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D&D 5e Into The (Keep on the) Borderlands (B1&2) #032 Monster Mash.
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<blockquote data-quote="Goonalan" data-source="post: 8407758" data-attributes="member: 16069"><p style="text-align: center"><strong><span style="font-size: 26px">The Borderland Bandits in Into the Borderlands.</span></strong></p><p></p><p><strong><span style="font-size: 18px">Session #001: We're Not Dead Yet!</span></strong></p><p><strong><span style="font-size: 18px"></span></strong></p><p><strong><span style="font-size: 18px">PCs</span></strong></p><p><strong>Estra Zo</strong> (played by Pete) Female Forest Gnome Rogue (Urchin) Level 1.</p><p><strong>Lappoy the Unexpected</strong> (played by Rob) Male High Elf Wizard (Sage) Level 1.</p><p><strong>Farned of the Leaf Lord</strong> (played by Dave) Male Wild Elf Cleric of Rillifane Rallithil (Acolyte) Level 1.</p><p></p><p><strong>Note, you can click on the pictures here to make them bigger (if you didn't know this already).</strong></p><p><strong></strong></p><p><strong>Day 1: Being the 1st Day of Mirtul, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, about 9-ish (just after breakfast time).</strong></p><p></p><p>We begin with introductions, players and PCs, we're at the Keep in the Borderlands, which looks like this-</p><p></p><p>[ATTACH=full]144386[/ATTACH]</p><p><strong>That's nice... we're not stopping.</strong></p><p></p><p>But Zo is not for hanging around. The presumption is the guys have been here/together for a little while, they have some rumours about what lies hereabouts but this is going to be the first time they have ventured out into the wilds.</p><p></p><p>So, off they go-</p><p></p><p>[ATTACH=full]144387[/ATTACH]</p><p><strong>The PCs can only see a bit of the map at a time, just what they can, well... see. A hex is an eighth of a mile.</strong></p><p></p><p>Onwards, along the main road- patrolled and used by trade caravans and the like, and therefore possibly the safest place outside of the Keep (maybe) on the map.</p><p></p><p>All the way to the Caves of Chaos.</p><p></p><p>[ATTACH=full]144388[/ATTACH]</p><p><strong>It's a shadowy route, apologies- Fantasy Grounds Unity, I'll figure out how to do it better.</strong></p><p></p><p>Into a wooded valley, there are caves hereabouts, after discussion the first opening on the left is approached-</p><p></p><p>[ATTACH=full]144389[/ATTACH]</p><p><strong>Anyone home?</strong></p><p></p><p>Zo creeps in to find out.</p><p></p><p>[ATTACH=full]144390[/ATTACH]</p><p><strong>The Goblin count is high, Zo reckons there are at least ten of them- that's not good.</strong></p><p></p><p>The rogue returns to her colleagues, who retreat a way (into cover) for a discussion, the result of which is... let's move on. There's three of us and ten goblins, it all sounds a bit dangerous.</p><p></p><p>The next cave along-</p><p></p><p>[ATTACH=full]144391[/ATTACH]</p><p><strong>Has an Ogre in it.</strong></p><p></p><p>Not a chance, the discussion here is minimal, as Zo puts it- "We ain't never gun do 'n Ogre!"</p><p></p><p>Zo's stealth and perception checks have all been great so far.</p><p></p><p>Move on...</p><p></p><p>But what's this, over the way hidden in a tree are a bunch of kobolds, note the PCs required something like a DC 16 to spot these buggers, their lowest roll was an '18'.</p><p></p><p>Enemy selected.</p><p></p><p>[ATTACH=full]144392[/ATTACH]<strong>He-he-he. Here we go, and Lappoy has had a great idea.</strong></p><p></p><p>So, while the kobolds are hard to hit (they have cover) the PCs have not been spotted- kobolds are much less observant out in the sunlight.</p><p></p><p>Zo, shoots one of the kobolds dead, and then Lappoy stands up from hiding and unleashes his terrible magiks!