Male Human Barbarian (Outlander) Level 3.
Sho-Rembo (Dave) Female Stout Halfling Druid (Hermit) Level 3.
Sir Glen (Dave) Male Human Paladin of Lathander (Noble) Level 3.
Sosspan (Dave) Male Dragonborn Wizard (Spy) Level 3.
Trebbelos (Pete) Male Tiefling Sorcerer (Charlatan) Level 3.

Sidekicks (played mostly by the DM).
Corbis
Male Human Sidekick Warrior (Soldier) Level 1.
Scrubs Male Human Sidekick Expert (Soldier) Level 2.
Tribbits Male Human Sidekick Warrior (Soldier) Level 1.

Dead PCs (in alphabetical order)
Afton Barr
(Dave) Male Half-Elf Bard (Entertainer) Level 1.
Estra Zo (Pete) Female Wood Gnome Rogue (Urchin) Level 1.
Farned of the Leaf Lord (Dave) Male Wild Elf Cleric of Rillifane Rallithil (Acolyte) Level 1.
Tassit (Dave) Female Human Monk (Hermit) Level 1.
The Mystical One (Pete) Female Human Warlock (Outlander) Level 1.
Yor (Pete) Male Dragonborn Fighter (Folk Hero) Level 2.

Dead NPCs (in alphabetical order)
Wormwood
Male Human Guard.

QUESTS (and stuff to do).*
  1. Find Zelligar and Rogahn's former base, explore it and steal its treasures.
  2. Clear out the Caves of Chaos- kill the evil humanoids and take their stuff.
  3. Get all 20 rumours, just missing #18, keep chatting and drinking at the Keep.
  4. Find Tolpuddle, the 'mad druid' of the Whispering Woods, he may know where Z&R's base is (see #1 above), also say 'hi' from his brother Bumble.
  5. Tell Darvon, Priest of Oghma, about the Unexpected's adventures.
  6. Take up the search for the bandits (see Gurtle Spinepecker, Cpl of the Watch).
  7. Capture a teleporting bunny for the Guild of Merchants.
  8. Help the water sprites of the Goblinwater River, for Bumble.
  9. Clear a bunch of spiders out of the Spiderwood, for Bumble.
  10. Stop the undead attacks in the Whispering Woods, for Bumble.
*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, you can click on the pictures here to make them bigger (if you didn't know this already).

Day 29: Being the 29th Day of Mirtul, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, about nine thirty in the morning...


The Unexpected are in a ravine, and are about to get shot- or so they've just been told, unless they leave a 10gp donation each, for the bandits with the bows in the crags above.

The Unexpected have left squat for the bandits, most of them have run off- heading for the woods (and cover).

Here we go...

1808.jpg

Here's where we were at, the bandits are out of sight on the ridges above (possibly on both, the Unexpected think).

Then however...

1901.jpg

There are a trio of bandits on the southern ravine top, all three of them are firing their longbows at Krago who is climbing up (the thirty or so feet) to meet them, and with two hits, and the second is a Crit.

Hang on!

Each hit necessitates an athletics check (DC 10 + damage done) to cling on to the rock face, Krago passes both checks- DC 14 and then DC 20, he's a tough bugger.

Note there are more bandits firing bows from atop the northern ravine, but they're shooting (at Krago still) and then scurrying back into cover, and out of sight.

All misses so far.

Sir Glen, the fool (maybe) races to the northern cliff and climbs almost to the top, its easy- the paladin peers over the rim (as he's out of movement and actions) and can see that there are about four or five rough looking human bandits up here.

Note, the normally mouthy paladin chooses to stay silent at this point, he didn't think he was going to end his turn clinging to the face of the cliff.

Krago, meantime, scurries up the rest of the cliff (with an athletics '20') and pushes his way into the mix and starts swinging, he brains one of the bandits (down to one hit point) and wounds another, both with his black mace (and an inspiration point).

Trebbelos rushes back into the road (he was heading for the trees) at the same time calling his comrades back to the attack, he then wings one of the bandits perched on the lip of the southern cliff, and wounded already by Krago. He hits it with a Fire Bolt, the foul fellow alas survives.

The bandits and Krago are fighting on the very edge of the southern cliffs.

Sho-Rembo becomes Sho-B-Bear (with a climb speed) and the great ursine charges (relatively) up the southern ridge, the bandits up there are suddenly screaming in fright- and seconds later bleeding.

1902.jpg

The bandits on the southern ridge are terrified, that was Unexpected!

Sho-B-Bear claws a bandit to death, the foul fellow's broken body is swatted off the ridge.

Lappoy rushes out and fires three Magic Missiles into another of the wounded bandits, it too is killed, and plunges off the ledge.

Meantime more of the bandits on the northern ridge are in action- Sosspan gets shot. While back up on the southern ridge- Krago gets stabbed.

Another bandit on the northern ridge top is just about to fire at Sosspan with his longbow, when he spots Sir Glen clinging desperately on to the scarp. The foul fellow immediately drops his bow and grabs out his scimitar, and then races to the spot to slash at the climbing paladin, Sir Glen's plate armour saves him.

Sosspan spots Sir Glen's predicament and fires three magic Missiles into the bandit cutting at the paladin, the enemy survives, but he's not healthy.

But the secret is out, and a second bandit rushes over to slice at Sir Glen's hands with its scimitar, and hits, the paladin lets go... and falls thirty feet back down , luckily landing in thick vegetation (3d6 falling damage = 7). The holy warrior however is bloodied.

Back on the southern ledge a bandit threatened by both Krago and Sho-B-Bear attempts to cut and run, Krago beans the fellow with his black mace- dead.

Tribbits (foolishly, my bad) climbs the northern cliff- having not seen Sir Glen fall, he makes the ascent easily and then races in and cuts the nearest bandit, at which point however he realises that he's alone up here and with a total of five bandits in the near vicinity.

Tribbits screams for help.

1903.jpg

Bugger!

The bandit Tribbits cut drops his bow, grabs out his scimitar and cuts the warrior right back.

Sir Glen gets back to his feet, grins up at the bandit that just cut him down (right down) and then rushes over and starts climbing back up again. Corbis dashes out of the foliage he's been hiding in and follows suit- the pair are racing up the cliff face.

Krago smashes the last bandit on the southern ledge down, and then takes a moment to see what's going on, before finally shouting down to his companions to go and help Tribbits, like they didn't know this already.

Trebbelos Fire Bolts (with a Crit) the bandit on the northern ledge that cut Sir Glen down, the miscreants still burning body (alas) plunges straight down and onto the paladin, who- you'll remember, is on his way back up.

More remarkably the tough so-and-so sticks up an armoured arm and swats the falling dead bandit to the side.

“Thank you!” Sir Glen shouts down to a now sheepish looking Trebbelos.

Mohag, meantime, darts across the road and clambers up the northern cliff like a spider monkey (admittedly a very big spider monkey) he gets to the top and then charges for the nearest bandit. Although at this point he's out of actions, and having spent an inspiration point already this turn.

The cavalry has indeed arrived.

Sho-B-Bear scurries down the southern cliff and then rushes to start climbing to the top of the opposite ridge.

But Lappoy is shouting something from down below-

“Take them alive! Take them alive! We want to find their lair!”

And truth be told no-one else had mentioned this as of yet, these are probably some (or perhaps all) of the bandits that the Unexpected (and the Fortune's Five adventuring party) are searching for. Maybe.

All the action now is on the northern ridge.

A bandit flees into the woods, gets away real easy, another tries the same trick but is cut down in an instant by Mohag's greataxe (the big barbarian forgot to pull his blow).

1904.jpg

There are only two bandits left alive, both on the northern ridge.

Tribbits thunks the flat of his blade into the guy he's facing and calls for him to 'surrender', the bandit's reply is unrepeatable.

The bandit flees, and THUNK!

Tribbits, again with the flat of his blade, knocks the fellow unconscious.

Sir Glen scrambles the rest of the way up the cliff and sees that the last bandit is off and running, the paladin climbs up onto a large boulder and then launches himself down upon his foe. He hits- the bandit collapses beneath the weight of the heavily armoured paladin. Moments later the enemy is being threatened at either side by Corbis and Mohag, and is being sat on by Sir Glen.

The bandit surrenders.

[Bandit attack thwarted 200 XP]

The two human male miscreants, the Unexpected learn, a little later- are called Ricky Pilchard, and Ornery Jackson; they're career criminals it seems.

Although Ricky, he says, is fairly new to this game.

But will they play ball?

So, first up- after getting everybody safely back down from the ridges, is a little healing- including a little for the unconscious bandit. Then the Unexpected retreat a good way out of the ravine, and back into the woods, almost back to where they spent the night previously.

Then...

Well, here's the thing- some of the Unexpected are pretty keen to get rough and tumble with the two bandit captives, but the voice of reason is strong- Sir Glen and Lappoy insist that violence is not the way.

