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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: 8413164" data-attributes="member: 16069"><p style="text-align: center"><strong><span style="font-size: 26px">The Borderland Banditos Into the Borderlands.</span></strong></p><p></p><p><strong><span style="font-size: 18px">Session #002: A Tactical Retreat.</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 1-ish (and the PCs have yet to have lunch).</strong></p><p></p><p>So, to begin with- the oddity of it all, we're playing D&D at 9.30 AM on a Friday morning, and while all of us are probably wearing shorts, or else a dressing gown, we're no-longer teenagers. Life, subject to lawyerly qualifications, is good.</p><p></p><p>Welcome to your second youth-hood, Mr. GM and friends.</p><p></p><p>But where were we...</p><p></p><p>In a pit-</p><p></p><p>[ATTACH=full]144649[/ATTACH]</p><p><strong>Note, two of the Giant Rats outside of the pit are at present subject to Lappoy's Sleep spell, for some reason I failed to tick the box on FGU which shows the icon effects on enemies, my bad. So, there are only three Giant Rats between the Banditos and freedom.</strong></p><p></p><p>Then another giant rat gets in the pit with Farned and Lappoy and bites the former- the cleric is down to one hit point, Lappoy is replete with three.</p><p></p><p>Just for info Zo hasn't taken a hit yet.</p><p></p><p>Lappoy screams and shouts and Shocking Grasps the giant rat before him- the rodent survives, if anything it's more determined to eat the wizard.</p><p></p><p>Farned casts a Healing Word on Lappoy (because it's a Bonus Action and not an Action) and then slices at the giant rat before him- he misses. As does Zo who is creeping closer, firing her bow, and then retreating in swift order.</p><p></p><p>Lappoy gets bitten again.</p><p></p><p>[ATTACH=full]144650[/ATTACH]</p><p><strong>We've been in this pit (in this session) fifteen minutes and just over one turn, and yet very little has changed. </strong></p><p></p><p>Oh but hang on...</p><p></p><p>[ATTACH=full]144651[/ATTACH]</p><p><strong>That's new- Zo shoots the closest Giant Rat but only wounds it, the rodent goes rushing after the gnome. The consensus around the table is- we're doomed! </strong></p><p></p><p>Three level 1 PCs (two badly injured) versus three injured giant rats, this is epic cinema.</p><p></p><p>Hang on!</p><p></p><p>Farned cannot survive much longer, he thinks, and so uses his last prayer to Cure Wounds himself better.</p><p></p><p>But that's not all-</p><p></p><p>[ATTACH=full]144652[/ATTACH]<strong>A Giant Rat bites Lappoy, the wizard sinks to his knees and then slumps into the corner of the pit, his last words to Farned before unconsciousness- "For the People! Avenge me!"</strong></p><p></p><p>There follows quite a lot of rolling and missing.</p><p></p><p>Not a lot in the way of avenging.</p><p></p><p>But not for Zo, the gnome cuts down the giant rat that was threatening her (with a Crit) and then (mainly because she still hasn't taken a hit yet) rushes back into the cavern and shoots one of the giant rats in the pit dead too.</p><p></p><p>Note, Zo has been threatening to cut and run for about three turns now.</p><p></p><p>But then a miracle!</p><p></p><p>[ATTACH=full]144653[/ATTACH]</p><p><strong>Lappoy rolls a '20' on his first Death Save, and gets to his feet full of bile and fury.</strong></p><p></p><p>The raging wizard pumps another Shocking Grasp into the last giant rat still standing- it dies.</p><p></p><p>YES!!!</p><p></p><p>[A bunch of giant rats 175 XP]</p><p></p><p>The Borderland Bandits quickly kill the two sleeping giant rats, search the dead kobolds and the area, and then dump all of the bodies in the pit, figuring if they spring the trap again then at least they'll have a soft landing.</p><p></p><p>[ATTACH=full]144654[/ATTACH]</p><p><strong>Another hit of nostalgia- what are pits for if not the hiding of dead bodies, a facility that has been put to good use by generations of adventurers.</strong></p><p></p><p>The 'do we stay or do we go?' discussion takes less then three seconds to play out.</p><p></p><p>A tactical withdrawal is the order of the day, all of the PCs are spent- no inspiration points left, no spells (save cantrips) and no healing. Also, Lappoy is still on one hit point, he's remarkably bolshie even so, ordering his (followers, he thinks) colleagues around.</p><p></p><p>The Banditos retreat out of the valley to hide in the nearby foliage.</p><p></p><p>[ATTACH=full]144655[/ATTACH]</p><p><strong>Watching the Caves of Chaos, the Banditos don't have long to wait.</strong></p><p></p><p>Spilling out of the cave ten or so minutes later are a clutch of kobolds, the pesky little dragon-things run willy-nilly for a while, that is until a slightly larger kobold emerges and starts shouting the odds.</p><p></p><p>Zo, who still hasn't taken a hit remember, decides to creep closer to take a look.