</p><p></p><p>[ATTACH=full]144393[/ATTACH]</p><p><strong>A Sleep spell, and keep in mind the scaly buggers are all balanced on branches in the upper limbs of the trees, all of them 1d4 x 10 feet up from the very hard ground.</strong></p><p></p><p>And so when three of the kobolds fall instantly asleep, well... seconds later they're roughly awoken after close contact with the ground, death by deceleration trauma.</p><p></p><p>Great work!</p><p></p><p>There are screams and shouts, kobolds climb down, up, attack with slings, or Tarzan-like swinging on vines armed with javelins- used like lances. There's a fair amount of panic.</p><p></p><p>The result is inevitable, although one of the buggers gets away and makes a dash for a cavern entrance to the north west.</p><p></p><p>[ATTACH=full]144394[/ATTACH]</p><p><strong>He's getting away!</strong></p><p></p><p>But not for long, Zo shoots the fleeing kobold dead.</p><p></p><p>[Kobolds in a tree 200 XP]</p><p></p><p>The bodies of the dead are dragged into hiding and searched- some coin but not much, then the PCs spent ammunition is recovered and a short rest taken. Lappoy wants his spell back (Arcane Recovery), remarkably none of the PCs took a hit.</p><p></p><p>Next stop, what must be the kobold's lair, Zo creeps in to take a look.</p><p></p><p>[ATTACH=full]144395[/ATTACH]</p><p><strong>A few kobolds on guard, the rest huddled, yapping and gambling- perfect.</strong></p><p></p><p>The plan is- attack, there are six kobold guards- all of them need to be killed quickly, before they raise the alarm.</p><p></p><p>However...</p><p></p><p>[ATTACH=full]144396[/ATTACH]</p><p><strong>Alas, none of the PCs spotted the pit trap right in front of them.</strong></p><p></p><p>Remarkably (Dexterity DC 18 to avoid) Zo manages to trigger the trap but then dive aside, she also has the stones to shoot a kobold dead.</p><p></p><p>Lappoy has another plan...</p><p></p><p>[ATTACH=full]144397[/ATTACH]</p><p><strong>Burning Hands!</strong></p><p></p><p>Note the PCs need to make a DC 10 Athletics or Acrobatics check to dodge around the outside of the awkwardly placed pit.</p><p></p><p>Remember this.</p><p></p><p>[ATTACH=full]144398[/ATTACH]</p><p><strong>After the flame!</strong></p><p></p><p>Farned finishes off the last kobold guard, but what's this- a bunch of giant rats come scurrying and squeaking down the western passage. Thank the gods the pit trap is still open, the nasty rodents also need to manoeuvre around the yawning opening.</p><p></p><p>[The kobold guards 150 XP]</p><p></p><p>[ATTACH=full]144399[/ATTACH]</p><p><strong>The pit closes shut- bugger!</strong></p><p></p><p>But the rats are getting cut down, or shot, or burnt.</p><p></p><p>This could still work.</p><p></p><p>[ATTACH=full]144400[/ATTACH]</p><p><strong>But the Giant Rats keep on coming- bugger (again).</strong></p><p></p><p>And still they come, time for another bit of Lappoy magic.</p><p></p><p>He's the best! He repeatedly let's his companions know this.</p><p></p><p>Note, Farned is bloodied and beyond.</p><p></p><p>[ATTACH=full]144401[/ATTACH]<strong>Sleep!</strong></p><p></p><p>Keep in mind Farned is obviously immune to sleep magic.</p><p></p><p>But, alas- even after spending an inspiration point to roll again, only two giant rats succumb to the high elf's slumberous magic.</p><p></p><p>Then, alas, suddenly everything goes bad.</p><p></p><p>[ATTACH=full]144402[/ATTACH]</p><p><strong>Lappoy trips and falls into the pit, which now also has a giant rat in it. Farned is surrounded and on one hit point.</strong></p><p></p><p>Zo is preparing to make the long journey home- alone.</p><p></p><p>Ah! First level.</p><p></p><p>Still can't get any worse.