In contrast Sho-Rembo and Krago want to hang the pair.

It takes a while (over two hours), but eventually, Ricky and Ornery start talking- once one starts (Ricky) the other joins in. A deal is done, and again its very mostly Lappoy and Sir Glen that secure the agreement.

Although... see later.

Note, I allowed each player to pick one or two of his PCs to do their thing (RP) and then make a roll. Dammit but all five of the PCs selected rolled good to high (lowest Krago's intimidate '14', and with three persuasion checks 20+).

The bandit prisoners agree to tell (or show) the Unexpected where the lair of their boss, Dee Dee Raven, and then rest of the bandits dwell. But, only if the adventurers swear to let them go, and to give them a little money to make new lives with.

The deal making goes on for some time, but just to say that all of the Unexpected are happy with the negotiated outcome (above) except for one- Sir Glen, the paladin wants to hand the pair over to the authorities back at the Keep.

The Keep, everyone in the conversation knows, will try the pair- find them guilty, and most likely hang them.

So, we circle for a bit.

And I enjoyed this bit immensely. Sir Glen, as played by Dave, is adamant. There are dozens of options, and/or versions of the deal explored. But no, Sir Glen is not for shifting- there's to be a trial.

But eventually, two hours later- in game, the deal is done.

This after Sir Glen takes the hog-tied bandits aside for a little chat with them all on his own, and a '23' persuasion check is rolled.

Ricky and Ornery will tell all, and draw a map, and right now- because the Unexpected are suddenly in a big hurry.

The pair will pay for their crimes, although Sir Glen has sworn that he will represent the duo at their trial.

So, there's that to look forward to.

After a little more chatter the Unexpected learn from the now forlorn pair, that there are another dozen or so bandits in camp at present, as well as Dee Dee Raven and her right hand man, a fellow simply known as 'the Lieutenant'.

“Right, screw the Caves of Chaos, let's get the bandits right now!” Lappoy, every now and then, is for the win.

And there's a consensus.

We're off to get the bandits.

1905.jpg

So, here's where the Unexpected are, all the way over on the right hand side of the regional map, where Lappoy is. See Mohag, just to the south of the Keep on the Borderlands (about 4.5 miles away) right there, apparently, is a secret way across the Goblinwater river. The second arrow pointer to the south of the crossing indicates the location of the bandit's cavern home.

The hills where the bandits are laired are in the Ravenwood, makes sense- Dee Dee Raven, in the Ravenwood. Obvious, really.

So, off we go- and at speed, along the main road, the plan is to drop off Ricky and Ornery with the guards at the Keep, it is, after all, on the way.

But here's the thing, and I ain't kidding, or lying- or making this shizz up- I rolled a '1'.

That's yet another random encounter.

And so...

1906.jpg

The Unexpected suddenly become aware that they are surrounded (sort of) on both sides of the road by rabbits. Scratch that, rabbits with unicorn style horns.

Then...

One of the odd looking bunny's teleports away, or else... BLINK! And it's gone!

“CATCH ONE!”

A third of the Unexpected all scream at once.

A few of them (who am I kidding- all of them) with added swear words.

And the scramble is on.

These are the rules- on its initiative an al-mi'raj (blink bunny) that is not being held by a PC will teleport away, off the map, and to safety.

It's gone. Escaped.

To prevent this from happening a PC needs to grab (requires a successful roll to hit) and hold on to the al-mi'raj (DC 20 acrobatics or athletics check). However a captured al-mi'raj's next action will always be to teleport away.

Note captured bunnies teleport to a space within the range that can be seen from the blink bunnies present location, and thus NOT off the map.

NOTE, all blink bunnies start the encounter with their teleport charged- ready to BLINK away. On rounds when the al-mi'raj's teleport ability is not yet charged the rabbit simply seeks to move away from any nearby PCs- it CANNOT exit the map.

The likelihood is then a PC will grab a bunny, it will BLINK away (but remain on the map) continuing to evade the PCs until its teleport recharges, at which point if it is not being grabbed it will BLINK off the map.

An al-mi'raj's teleport recharges on a 3-6/1d6.

The PCs are going to have to be quick.

To capture an al-mi'raj a PC needs to hold it in his hands for a complete turn, at which point the beast is either calmed enough to stay, or else knocked unconscious, regardless for game purposes it is captured.

Note, happily none of the PCs attempt to kill the bunnies- they all go along with the rules above, remarkably. I would have allowed Trebbelos to blind a bunch of bunnies with his Colour Spray spell, but he didn't think to do so. The wizards used to have Sleep spells, but both of them, it seems, swapped them out- that would have worked too.

Throughout what happens next Sir Glen & Trebbelos hold station on the road, maintaining their grip on the prisoners- Ricky & Ornery. Sir Glen isn't enamoured with the idea of chasing magical bunnies, it is beneath him. Trebbelos would try his hand but the paladin (sternly) orders him to stay.

So, there are only eight PCs playing the game, although three of these are sidekicks usually played by the DM, but in this instance the three- Corbis (Dave), Scrubs (Pete) & Tribbits (Rob) are being manipulated by the players (as indicated) .

Here we go...

There are ten blink bunnies in play to begin with.

At the end of the first turn six of the teleporting bunnies have already made it to safety, they've BLINKed off the map.

Four left, bugger- this is difficult.

Sho-Rembo and Krago, as happens repeatedly in these adventures, are working together. The dwarf ranger somehow manages to grab up one of the blink bunnies, briefly- BLINK- and it's twenty feet away.

The pair scurry around for a short while in the chosen bunny target's wake, Krago mostly grabbing- always just too late, while the halfling druid attempts to befriend/charm/cajole the thing in to her arms, but... Twenty seconds later... BLINK (again) and it's gone, out-of-sight, off the map. SAFE! The blink bunny has teleported away.

There are just three blink bunnies left in play.

Scrubs (played by Pete) is also immediately after a bunny, and... he grabs it, but it of course instantly teleports away, and so the expert sidekick puts his head down and chases after it, and just seconds later grabs it up again.

This is easy.

Scrubs has the bunny in his grasp, all he has to do is to hold it still for a turn (to capture it).

But... he doesn't, the bunny almost immediately teleports away again.

Bugger!

Scrubs is after it again- but not for long- BLINK- and the bunny is gone.

There are just two blink bunnies left in play.

Mohag and Lappoy meantime, conspire to grab up a different blink bunny- the big barbarian has a hold of it, that is until it teleports away.

The pair race off again, and seconds later... Mohag scoops it up once more, he just needs to keep hold of it for a little longer this time.

He doesn't, of course, the bunny immediately teleports away again

Only this time Lappoy gets to it and grabs it, and seconds later and Mohag is there too- the pair have got one!

They're both clutching it.

But...

Nope.

BLINK.

Gone again.

And off the pair go again, the odd couple continue their odd pursuit for a turn or two, until- BLINK, and the bunny is gone.

Last bunny...

Corbis (Dave), Tribbits (Rob) and Sosspan- working as a trio manage to chase down and grab hold of a blink bunny. The beast is briefly in the hands of Sosspan, before blinking away.

Corbis immediately rushes off and grabs it again, while Tribbits and Sosspan conspire to run into each other.

But Corbis keeps a tight grip, and, simple as- got it!

The al-mi'raj fails to teleport away, while Corbis maintains his grip on the beast, and it's captured!

And a gentle tap to knock it unconscious.

We have a winner.

DM Note, in reality the above didn't happen in the order it is presented. Corbis had his bunny calmed and captured while the other three chases were still playing out.

But while all of this is going on Ornery, who only has his hands tied, decides to make a break for freedom, and even though Sir Glen is watching and waiting for just such an activity... Ornery breaks free, avoids the paladin's grab and is off and running.

At which point Trebbelos is after the bandit, the tielfing sorcerer soon catches up with him- and in his infinite wisdom he tries to tag Ornery with a Shocking Grasp- to knock him out cold, at least that's his explanation at the time. He rolls a Crit, and then just one off max damage.

Ornery had just one hit point, and so...

“Guys! I think I broke Ornery.”

Ornery is dead.

Ricky is, of course, very unhappy about this, and keep in mind this all happens when the rest of the PCs are still chasing the blink bunnies.

However, Sir Glen is immediately on hand to talk Ricky down, with another incredibly high roll ('20' = '25') on his persuasion check.

Ricky, it seems, is consigned to his fate.

1907.jpg

One blink bunny captured, one bandit broken, and the other bandit ready to confess all.

[Bunny captured 250 XP]

But that's all we had time for this session.

The pot is up to £86.

Stay safe and well you lovely people.

Toodles for a bit.

Cheers the Unexpected and goonalan.
 



Goonalan

Legend
Supporter
The Unexpected in the Caves of Chaos.

Session #020: The Ravenwood Bandits.