</p><p></p><p>Farned and Lappoy are going nowhere, keep in mind Farned my be good at hiding (he's a wood elf) but he's also a tin-can in his half-plate.</p><p></p><p>And so, Zo-</p><p></p><p>[ATTACH=full]144656[/ATTACH]</p><p><strong>Zo follows her '19' Stealth with a '20' Perception check, she sees...</strong></p><p></p><p>A bunch of 'normal' kobolds, several scantily clad females- although not lots of either. Three armoured kobolds- two with handaxes and shortbows look to be guards of some sort, they bully the other kobolds around. The third is clearly the big chief.</p><p></p><p>The big chief puts on a fairly adept five-minute display with his battleaxe, which he wields two-handed, swinging the hefty blade left, right and centre, and all the while screaming blue-murder. This delights the female kobolds hereabouts- the chief's entourage/hareem, no doubt.</p><p></p><p>But what delights Zo more is the fact that the chief kobold is wearing a heavy gold chain with a fat black gem, and keep in mind the gnome rogue rolled a '20' for her Perception.</p><p></p><p>The DM states- I'll let you guess how much the jewellery is worth, if you like? I'll just answer higher or lower, whatever you guess.</p><p>Zo: (after much deliberation) 500gp?</p><p>The DM: Higher.</p><p></p><p>Just to note, Zo is very motivated by money.</p><p></p><p>The gnome heads back to her colleagues, and she's certain- they're coming back here soon.</p><p></p><p>Then, back to the Keep on the Borderlands.</p><p></p><p>But, what's this...</p><p></p><p>[ATTACH=full]144657[/ATTACH]</p><p><strong>That's a better image of the hex map.</strong></p><p></p><p>Just off the road and up a nearby hill, both of the elves spot smoke coming from a campfire (they think).</p><p></p><p>Zo goes for a little creep up the hill, while her colleagues hide, but alas the gnome is spotted before she has even got halfway up.</p><p></p><p>There follows a brief but polite conversation (the last one for a while- see below) with the as yet unseen individuals atop the rise.</p><p></p><p>As it turns out the group camped on the summit are a bunch of adventurers (called the Fortune's Five), accompanied by a few Borderlands Guards, that have been hired to clear out a nest of bandits in the region.</p><p></p><p>The Banditos are therefore cautiously welcomed...</p><p></p><p>[ATTACH=full]144658[/ATTACH]</p><p><strong>The camp of (the?) Fortune's Five (I know, it's a stupid name, almost as bad as the Borderland Banditos- but not quite).</strong></p><p></p><p>There follows lots (and I mean lots) of chatter, so (some of which is OOC)-</p><p></p><p>The Banditos explain to the leaders of the Fortune's Five what they've been up to- killing kobolds and the like, and then offer to help out around the camp providing they are allowed to rest here the night. They will be returning to the Caves of Chaos to slay more kobolds in the morning.</p><p></p><p>Permission granted.</p><p></p><p>The PCs then discuss (for the first time) what they know about the region.</p><p></p><p>Note, each of the PCs starts the game with a few rumours distributed during character creation, they share/discuss the following-</p><p></p><p>3. Tribes of different creatures live in different caves.</p><p>6. All of the cave entrances are trapped.*</p><p>8. Altars are very dangerous.</p><p>16. Lizardmen live in the marshes.</p><p></p><p>The numbers on the list are for me, the DM.</p><p></p><p>*Note, Lappoy had this rumour- he forget, or else neglected, to share it with his colleagues prior to entering the goblin/ogre/kobold lairs.</p><p></p><p>Also, it's probably worth mentioning now that as well as rumours about the region the PCs were all gifted (by the saintly) DM with a few clues about the lair of the Great Wizard Zelligar, and his Myrmidon Champion companion- Rogahn.</p><p></p><p>The former home of these two 'epic' and possibly long-dead heroes is also rumoured to be located somewhere in this region, it has been sought for the best part of a century.</p><p></p><p>This then is the quest given to each new PC, in line with Module B1 In Search of the Unknown.</p><p></p><p>Note, none of the PCs have even mentioned this so far, therefore I thought I'd be the first.</p><p></p><p>Next up chatter about the Banditos options, the issue, of course, being that they are three 1st level PCs, and their enemies are legion. The obvious solution, as expressed by Pete (playing Zo) initially, is- if one or two PCs were to die, then the unfortunate player/s would suddenly find themselves with two new PCs (each). In conclusion- four or ideally five PCs would be a good number for a low level adventuring party.</p><p></p><p>Here's the thing though, two sessions in and I'm fairly certain that all three players wouldn't bat an eye-lid if they had to abandon their colleagues to allow their PC a better chance of escaping their doom.</p><p></p><p>Also, these characters were selected at random from the Pre-Gens, and they ended up with a Cleric, a Rogue and a Wizard- that's a pretty good mix, particularly as the Cleric has got a decent AC etc.