</p><p></p><p>[ATTACH=full]144403[/ATTACH]</p><p><strong>Then, after healing himself- using an inspiration point to trigger his healing hit dice (like a healing surge, a house rule for first level PCs) Farned also trips and falls into the pit.</strong></p><p></p><p>There is screaming, and a few very fruity swears.</p><p></p><p>That's also the end of the first session.</p><p></p><p>Oddly, it felt very nostalgic- in a very good way.</p><p></p><p>Stay safe and well you lovely people.</p><p></p><p>Cheers the Borderland Bandits* and goonalan.</p><p></p><p>*Note, Pete is calling the gang- the Borderland Bandito's, a much better name, he insists.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8407758, member: 16069"] [CENTER][B][SIZE=7]The Borderland Bandits in Into the Borderlands.[/SIZE][/B][/CENTER] [B][SIZE=5]Session #001: We're Not Dead Yet! PCs[/SIZE] Estra Zo[/B] (played by Pete) Female Forest Gnome Rogue (Urchin) Level 1. [B]Lappoy the Unexpected[/B] (played by Rob) Male High Elf Wizard (Sage) Level 1. [B]Farned of the Leaf Lord[/B] (played by Dave) Male Wild Elf Cleric of Rillifane Rallithil (Acolyte) Level 1. [B]Note, you can click on the pictures here to make them bigger (if you didn't know this already). Day 1: Being the 1st Day of Mirtul, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, about 9-ish (just after breakfast time).[/B] We begin with introductions, players and PCs, we're at the Keep in the Borderlands, which looks like this- [ATTACH type="full" alt="101.jpg"]144386[/ATTACH] [B]That's nice... we're not stopping.[/B] But Zo is not for hanging around. The presumption is the guys have been here/together for a little while, they have some rumours about what lies hereabouts but this is going to be the first time they have ventured out into the wilds. So, off they go- [ATTACH type="full" alt="102.jpg"]144387[/ATTACH] [B]The PCs can only see a bit of the map at a time, just what they can, well... see. A hex is an eighth of a mile.[/B] Onwards, along the main road- patrolled and used by trade caravans and the like, and therefore possibly the safest place outside of the Keep (maybe) on the map. All the way to the Caves of Chaos. [ATTACH type="full" alt="103.jpg"]144388[/ATTACH] [B]It's a shadowy route, apologies- Fantasy Grounds Unity, I'll figure out how to do it better.[/B] Into a wooded valley, there are caves hereabouts, after discussion the first opening on the left is approached- [ATTACH type="full" alt="104.jpg"]144389[/ATTACH] [B]Anyone home?[/B] Zo creeps in to find out. [ATTACH type="full" alt="105.jpg"]144390[/ATTACH] [B]The Goblin count is high, Zo reckons there are at least ten of them- that's not good.[/B] The rogue returns to her colleagues, who retreat a way (into cover) for a discussion, the result of which is... let's move on. There's three of us and ten goblins, it all sounds a bit dangerous. The next cave along- [ATTACH type="full" alt="106.jpg"]144391[/ATTACH] [B]Has an Ogre in it.[/B] Not a chance, the discussion here is minimal, as Zo puts it- "We ain't never gun do 'n Ogre!" Zo's stealth and perception checks have all been great so far. Move on... But what's this, over the way hidden in a tree are a bunch of kobolds, note the PCs required something like a DC 16 to spot these buggers, their lowest roll was an '18'. Enemy selected. [ATTACH type="full" alt="107.jpg"]144392[/ATTACH][B]He-he-he. Here we go, and Lappoy has had a great idea.[/B] So, while the kobolds are hard to hit (they have cover) the PCs have not been spotted- kobolds are much less observant out in the sunlight. Zo, shoots one of the kobolds dead, and then Lappoy stands up from hiding and unleashes his terrible magiks! [ATTACH type="full" alt="108.jpg"]144393[/ATTACH] [B]A Sleep spell, and keep in mind the scaly buggers are all balanced on branches in the upper limbs of the trees, all of them 1d4 x 10 feet up from the very hard ground.