PCs (in alphabetical order)
Krago of the Mountains
(Pete) Male Mountain Dwarf Ranger (Folk Hero) Level 3.
Lappoy the Unexpected (Rob) Male High Elf Wizard (Sage) Level 3.
Mohag the Wanderer (Pete) Male Human Barbarian (Outlander) Level 3.
Sho-Rembo (Dave) Female Stout Halfling Druid (Hermit) Level 3.
Sir Glen (Dave) Male Human Paladin of Lathander (Noble) Level 3.
Sosspan (Dave) Male Dragonborn Wizard (Spy) Level 3.
Trebbelos (Pete) Male Tiefling Sorcerer (Charlatan) Level 3.

Sidekicks (played mostly by the DM).
Corbis
Male Human Sidekick Warrior (Soldier) Level 1.
Scrubs Male Human Sidekick Expert (Soldier) Level 2.
Tribbits Male Human Sidekick Warrior (Soldier) Level 1.

Dead PCs (in alphabetical order)
Afton Barr
(Dave) Male Half-Elf Bard (Entertainer) Level 1.
Estra Zo (Pete) Female Wood Gnome Rogue (Urchin) Level 1.
Farned of the Leaf Lord (Dave) Male Wild Elf Cleric of Rillifane Rallithil (Acolyte) Level 1.
Tassit (Dave) Female Human Monk (Hermit) Level 1.
The Mystical One (Pete) Female Human Warlock (Outlander) Level 1.
Yor (Pete) Male Dragonborn Fighter (Folk Hero) Level 2.

Dead NPCs (in alphabetical order)
Wormwood
Male Human Guard.

QUESTS (and stuff to do).*
  1. Find Zelligar and Rogahn's former base, explore it and steal its treasures.
  2. Clear out the Caves of Chaos- kill the evil humanoids and take their stuff.
  3. Get all 20 rumours, just missing #18, keep chatting and drinking at the Keep.
  4. Find Tolpuddle, the 'mad druid' of the Whispering Woods, he may know where Z&R's base is (see #1 above), also say 'hi' from his brother Bumble.
  5. Tell Darvon, Priest of Oghma, about the Unexpected's adventures.
  6. Take up the search for the bandits (see Gurtle Spinepecker, Corporal of the Watch). IN PROGRESS.
  7. Capture a teleporting bunny for the Guild of Merchants.
  8. Help the water sprites of the Goblinwater River, for Bumble.
  9. Clear a bunch of spiders out of the Spiderwood, for Bumble.
  10. Stop the undead attacks in the Whispering Woods, for Bumble.
*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, you can click on the pictures here to make them bigger (if you didn't know this already).

Day 29: Being the 29th Day of Mirtul, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, early evening.


Note, Corbis & Tribbits both have enough XP to become Level 2 sidekick warriors, all they need is an extended rest. But they're probably not going to get that for a while- the Unexpected are after the bandits, and on their trail- they know where they live.

So, the Unexpected have been up to stuff- after capturing an al-mi'raj, or as their more commonly known- a blink bunny, the adventurers have made their way back to the Keep on the Borderlands, and the gates are still open.

Therefore, after an extended chat and the paying of a few bribes (but not a lot, the Unexpected are getting a reputation as the good guys in the Keep) the PCs have had a brief chat with Corporal of the Watch, Gurtle Spinepecker, a surly dwarf- much of the time, but not atm. The dwarf's mood is improved considerably when the Unexpected hand over Ricky Pilchard, a member of the bandit gang that the Keep have been looking to put out of action for quite a while.

It also helps that Ricky, full of remorse (Sir Glen put it there), is singing like a canary- he confesses to the lot, and has a little cry.

Note, the Unexpected have also brought back with them the body of Ornery Jackson, another of the bandits.

So, Ricky is put in a holding cell, and Sir Glen makes it absolutely clear, the bandit prisoner is not to be touched, no acts of revenge, no violence. Spinepecker gives his word.

Next up the bagged and unconscious blink bunny is to be delivered post haste to the Guild of Merchants, and... well, the PCs will be back in a bit with a few others (perhaps) from the bandit gang, or else some proof that they're dead and/or gone.

Note Spinepecker offers to lend the Unexpected a few guards, but the DM makes it clear to the players that they have ten N/PCs in play already, and I'm not botting any more of them.

Then, the Unexpected depart, they're going after the bandits right now, before it gets dark- and they have a comprehensive set of instructions (and a map) given by Ricky and Ornery, so they're confident of the route (subject to a few successful survival checks to keep on course).

Off we go...

1905.jpg

Just to remind you this is the route, from the Keep south, across the Goblinwater River (there's a shallow spot) and then into the Ravenwood hills and up to the bandit's cave.

So, less than twenty minutes later and the Unexpected run into a problem, and apologies but there's no map to go with this one.

The PCs are at the exact spot, they think, that Ricky told them that the Goblinwater River runs shallow, and that it was safe to cross, but... the river doesn't run shallow anywhere that the Unexpected can see. Point of fact it looks deep, and treacherous.

So, here's the thing, the area is actually covered by an ancient (and more powerful, maybe) version of a Hallucinatory Terrain spell, so the river does run shallow here, and if you know that- like Ricky does, then you can see the terrain as it truly is.

But the obstacle is easily overcome, its a test of faith, or else bloody-mindedness; after listening to their companions bicker and fret for about twenty or so minutes both Sir Glen (in his platemail) and Krago just step out into the seemingly deep river... and discover it is indeed a very shallow stretch of water, just like Ricky promised.

The Unexpected cannot find an explanation for the fact that their eyes are deceiving them, this after a trio of really low arcana checks. Therefore, they don't question it, only wade across the shallow stretch of the river.

The rest of the journey to the bandit's cave is just over an hour of walking, accompanied by three great (aided) survival checks (including '20' x2). The Unexpected find the quickest route to their quarry.

But here's the thing back at the bandit ambush in the ravine, one of the buggers got clean away from the Unexpected. So, there's a bit of me (your kindly DM) that thinks that I should have the bandit lair be empty. Dee Dee and pals having got the word have shipped out, moved on. Thus leaving the PCs with the task of discovering the bandit's new abode. But there's a bigger part of me that's saying- let's get on with this, and besides the PCs played smart and rolled good to great, let them have their reward for capturing and convincing Ricky and Ornery to spill the beans.

The compromise, of course, is to have the bandits know the PCs are coming and set up a little welcoming party for them, or else, well... here's what happens.

2001.jpg

The cave is quickly and easily found (once you know where it is), it's quiet inside but the play of shadows make the Unexpected think that there's someone in there... also, every now and then a low voice comes from the far chamber, perhaps.

Sho-Rembo and Krago sneak in, cautious like... but the Lieutenant and four other bandits are waiting to spring their trap.

The Unexpected were spotted en route to this location, both at the river crossing and on their way up to the cave, at no point did the PCs try to be stealthy.

Note, Dee Dee Raven, the bandit leader is waiting with her guys for the screams to start, they're positioned a little further up the hill, above the cavern entrance and watching the PCs from up high.

Also note, every bad guy in this has max hit points, and the kindly DM has given all of the bandits +1 to hit & damage, they're defending their lair, livelihood & lives. Also, why not?

And so the stealthy pair (although as it turns out not that stealthy- Krago) get a little further in before the ambush hits.

A bandit archer steps out from hiding and thumps an arrow into Krago, the bandit scurries away again- back out of sight, in the same instant a second bandit rushes forward shouting and spears Sho-Rembo in her side.

Then the Lieutenant steps out from hiding and sinks another arrow into the dwarf ranger, but again, the bandit boss steps back out of sight as yet another bandit charges in with its spear, but Krago dodges back just in time.

Alas just in time to turn away from the bandits before him, but not the third bandit archer who steps in (briefly) and sinks a third arrow into the dwarf.

Krago is down to nine hit points and hurting bad.

2002.jpg

Ambush Part One. Note the artillery are firing from the north west chamber, although now they're back out of sight.

The Unexpected are not having that... the call from Sir Glen is, well... something about the Morning Lord, and... CHARGE! The adventurers (and players) are all in.

There's a lot of swearing here.

Sho-B-Bear suddenly puts in an appearance, and then claws the now screaming bandit that stabbed her right back.

Then a raging and reckless Mohag rushes in and hits the bandit trying to stab Krago (although for minimum damage).

Krago however takes control, using an inspiration point to grab out a potion of healing and swig it down, and then clobbering the bandit with a '20', the backstabbing bastard is the first to die.

The dwarf ranger is not content- hollering a very sweary battle-cry he rushes forward and spots, then stabs, one of the formerly hidden bandit archers.

“There's a bunch of 'em through here!” The dwarf shouts to his companions.

Tribbits is the next into the lair, rushing over to cut down the bandit facing off against Sho-B-Bear.

Sir Glen, always playing the hero, double moves all the way into the farthest chamber of the cavern- eventually catching up with Krago, and then using an inspiration point (with a little Divine Favour) cuts down the bandit archer the ranger wounded with his blade.

“They're in here!” The paladin confirms, and then some more blather about the Morning Lord.

Lappoy is also on the charge, double move followed by an inspiration point to fire a trio of Magic Missiles into yet another one of the formerly hidden bandits.

However, the now wounded bandit shoots the wizard right back, with its longbow, and not even Lappoy's Shield spell can save him. The High Magicker is suddenly down to five hit points.

2003.jpg

The Unexpected are cutting through the bandits. This is easy- “I thought there'd be more of them”, Pete (prophetically) states.

Just to say, no-one has thought to take any prisoner as of yet, or else inflict subdual damage.

However, it's a this point that a whole host of bandits, who were poised to follow the Unexpected into the lair, drop down from above the cavern opening and unleash whatever attacks they have.

In short order Sho-B-Bear takes four hits in quick succession, one of them a Crit with a thrown spear, the wildshaped druid is on just two hit points.

At the same time, within the lair, another half-a-dozen bandits spring from their various hiding places.

As Pete said at the time- “naughty word! There are more!”

Lappoy gets speared, the wizard is down to two hit points.

Krago gets speared again- and he's not well again, Trebbelos gets speared for the first time- although the bandit who dared the tiefling suffers from the sorcerer's reaction Hellish Rebuke.

2004.jpg

C'mon! Let's see if I can mess up a few of the Unexpected.

Too soon.

Sho-Rembo is suddenly back in the cavern, the halfling druid unleashes a (second level) Thunderwave on the bandits blocking the exit, at the rear of this bunch is Dee Dee Raven. Only Dee Dee fails her save, and... 3d8 = 6 Thunder damage, half for those that saved.

Bugger!

Sho-Rembo runs away a little.

Smart cookie, as moments later Dee Dee Raven dances in and stabs Scrubs repeatedly, and the sidekick expert is suddenly on just one hit point.

The raging Mohag steps in, now with added frenzy, and cuts Dee Dee twice with his greataxe- and both big hits.

Krago gets speared in the back again, and its a Crit, the dwarf ranger is down and dying, seconds later he fails his first Death Save.

Tribbits steps in and cuts the bandit threatening Trebbelos (for minimum damage) but the foul fellow keeps on fighting.

The Lieutenant keeps moving, spots Lappoy flailing and sinks and arrow into the High Magicker, Lappoy drops unconscious.

2005.jpg

Krago and Lappoy are down, Scrubs is on one hit point.

It's getting a little frantic.

Sosspan hits the bandit menacing the fallen Lappoy with three Scorching Rays, the miscreant survives, but not for long. The dragonborn steps in and bathes the same bandit with his poisonous breath. Dead.

Scrubs meantime disengages from Dee Dee and flees to relative safety.

Trebbelos gets stabbed again.

Sir Glen pumps all of his Lay on Hands into the fallen Krago, the dwarf stirs, the paladin- hero of the hour, then casts a Sanctuary spell on the ranger.

Lappoy meantime fails a Death Save.

Trebbelos tags the bandit trying to stab him with a Shocking Grasp, and a Crit, he fries the poor bugger. Dead.

Corbis charges into the Lieutenant, and another Crit, the bandit boss is yelling and swearing.

Mohag gets speared, and then again- the second one yet another Crit.

There's a lot of them about.

Mohag is surrounded, but he's the damage soak, and I reckon anytime very soon his friends (the rest of the Unexpected) are going to get their arses in gear.

2006.jpg

It was good while it lasted... I think I'm about to get stomped, maybe.

Sho-Rembo gets to both Lappoy and Scrubs with a Cure Wounds and a Healing Word (and an inspiration point). The pair are in a little better shape.

Dee Dee slices Mohag three times (although two of them for only minimum damage).

Mohag cuts right back, although he's now concentrating his efforts on the three other bandits that are attacking him. The raging barbarian cuts one of the trio down dead.

The bandit that stabbed Krago into unconsciousness ignores Sir Glen's Sanctuary spell on the fallen ranger, and therefore stabs the prone dwarf again- and with another Crit, Krago is back down to one hit point, but only for a second- the ranger swigs down a healing potion, but can't get away from the fight.

Tribbits rushes in to help Mohag, and cuts a bandit with his longsword.

The Lieutenant drops his bow, draws his shortsword and cuts Corbis down, with one stroke and... yet another Crit.

Sosspan fires off three more Scorching rays- two hits, both for the Lieutenant, who dies in flames.

Scrubs scrambles over to Corbis with a healing potion.

Sir Glen slices another bandit, and then rolls minimum damage on both dice (longsword plus Divine Favour). The bandit, of course, survives the ordeal.

But there are not many bandits left in the fight, just Dee Dee and five of her men.

Lappoy staggers to his feet and then goes in search of enemies, discovering Mohag surrounded by bandits in the main entrance to the cavern. The High Magicker shapes his Thunderwave to wash around the barbarian, he destroys another of the bandits, and wounds Dee Dee and her companions some more.

At this point Lappoy also remembers that it wouldn't be a bad thing to take a few of these bandit's prisoner, he screams this seemingly 'new' information to his companions, who then begin to castigate themselves for having forgotten all about this option.

Trebbelos tries to help out with a Colour Spray, but Dee Dee just ignores it, although one of her bandit companions is left blinded by the light show.

Corbis staggers to his feet, spots the nearest bandit and stabs it in the back- dead.

So much for taking prisoners.

The Colour Spray blinded bandit still however manages to stab Mohag (he's reckless remember).

2007.jpg

I think I did okay, although it may be time for Dee Dee to do one.

Sho-Rembo lights a couple of the bandits up with her Faerie Fire (including Dee Dee) and then fires a Healing Word into Krago (thanks to an inspiration point).

That's enough for Dee Dee however, the bandit leader dodges the raging Mohag's greataxe opportunity attack and then flees the lair, at full speed in seconds.

Her last words to her bandit companions- “Get out! Save yourselves!”

Mohag stands station and cuts another bandit in half (with a Crit).

Krago has had enough of sitting on his backside, he gets back on his feet and then brains the bandit that has been previously stabbing him repeatedly; this with his black mace, and rolls just short of max damage. Seconds later the combined shouting and haranguing of Sir Glen and the dwarf cause the critically wounded and terrified bandit to surrender.

Seconds later the last bandit standing in the lair surrenders too, having just been persuaded to do so by three Magic Missiles in the midriff courtesy of Sosspan, also the poor fellow is also facing off versus an enraged Mohag and Tribbits.

The fight is won, although...

There's the small matter of Dee Dee, and so we're in a chase sequence, but I'll save you the endeavour, by the time the Unexpected get their act together Dee Dee has had two clear turns on the next chaser. Who, as it turns out, is Mohag- and he's not a clue in which direction the bandit leader went (perception '1'), even though Dee Dee is still lit up with Sho-Rembo's Faerie Fire.

Dee Dee gets away.

[Bandits 600 XP]

Bugger.

The Unexpected do however have two more bandit prisoners, and a host of dead bandits- including the Lieutenant. So, not a bad evening's work.

The two bandit prisoners are interviewed briefly, the lair searched- there's actually not a lot to find here, perhaps Dee Dee fled with all the loot.

The Unexpected get in a short rest, and a little healing.

Then, with Mohag carrying the body of the Lieutenant, and with the two bandits roped and restrained, the Unexpected head back to the Keep, they'll get there- all being well, just before the sun sets.

But not if there's another random encounter...

That's all we had time for in this session.

The pot is up to £90.

Stay safe and well you lovely people.

Toodles for a bit.

Cheers the Unexpected and goonalan.
 
Last edited:


Goonalan

Legend
Supporter
The Unexpected in the Caves of Chaos.

Session #020 SUPPLEMENTARY: Stats Attack!

PCs (in alphabetical order)
Krago of the Mountains
(Pete) Male Mountain Dwarf Ranger (Folk Hero) Level 3.
Lappoy the Unexpected (Rob) Male High Elf Wizard (Sage) Level 3.
Mohag the Wanderer (Pete) Male Human Barbarian (Outlander) Level 3.
Sho-Rembo (Dave) Female Stout Halfling Druid (Hermit) Level 3.
Sir Glen (Dave) Male Human Paladin of Lathander (Noble) Level 3.
Sosspan (Dave) Male Dragonborn Wizard (Spy) Level 3.
Trebbelos (Pete) Male Tiefling Sorcerer (Charlatan) Level 3.

Sidekicks (played mostly by the DM).
Corbis
Male Human Sidekick Warrior (Soldier) Level 1.
Scrubs Male Human Sidekick Expert (Soldier) Level 2.
Tribbits Male Human Sidekick Warrior (Soldier) Level 1.