[/B] And so when three of the kobolds fall instantly asleep, well... seconds later they're roughly awoken after close contact with the ground, death by deceleration trauma. Great work! There are screams and shouts, kobolds climb down, up, attack with slings, or Tarzan-like swinging on vines armed with javelins- used like lances. There's a fair amount of panic. The result is inevitable, although one of the buggers gets away and makes a dash for a cavern entrance to the north west. [ATTACH type="full" alt="110.jpg"]144394[/ATTACH] [B]He's getting away![/B] But not for long, Zo shoots the fleeing kobold dead. [Kobolds in a tree 200 XP] The bodies of the dead are dragged into hiding and searched- some coin but not much, then the PCs spent ammunition is recovered and a short rest taken. Lappoy wants his spell back (Arcane Recovery), remarkably none of the PCs took a hit. Next stop, what must be the kobold's lair, Zo creeps in to take a look. [ATTACH type="full" alt="111.jpg"]144395[/ATTACH] [B]A few kobolds on guard, the rest huddled, yapping and gambling- perfect.[/B] The plan is- attack, there are six kobold guards- all of them need to be killed quickly, before they raise the alarm. However... [ATTACH type="full" alt="112.jpg"]144396[/ATTACH] [B]Alas, none of the PCs spotted the pit trap right in front of them.[/B] Remarkably (Dexterity DC 18 to avoid) Zo manages to trigger the trap but then dive aside, she also has the stones to shoot a kobold dead. Lappoy has another plan... [ATTACH type="full" alt="113.jpg"]144397[/ATTACH] [B]Burning Hands![/B] Note the PCs need to make a DC 10 Athletics or Acrobatics check to dodge around the outside of the awkwardly placed pit. Remember this. [ATTACH type="full" alt="114.jpg"]144398[/ATTACH] [B]After the flame![/B] Farned finishes off the last kobold guard, but what's this- a bunch of giant rats come scurrying and squeaking down the western passage. Thank the gods the pit trap is still open, the nasty rodents also need to manoeuvre around the yawning opening. [The kobold guards 150 XP] [ATTACH type="full" alt="116.jpg"]144399[/ATTACH] [B]The pit closes shut- bugger![/B] But the rats are getting cut down, or shot, or burnt. This could still work. [ATTACH type="full" alt="117.jpg"]144400[/ATTACH] [B]But the Giant Rats keep on coming- bugger (again).[/B] And still they come, time for another bit of Lappoy magic. He's the best! He repeatedly let's his companions know this. Note, Farned is bloodied and beyond. [ATTACH type="full" alt="118.jpg"]144401[/ATTACH][B]Sleep![/B] Keep in mind Farned is obviously immune to sleep magic. But, alas- even after spending an inspiration point to roll again, only two giant rats succumb to the high elf's slumberous magic. Then, alas, suddenly everything goes bad. [ATTACH type="full" alt="119.jpg"]144402[/ATTACH] [B]Lappoy trips and falls into the pit, which now also has a giant rat in it. Farned is surrounded and on one hit point.[/B] Zo is preparing to make the long journey home- alone. Ah! First level. Still can't get any worse. [ATTACH type="full" alt="120.jpg"]144403[/ATTACH] [B]Then, after healing himself- using an inspiration point to trigger his healing hit dice (like a healing surge, a house rule for first level PCs) Farned also trips and falls into the pit.[/B] There is screaming, and a few very fruity swears. That's also the end of the first session. Oddly, it felt very nostalgic- in a very good way. Stay safe and well you lovely people. Cheers the Borderland Bandits* and goonalan. *Note, Pete is calling the gang- the Borderland Bandito's, a much better name, he insists. [/QUOTE]
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D&D 5e Into The (Keep on the) Borderlands (B1&2) #032 Monster Mash.
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