Dead PCs (in alphabetical order)
Afton Barr
(Dave) Male Half-Elf Bard (Entertainer) Level 1.
Estra Zo (Pete) Female Wood Gnome Rogue (Urchin) Level 1.
Farned of the Leaf Lord (Dave) Male Wild Elf Cleric of Rillifane Rallithil (Acolyte) Level 1.
Tassit (Dave) Female Human Monk (Hermit) Level 1.
The Mystical One (Pete) Female Human Warlock (Outlander) Level 1.
Yor (Pete) Male Dragonborn Fighter (Folk Hero) Level 2.

Dead NPCs (in alphabetical order)
Wormwood
Male Human Guard.

QUESTS (and stuff to do).*
  1. Find Zelligar and Rogahn's former base, explore it and steal its treasures.
  2. Clear out the Caves of Chaos- kill the evil humanoids and take their stuff.
  3. Get all 20 rumours, just missing #18, keep chatting and drinking at the Keep.
  4. Find Tolpuddle, the 'mad druid' of the Whispering Woods, he may know where Z&R's base is (see #1 above), also say 'hi' from his brother Bumble.
  5. Tell Darvon, Priest of Oghma, about the Unexpected's adventures.
  6. Take up the search for the bandits (see Gurtle Spinepecker, Corporal of the Watch). IN PROGRESS.
  7. Capture a teleporting bunny for the Guild of Merchants.
  8. Help the water sprites of the Goblinwater River, for Bumble.
  9. Clear a bunch of spiders out of the Spiderwood, for Bumble.
  10. Stop the undead attacks in the Whispering Woods, for Bumble.

*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.

Yeah, yeah. But not that, not now...

Stats, I don't know why I do this, oh yes I do- it's because there's a Stat Counter thing on my Fantasy Grounds Unity, and I'm mesmerised by this stuff.

Here follows an Unexpected stat attack, we've played twenty (mostly short= 2 to 2.5 hour) sessions. Here's the results, stats wise.

Oh, and I've only included PCs that have made 50+ attacks.

None of the NPCs have made 50+ attacks.

So, the stat counter on FGU says-

MOST SUCCESSFUL TO HIT ROLLS: Mohag (74).
Honourable Mentions: Lappoy (63) & Krago (62).
The rest: Sir Glen (37), Sho-Rembo (32), Trebbelos (30) & Sosspan (29).

MOST CRITS: Lappoy & Mohag (7).
Honourable Mentions: Sir Glen (5).
The rest: Krago (4), Sho-Rembo & Trebbelos (3) & Sosspan (1).

MOST MISSED TO HIT ROLLS: Mohag & Sir Glen (32).
Honourable Mentions: Lappoy, Krago & Trebbelos (30).
The rest: Sho-Rembo & Sosspan (29).

MOST FUMBLES: Krago (7).
Honourable Mentions: Sho-Rembo, Sir Glen & Sosspan (4).
The rest: Trebbelos (3), Lappoy & Mohag (1).

TOTAL DAMAGE DEALT: Lappoy (871).
Honourable Mentions: Mohag (858) & Sosspan (556).
The rest: Krago (497), Sho-Rembo (457), Trebbelos (418) & Sir Glen (269).

HIGHEST DAMAGE WITH A SINGLE HIT: Mohag (22).
Honourable Mentions: Krago, Sho-Rembo, Sir Glen & Trebbelos (20).
The rest: Sosspan (17) & Lappoy (15).

TOTAL KILLS: Lappoy (59).
Honourable Mentions: Mohag (42) & Krago (25).
The rest: Sosspan (23), Sho-Rembo (22), Trebbelos (21) & Sir Glen (13).

TOTAL HEALING GIVEN: Sho-Rembo (163).
Honourable Mentions: Sir Glen (112), Krago (61).
The rest: Mohag (31), Sosspan (26), Lappoy (19) & Trebbelos (14).

TOTAL HEALING RECEIVED: Krago (128).
Honourable Mentions: Sir Glen (74), Mohag (68).
The rest: Lappoy (31), Sosspan (27), Trebbelos (14) & Sho-Rembo (8).

TOTAL DAMAGE TAKEN: Krago (203).
Honourable Mentions: Mohag (177), Sir Glen (152).
The rest: Sho-Rembo (124), Lappoy (66), Trebbelos (62) & Sosspan (59).

MOST TIMES KO'ED: Lappoy & Sir Glen (4).
Honourable Mentions: Sosspan (3).
The rest: Krago, Mohag & Trebbelos (2), Sho-Rembo (1).

TOTAL SPELLS HIT: Lappoy (26).
Honourable Mentions: Sho-Rembo (21).
The rest: Sosspan (17), Trebbelos (15) & Sir Glen (1).

TOTAL SPELLS MISSED: Sho-Rembo (28).
Honourable Mentions: Lappoy (14).
The rest: Trebbelos (13), Sosspan (11) & Sir Glen (1).

MOST SAVES PASSED: Krago & Sir Glen (3).
Honourable Mentions: Lappoy (2).
The rest: Sho-Rembo, Sosspan & Trebbelos (1), Mohag (0).

MOST SAVES FAILED: Lappoy & Mohag (2).
Honourable Mentions: Krago, Sir Glen & Sosspan (1).
The rest: Sho-Rembo & Trebbelos (0).

And finally, all of the PCs, and NPCs*, best kills- by CR and Monster.

*Not just the PCs & NPCs with 50+ Attacks, all of them.

BEST KILL:

CR 0.125

Afton Barr (Giant Rat).
Estra Zo, Tassit & The Mystical One (Kobold).

CR 0.25
Farned of the Leaf Lord (Kobold Chief's Guard).
Tribbits (Wolf).

CR 0.5
Corbis (Orc).
Trebbelos & Yor (Hobgoblin).

CR 1
Lappoy (Tonka, Kobold Chief).
Mohag (Hobgoblin Torturer).

CR 2
Krago (Bad Nog, Ogre).
Scrubs (Nik Nik, Orc Chief).
Sir Glen (Ankheg).
Sosspan (Nok Nok, Orc Chief).

CR 3
Sho-Rembo (Grelzenod, Hobgoblin Chief).

That's it really, loving this game- it's not a whole lot of RP, although at times the players take it on- or grab it where they can (everyone loved Bumble), but it just makes us laugh. A lot.

Stay safe and well you lovely people.

Toodles for a bit.

Cheers the Unexpected and goonalan.
 

Goonalan

Legend
Supporter
The Unexpected in the Caves of Chaos.

Session #021: Back to the Keep.

PCs (in alphabetical order)
Krago of the Mountains
(Pete) Male Mountain Dwarf Ranger (Folk Hero) Level 3.
Lappoy the Unexpected (Rob) Male High Elf Wizard (Sage) Level 3.
Mohag the Wanderer (Pete) Male Human Barbarian (Outlander) Level 3.
Sho-Rembo (Dave) Female Stout Halfling Druid (Hermit) Level 3.
Sir Glen (Dave) Male Human Paladin of Lathander (Noble) Level 3.
Sosspan (Dave) Male Dragonborn Wizard (Spy) Level 3.
Trebbelos (Pete) Male Tiefling Sorcerer (Charlatan) Level 3.

Sidekicks (played mostly by the DM).
Corbis
Male Human Sidekick Warrior (Soldier) Level 2.
Scrubs Male Human Sidekick Expert (Soldier) Level 2.
Tribbits Male Human Sidekick Warrior (Soldier) Level 2.

Dead PCs (in alphabetical order)
Afton Barr
(Dave) Male Half-Elf Bard (Entertainer) Level 1.
Estra Zo (Pete) Female Wood Gnome Rogue (Urchin) Level 1.
Farned of the Leaf Lord (Dave) Male Wild Elf Cleric of Rillifane Rallithil (Acolyte) Level 1.
Tassit (Dave) Female Human Monk (Hermit) Level 1.
The Mystical One (Pete) Female Human Warlock (Outlander) Level 1.
Yor (Pete) Male Dragonborn Fighter (Folk Hero) Level 2.

Dead NPCs (in alphabetical order)
Wormwood
Male Human Guard.

QUESTS (and stuff to do).*
  1. Find Zelligar and Rogahn's former base, explore it and steal its treasures.
  2. Clear out the Caves of Chaos- kill the evil humanoids and take their stuff.
  3. Get all 20 rumours, just missing #18, keep chatting and drinking at the Keep.
  4. Find Tolpuddle, the 'mad druid' of the Whispering Woods, he may know where Z&R's base is (see #1 above), also say 'hi' from his brother Bumble.
  5. Tell Darvon, Priest of Oghma, about the Unexpected's adventures. ONGOING.
  6. Track down and kill/capture the former bandit leader- Dee Dee Raven (see Mebros, Captain of the Watch).
  7. Help the water sprites of the Goblinwater River, for Bumble.
  8. Clear a bunch of spiders out of the Spiderwood, for Bumble.
  9. Stop the undead attacks in the Whispering Woods, for Bumble.
*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, you can click on the pictures here to make them bigger (if you didn't know this already).

Day 29: Being the 29th Day of Mirtul, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, approaching sunset.


Note, Corbis & Tribbits both have enough XP to become Level 2 sidekick warriors, all they need is an extended rest. But, we'll get there this session, probably...

The Unexpected are on their way back to the Keep on the Borderlands, having just routed Dee Dee Raven and her bandits, they have two prisoners and the dead body of the Lieutenant, Dee Dee's, well... lieutenant.

Dee Dee alas has escaped, she wasn't even bloodied when she gave up the fight and sped off, so think on that PCs, maybe she'll be back.

Anyway, en route to the Keep, although at the end of the last session I said, or rather wrote-

...the Unexpected head back to the Keep, they'll get there- all being well, just before the sun sets.

But not if there's another random encounter...

That's right I rolled another '1', and I wasn't even trying- by which I mean I rolled the electronic die on FGU, and then went about my business- looking something up for Pete, I didn't notice the actual dice roll for a minute or so later...

So, that's a nice surprise.

The Unexpected are wending their way through the Ravenwood, back down the hill to the Goblinwater River crossing, they're only thirty minutes from the bandit's cave. When... gliding in silently, launched from a nearby tree, come a small squadron of ugly winged things...

STIRGES!

Lappoy is slapped and clawed in his face, and then THUNK the little beast spikes him and drinks his blood.

Another stirge repeats the trick, lands on Sho-Rembo's back and then sticks its proboscis in the halfling's neck.

Two more stirges pick the same unfortunate victim- one of the newly captured bandits, and the screaming fellow's hands are tied, the blood-sucking beasts both skewer him, and he's down on the ground- and dead before he gets there.

The next stirge crashes into Corbis, and POOP! Ram's its proboscis in the warrior's face, with a Crit, Corbis falls unconscious.

Mohag suffers the same fate as the others above, the only one of the Unexpected to keep the flying bastards at bay is Sir Glen.

2101.jpg

There is lots of screaming, and some of the players are being less than complimentary. Why does no-one have a good word for stirges?

I love 'em.

Corbis passes his first Death Save.

The stirge settled on Lappoy continues to drink the High Magicker's blood (a heady elixir, no doubt) and the oldest swinger in town is suddenly on just two hit points.

The one remaining restrained bandit (he has his hands tied) decides to run (gibbering) alas the movement provokes the stirge that is failing to get passed Sir Glen's defences. The exsanguinator thumps into the bandit's back, and spikes him- it begins drinking the fellow's blood.

Note this guy, right now, is a screaming maniac.

Tribbits rushes forward, and with his blade decapitates the stirge sucking on Lappoy, a moment later (after an inspiration point) he rushes to the fallen body of Corbis and slices the stirge there in two.

Great work!

Sho-Rembo manages to use her magical Shillelagh to lever and then whack the stirge formerly on her to death.

But not all of the stirges are here yet...

As Krago finds out when one of the little buggers thumps into him and starts drinking his blood.

In seconds the dwarf has one stirge sucking him dry, and two more trying to join the party.

Krago, armed with his black mace and magical dagger in his off-hand, and with an inspiration point, and still he cannot manage to make a mark on any of the stirges threatening him.

Yet another stirge swoops down out of the canopy and onto the screaming, fleeing bandit- seconds later the poor fool collapses.

Yet another stirge swoops in to join the swarm attacking Krago.

Scrubs shoots an approaching stirge out of the darkening sky with his crossbow.

Mohag is still getting exsanguinated.

Sir Glen, all action, rushes off to help Krago- although en route the paladin skewers the stirge drinking Mohag dead.

“Tanks!”

I think that's pretty much the first time we've heard Mohag speak.

The paladin then spends his inspiration point to start singing about the Morning Lord- a Bless for himself, Krago and Mohag.

2102.jpg

Everyone loves stirges!

Lappoy let's fly three Magic Missiles, the stirge sucking on Krago is blasted to pieces, as is another of those threatening the dwarf. Then for good measure (inspiration point) the badly wounded High Magicker sinks a healing potion.

Sosspan blasts the last two stirges bothering Krago to pieces- with more Magic Missiles, and then breathes his poisonous breath on the two stirges feasting on one of the very dead bandits.

Both stirges fail their saves, Sosspan delivers minimum damage = 2 poison, therefore both stirges survive. It is for this reason I maxed the stirges hit points, that's right- four hit points each. These are some bad ass stirges!

Yet another stirge descends from above and latches on to Krago, it must be his aftershave, or lack of it. The dwarf is getting his blood drunk again.

And yet another stirge swoops in- towards Krago again, but the ranger keeps it at bay.

“Guys! A little help! Again! Pleeease!”

Krago calls.

Mohag rushes over, he's raging and reckless, and smashes both the stirges off Krago (with an inspiration point).

While Trebbelos incinerates another pair of stirges with his Burning Hands.

Moments later Sho-Rembo gets to Corbis with a Cure Wounds, Tribbits cuts the last but one stirge down, the bloated fellow having gorged on one of the fallen bandits.

Krago, at last, manages to land a hit and swat down the very last blood-filled sated stirge, as it to tries to depart.

The battle is won.

Lolz.

2103.jpg

The Battle of Bloody Ravenwood.

[Stirges 375 XP]

The Unexpected spend ten minutes healing, and making sense of what just happened, the two fresh bandit bodies are carried- one by Sir Glen, the other by Krago (note Mohag is carrying the Lieutenant's body) and... then they head home.

There's a brief moment when they're crossing the Goblinwater when Krago drops one of the dead bandits, but the corpse is quickly recovered.

The Unexpected make it all the way home safely, although torches and lanterns are required to be lit, back to the Keep on the Borderlands.

It seems lots of folk want to talk with the adventurers, however- the Unexpected really do need to rest. All meetings are put off until the morrow, although there's a short explanation of events for Corporal of the Watch, Spinepecker.

Then, to the Travellers Rest, to their rooms, and sleep.

First thing's first- Corbis and Tribbits awake Level 2 Warriors.

So, over the following days a lot of stuff gets done.

The Unexpected top up on gear, and buy a few more potions- they got through a lot of them in the last two days. It takes a couple of trips to get this done.

They also sell what little treasure they found on their last journey out into the wilds, highlights include-

Cask of good wine, from the bandit's lair, sold for 8gp.
Dented copper bullseye lantern, taken from Grimphart the ogre, sold for 13gp.
Gold nose ring, taken from Bogus, goblin boss, sold for 42gp.
Gem-studded collar, on one of the hyenas with the gnolls, sold for 67gp.

Then, well... a fair few meetings, as follows-

A long chat with the Corporal of the Watch, Gurtle Spinepecker, and after a three day delay, time enough for the surly dwarf to send a patrol out to check on the shallow crossing of the Goblinwater River, and to investigate the bandit's lair in the Ravenwood, and... Evidence suggests that things played out exactly as the Unexpected told the dwarf. He's happy-ish, he'd be happier still if Dee Dee Raven was brought to justice.

Eventually, at a second meeting, the Unexpected get to meet with both the Sergeant and Captain of the Watch. The former Delbron Huston is a fat, although also very tough-looking, middle-aged human; while the Captain- Mebros, is a slim and grizzled human- with a bark like a bite.

The Unexpected tough out their interview, and say all the right things, it helps that Sir Glen absolutely cannot tell a lie, and is therefore happy to tell this pair everything that the Unexpected have been up to.

The Unexpected are given their 250gp reward.

Although the Watch pair make it clear, there's a 100gp bounty still on Dee Dee Raven's head, and they'd very much like our guys to claim it.

Which just leaves one final matter (from this strand of the plot), the trial of Ricky Pilchard, which will take place in the next session.

Ricky Pilchard, you'll remember is the turncoat bandit that has latterly seen the light, thanks to Sir Glen's ministrations.

But, we'll get to it.

Then there's yet another meeting with the Merchant's Guild, although not so much a meeting as a pay day, the Guild are very happy with their blink bunny, here's another 250gp, and the promise of more money if another bunny can be 'located'.

Although, Sho-Rembo, cautions (at last) that the balance has been restored, there was one magical bunny lost all those years ago, and one given back- the halfling druid figures the rest of them should be left alone in the wilds.

Obviously she doesn't mention any of this until the Unexpected have said goodbye to the Guild.

Note, both the Guild and Watch have made it clear- they may have more tasks suited to the Unexpected's skill-set sometime in the future.

So, that's nice.

Meantime, of course, the various PCs are also meeting with Darvon, the old priest of Oghma, to tell him their story. The old man seems to be very pleased with the Unexpected's adventures, but... the Caves of Chaos, that's what he wants to hear about.

Which is just as well, because that's the subject of the next meeting, which takes place in the backroom of the Traveller's Rest, the only folk present- the adventurers.

The subject is, of course, what comes next- after the trial of Ricky Pilchard, and as before there are three options being promoted. They are as follows- back to the Caves of Chaos (Pete), into the wilds to help Bumble (Rob), and... whichever (Dave).

But here's the thing, at last, there's a consensus, of sorts- the agreement is the Unexpected will head back to the Caves of Chaos- reinvestigate the kobold lair, check out the strange hole-in-the-ground lair, and also the stinky cavern.

Then, when these three areas have been taken care of, its into the wilderness for a while- either north to check out the barrow mounds that have been spewing undead into the Whispering Woods. Or else south to the Goblinwater River, to look for the water sprites, and then on into Spiderwood.

Basically, all the stuff that Bumble wants doing.

Compromise, and everyone's happy.

But that's all we had time for in this session.

The pot is up to £94.

Stay safe and well you lovely people.

Toodles for a bit.

Cheers the Unexpected and goonalan.
 

Goonalan

Legend
Supporter
The Unexpected in the Caves of Chaos.

Session #022: The Trial of Ricky Pilchard.

PCs (in alphabetical order)
Krago of the Mountains
(Pete) Male Mountain Dwarf Ranger (Folk Hero) Level 3.
Lappoy the Unexpected (Rob) Male High Elf Wizard (Sage) Level 3.
Mohag the Wanderer (Pete) Male Human Barbarian (Outlander) Level 3.
Sho-Rembo (Dave) Female Stout Halfling Druid (Hermit) Level 3.
Sir Glen (Dave) Male Human Paladin of Lathander (Noble) Level 3.
Sosspan (Dave) Male Dragonborn Wizard (Spy) Level 3.
Trebbelos (Pete) Male Tiefling Sorcerer (Charlatan) Level 3.

Sidekicks (played mostly by the DM).
Corbis
Male Human Sidekick Warrior (Soldier) Level 2.
Scrubs Male Human Sidekick Expert (Soldier) Level 2.
Tribbits Male Human Sidekick Warrior (Soldier) Level 2.

Dead PCs (in alphabetical order)
Afton Barr
(Dave) Male Half-Elf Bard (Entertainer) Level 1.
Estra Zo (Pete) Female Wood Gnome Rogue (Urchin) Level 1.
Farned of the Leaf Lord (Dave) Male Wild Elf Cleric of Rillifane Rallithil (Acolyte) Level 1.
Tassit (Dave) Female Human Monk (Hermit) Level 1.
The Mystical One (Pete) Female Human Warlock (Outlander) Level 1.
Yor (Pete) Male Dragonborn Fighter (Folk Hero) Level 2.

Dead NPCs (in alphabetical order)
Wormwood
Male Human Guard.

QUESTS (and stuff to do).*
  1. Find Zelligar and Rogahn's former base, explore it and steal its treasures.
  2. Clear out the Caves of Chaos- kill the evil humanoids and take their stuff.
  3. Get all 20 rumours, just missing #18, keep chatting and drinking at the Keep.
  4. Find Tolpuddle, the 'mad druid' of the Whispering Woods, he may know where Z&R's base is (see #1 above), also say 'hi' from his brother Bumble.
  5. Tell Darvon, Priest of Oghma, about the Unexpected's adventures. ONGOING.
  6. Track down and kill/capture the former bandit leader- Dee Dee Raven (see Mebros, Captain of the Watch).
  7. Help the water sprites of the Goblinwater River, for Bumble.
  8. Clear a bunch of spiders out of the Spiderwood, for Bumble.
  9. Stop the undead attacks in the Whispering Woods, for Bumble.
*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, you can click on the pictures here to make them bigger (if you didn't know this already).

Day 35: Being the 5th Day of Kythorn, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, midday.


2201.jpg

The Trial of Ricky Pilchard.

So, we're straight into it, and Sir Glen (played by Dave) has been given homework- I want a speech, and anything else he wants to give, minimum five minutes of chat.

The trial is a fairly subdued affair, this because the entire procedure has been kept under wraps, the inhabitants of the Keep have been told that the bandits are no more, although Dee Dee is still out there. There's a reward poster for the ex-bandit leader on the noticeboard in the Keep.

The fact that a bandit has been captured alive has been kept a secret, it seems Corporal of the Watch Spinepecker is as good as his word, Sir Glen made him promise to keep Ricky safe from rough justice.

Just to make clear, Dee Dee Raven and her bandits have accounted for a dozen lives in the past six months or so during their activities in the region, every person in the Keep knows someone that has been killed by these terrible folk. They're not popular with the citizens here.

Also, the expected outcome of this trial- Ricky will be found guilty and hang.

Sir Glen is on a hiding to nothing, but... he has the floor.

The paladin makes a number of speeches over the course of what comes next, he has about fifteen minutes of chat for us. He takes a while to compare his own privileged upbringing to that of Ricky Pilchard's, the young man's trials and tribulations, his lack of role models et al.

Sir Glen goes on to tell the court about Ricky confessing his sins, and of the help he provided in the Unexpected's successful attack on the bandit's lair.

His finale-

“I am aware that the test of a man is the truth he keeps in his heart- Ricky Pilchard has seen the light, his heart is true, and the truth will out. From this day forward, I am certain, that this young man, given the opportunity, will give his life, and his strength, and dedication, to put right all that he has done wrong. He will fail- as we all do, but to be afforded the opportunity... That would be a very courageous thing to do, it would also be the right thing.”

Or some such nonsense.

And overseeing the trial are the Castellan, Lord Bouchard- the big boss of the Keep, and also Sir Penrith Dubourbon, Bailiff of the Outer Bailey.

Much chatter follows, and more than a few rolls.

Ricky Pilchard is, of course, found guilty.

But here's the thing- his sentence is commuted, or else held over until a later date- Ricky Pilchard will be released immediately into the keeping of the Church of the Morning Lord. There will be a limit placed upon his freedoms, he will not be allowed to leave the Keep for the foreseeable future, and on pain of death.

Furthermore, his future good name (and freedoms) will not only depend upon his good behaviour, but also upon the actions of his sponsor- Sir Glen, and the band of adventurers he leads.

Note, Lappoy interrupts the proceedings at this point- the High Magicker is in the very limited audience (as are the rest of the Unexpected). Lappoy makes clear, the Unexpected are his party.

But that's enough for now, the court is cleared, although the Unexpected are asked to hang around, the Castellan would like a further word.

2202.jpg

The Castellan wants a word.

So, an extended chat- with a little Q&A, it's clear the Castellan has been appraised of the Unexpected's activities- he knows everything.

The task the Castellan sets, simple- clear all enemies from the Caves of Chaos, too long has this place proved a lure for terrible humanoids. Clear the place out- once and for all, and- all of it.

The reward- 2,500gp.

To this end the Castellan asks the PCs, actually- very mostly he talks to Sir Glen throughout, much to Lappoy's chagrin, regardless- he asks the Unexpected to reconnoitre the Caves and to discover what still is left to do.

After this is done, and a report submitted (oral or written) tactics (and resources) for the conquering of the Caves will be discussed and agreed.

Just to make clear, the Castellan is offering the Unexpected a selection of his troops to lead, or else to employ as guards if the PCs wish it. Obviously, the Keep will fund this and future expeditions- food etc.

If however the Unexpected are content to take on this task without need of the Keep's resources, than another 500gp will be added to their future reward.

Then after yet more chatter, the Castellan further makes clear, success in this task will also bring other benefits, not the least of which will be a title for at least one of the company before him, also land and rights for all.

The Unexpected, of course, take the job- Pete, who wants more than anything to rip through the Caves of Chaos, is particularly jubilant.

And so, after a few more days in the Keep, the Unexpected are back on the march again, back to the Caves of Chaos.

Day 37: Being the 7th Day of Kythorn, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, early morning.

To the Caves...

Only I just rolled another '1', and so it's random encounter time.

And so a quiet country road, bandit free these days, and the adventurers with the sun on their backs make their way to adventure...

2203.jpg

Boar attack!

The giant boar lurches out of the foliage and attempts to tusk Scrubs (with advantage) but my dice are seemingly broken.

Scrubs dodges aside and thunks his hand axe into the beast, calling for his companions to rally to him.

Krago follows up with his black mace and magical dagger, and both hits- the latter a Crit, the beast however doesn't bat an eye-lid, it seems to be unnaturally enraged.

Tribbits cuts the beast with his longsword, Sir Glen (with a '1') fails to connect, Corbis shows the paladin how it's done.

Sho-Rembo attempts to use her druidic knowledge to find out why the beast is attacking (but rolls a '2'), nor can she make the boar cease its frenzy, although it is still unable to stick its tusks in any of the folk that are slowly cutting and beating it to death.

Trebbelos, Sosspan & Lappoy hit the beast with a trio of Fire Bolts, the giant boar is screeching in pain, but still not giving up its frenzied attack.

Although two of those hits were for minimum damage (that's '1').

Krago stabs the beast again, Tribbits slices it, and Sir Glen- cuts it down.

My max hit points, raging (effectively) with advantage on all attacks Giant Boar never landed an attack. That was three turns of very one-sided combat.

2204.jpg

Well, that was disappointing, I figure it wasn't going to be much of a challenge but I did think I would have landed a few hits and put a crimp in someone's day.

[Enraged giant boar 450 XP]

Note, after the fracas is concluded it becomes obvious to Sho-Rembo that the giant beast was suffering from some malady, an infection, one side of the boar's jaw is rotten. Further investigation, which takes a little time, and the druid is certain- the creature was recently attacked by something undead.

This makes sense, there are reports of the undead in the Whispering Woods, which is where the beast had most likely just come from.

Something must be done about this...

However, so quick was the above encounter to play out that we still have time this session for a little more, so that's nice.

The Unexpected make it to the ravine which holds the Caves of Chaos, and then watch a while- but only for a short while, then- all the way back to the kobold cavern, first on the right.

And...

2205.jpg

Bloody hell, the kobolds are back.

Just for info the pack in here are a bunch of wandering kobolds, described at a different location in the wilds of the region, they have taken their opportunity. Although, there are only twenty something of the little guys, plus Torgo the Face-Gouger, their somewhat underwhelming chief.

I have, of course, maxed all of their hit points, and doubled Torgo's, and... well, given all of them a little more help.

Back to the lair assault.

Happily Krago and Sho-Rembo have not been heard, or spotted, by the inhabitants of the cavern, the pair therefore lead the attack.

And just to make clear, five minutes earlier Lappoy reminded his fellow adventurers- watch out for the pit trap in here.

The attack gets going- Corbis dashes in and cuts the nearest kobold, Tribbits follows him in and finishes the little bugger off with a Crit.

Alas the rest of the enemies are a little further into the lair, and beyond the pit.

A raging Mohag burns an inspiration point to double move rush in- leap the pit, and then bury his greataxe in the back of the nearest kobold. The kobold survives the ordeal- they're all max hit points, remember.

Obviously, I didn't tell the players this at the time.

Sosspan dashes forward and casts an emergency light spell on Mohag, the barbarian was having trouble seeing within the cavern.

The players forgot about light sources- I didn't (& neither did FGU).

Scrubs rushes into the cavern entrance and shoots a kobold dead.

However, it's at this point that Sho-Rembo races forward, attempts to leap the pit- or where she believes the pit to be (she's correct) and... falls in, an inspiration point later- a second check, and, still... Sho-Rembo stumbles into the spiked pit. Moments later Krago narrowly avoids the same fate by using his inspiration point.

It's a DC 10 acrobatics or athletics check to either wriggle around the pit, or else leap a corner of it.

Lappoy rushes in (double move including inspiration point) and leaps the now open pit, the High Magicker lands almost perfectly (9.5, 9.5 & 9) and then pumps three Magic Missiles into another kobold- dead.

Then Trebbelos falls in the pit too, the tiefling sorcerer's first check is a '1', then an inspiration point to try again, and... '1' again.

It's a real mixed bag with regard to the surprise round here...

2206.jpg

Remember this place... Yep, we're back here again.

Corbis leaps the pit and stabs another kobold, the little creature starts screaming and runs away- heading deeper into the lair, and avoiding all attacks en route to elsewhere.

But not for long, a now frenzied Mohag runs the fleeing kobold down, and then cuts it down, and then goes on running further into the lair- and remember he has a light spell on him, and he's not silent about things.

The raging barbarian is coming to getchya!

Sosspan leaps the pit and chases after Mohag.

Scrubs shoots another kobold, only a scratch.

Sho-Rembo, shame-faced, climbs out of the pit and then throws a Produce Flame at the last kobold in sight, the puddle of flame hits- it dies.

2207.jpg

At which point a formerly hidden kobold, over in what was the rat chamber (to the west), emerges from hiding briefly to fire its shortbow at Sho-Rembo, but a miss.

Sir Glen leaps the pit (thanks to an inspiration point for a re-roll, his first attempt – '1') and then heads off deeper into the lair.

Note, some of these brave buggers are chasing after Mohag because the barbarian is the light.

Krago races off in the same direction, even out-sprints the barbarian, and then something snags the dwarf's foot- a trip wire- FOONG, and a crossbow bolt buries itself in the ranger's chest.

Torgo's kobold mob have had a few days to install a couple more traps, that's nice.

Trebbelos meantime also manages to pull himself out of the pit, and then is directed to go and discover the kobold in the former rat's lair, he spots the little bastard and shoots the miscreant with a Fire Bolt, but the creature lives.

Corbis goes racing forward, catching up with Krago, and there are the sounds of more kobolds ahead, and a lit chamber- with shadows moving within it.

A sling stone flies past the rushing warrior, and then another, and another, and a few arrows too. Mohag stops one of the later, but the barbarian is unconcerned, he just wants at the enemy.

But then Sosspan catches up and drops a Shatter spell on a corridor full of kobolds.

The effect is of course devastating, the entire passage shivers and shakes, clods of dirt fall and kobolds die.

2208.jpg

The Unexpected are clearly in a rush.

The kobold formerly hiding in the ex-rat chamber attempts to flee the fire flinging Trebbelos, alas en route to the exit it stumbles and also falls into the pit- dead.

[New kobold entrance guards 150 XP]

Lappoy continues to stride forward- deeper into the lair, sending out a trio of Magic Missiles to slay the three kobolds that survived Sosspan's Shatter spell.

And yet there are more kobolds in the larger tribal chamber ahead- and more sling bullets fly, and Mohag takes a hit, and then another.

2209.jpg

The Unexpected are pretty strung out, that's Trebbelos over to the west- taking his time to get back around the pit trap- he's already fallen in once. Meantime Mohag is about to rush into the kobold tribal chamber.

Note, Krago (on the picture above) has gone the northern route, he remembered that's where the kobold chief was last time, and there are more guards in this direction. The dwarf ranger is soon shouting for a little help from his friends.

Corbis dashes to help Krago, but then realises ahead of the dwarf is only darkness...

Corbis cannot see what's ahead, there's no light here.

Krago gets shot, and then hit by a sling stone.

He shouts louder for his friends.

Meantime Mohag rushes into the tribal chamber, there are only three kobolds in here, the rest are dead.

Scratch that- the raging, frenzied and reckless barbarian cuts another two kobolds down- there's just one of the little buggers left.

Sosspan casts Light on himself and rushes up the northern passage, so that his friends there may see, but Sir Glen rushes on ahead of him and seconds later is swept up and off his feet. A concealed net trap bundles the paladin up, and leaves him dangling three feet of the ground (and restrained).

2210.jpg

The frontal assault is going well- the 'new' kobolds, the players (and PCs) note, have set up a few more traps. The dirty little cheating bastards.

The kobolds start shooting their slings et al at the bundled paladin, whatever they launch just DINKS off his armour.

Krago rushes forward and stabs a kobold.

Trebbelos meantime falls back in the pit again, this after using his second inspiration point to make that check again- and another failure, the sorcerer is bloodied, and having a bit of a swear-storm.

Fortunately none of his colleagues are around to either see or hear him.

Krago gets hit by another sling stone, the dwarf is suddenly down to just seven hit points.

Corbis gets shot- and it's a Crit, and the warrior is down to just four hit points.

Tribbits and Mohag, meanwhile, are chasing a single kobold around the former tribal lair- the little bastard is rushing around whirling his sling- firing, and dodging behind a variety of obstacles (fire pits etc.). Eventually Mohag ends the game by cutting the kobold in two.

[New kobolds in the tribal chamber 250 XP]

Sosspan catches up with the action, and his second Shatter spell destroys four more of the kobolds, these were the fellows that were peppering Corbis, Krago and Sir Glen.

Scrubs shoots another of the kobolds down, and suddenly- somehow, there's only one kobold left in the entire lair, and that's Torgo the Face-Gouger, and he's as mad as heck- the kobold boss therefore launches himself at Corbis.

Torgo comes snarling and spitting from the dark, blade in hand, and misses by a mile.

Lappoy Crits him with a Fire Bolt.

Sir Glen wrestles himself out of the net.

Krago brains Torgo with his black mace, and then stabs him in the gut with his magical dagger (and a Crit).

Torgo survives.

For one more second then Corbis cuts him down.

[Torgo and his guards 175 XP]

The kobold lair is taken, again.

Treasure clear up et al next time, because that's all we had time for in this session.

The pot is up to £98.

Stay safe and well you lovely people.

Toodles for a bit.

Cheers the Unexpected and goonalan.
 


Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Top