</p><p></p><p>If they could only get all three of these guys up to level 2.</p><p></p><p>Therefore the decision is swiftly made- back to kobold killing, as already stated, and if the going gets rough- get out.</p><p></p><p>Just three more things to get said.</p><p></p><p>One, the PCs have started to garner personalities, or at least ways of speaking.</p><p></p><p>Zo started out as tough, terse and in charge, it didn't last long, she got trampled on by the elves, who have somehow bonded.</p><p></p><p>Farned briefly made a play for party leader spot, but was foiled for two reasons- he's too nice and Lappoy isn't (nice).</p><p></p><p>Lappoy spent the first half of the first session listening to his two colleagues semi-bicker, and then after some remarkable spell results- dropping three kobolds out of the tree (= dead), incinerating the kobold guards (four killed in an instant), and then sending two of the giant rats to sleep. Well, Lappoy is in charge, atm. He's not shouty, he is however (big sigh) frustrated by the fact that he has to tell his followers/colleagues what to do all of the time.</p><p></p><p>When Lappoy started to shine- Farned fell in line very quickly, remember the cleric thinks that Elves Rule! and Lappoy styles himself a High Elf Master Wizard (or similar).</p><p></p><p>So, they're growing as people.</p><p></p><p>Point two- a word about gambling.</p><p></p><p>It's not mature or indeed sensible, so don't do it.</p><p></p><p>So, we've opened a book on the PCs.</p><p></p><p>Every new PC (Pre-Gen or rolled) costs the player £1.</p><p>Every session costs the player (and the DM) £1 just the same.</p><p></p><p>At the end of the game the three PCs (living or dead) with the highest XP will receive (60/30/10%) of the total pot, or else the money will go to the player who took charge of the winning PCs.</p><p></p><p>Two sessions in and the pot is at £11.</p><p></p><p>Last bit, sorry- lots of chatter in this one, but let's skip back to the Fortune's Five camp.</p><p></p><p>So, while enjoying their stay at the summit camp the Banditos decide to see what new info they can find out, also to see if they can hire one of the warriors/guards/anyone to accompany them back to the Caves of Chaos.</p><p></p><p>That's when things start to go wrong-ish.</p><p></p><p>The three leader types of the camp- Eddis (female human, could be a ranger), M'Baddah (big male human, a warrior of some sort) and Jerdren (hefty male human, another warrior?) are either individually or collectively rubbed up the wrong way by all three of the PCs.</p><p></p><p>Zo, almost convinces M'Whan (male human, definitely a fighter) to join the Banditos but when M'Baddah (M'Whan's dad) hears about this then they both get shouted at. The Fortune's Five have a contract with the Castellan of Borderlands Keep, M'Whan is going nowhere.</p><p></p><p>Then Lappoy makes it clear that Mead, a wood elf fledgling mage member of the Fortune's Five, is clearly not up to much- magically speaking. Certainly not on the road to being Archmage Lappoy, as he is. A little later insults fly.</p><p></p><p>Lastly, and collectively we have forgotten who it was he said this to, Farned calls one of the leader types a 'sub-elf', and then goes on to explain at great length that anything not elf is 'sub-par', and to be pitied.</p><p></p><p>All three PCs made one social skill type check, the results before bonuses/penalties were '5', '2' & '1'.</p><p></p><p>The Banditos, after a little more wrangling- and some better rolls, are allowed to stay at the camp for just the one night, and furthermore warned- the camp is supposed to be a secret, the Fortune's Five are searching for a gang of bandits in the region. In short- Banditos, stay away!</p><p></p><p>The Borderland Banditos are all just over half way to level 2, they need to stick their necks out again.</p><p></p><p>Stay safe and well you lovely people.</p><p></p><p>Cheers</p><p></p><p>The Borderland Bandits and goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8413164, member: 16069"] [CENTER][B][SIZE=7]The Borderland Banditos Into the Borderlands.[/SIZE][/B][/CENTER] [B][SIZE=5]Session #002: A Tactical Retreat. 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 1-ish (and the PCs have yet to have lunch).[/B] So, to begin with- the oddity of it all, we're playing D&D at 9.30 AM on a Friday morning, and while all of us are probably wearing shorts, or else a dressing gown, we're no-longer teenagers. Life, subject to lawyerly qualifications, is good. Welcome to your second youth-hood, Mr. GM and friends. But where were we... In a pit- [ATTACH type="full" alt="201.jpg"]144649[/ATTACH] [B]Note, two of the Giant Rats outside of the pit are at present subject to Lappoy's Sleep spell, for some reason I failed to tick the box on FGU which shows the icon effects on enemies, my bad. So, there are only three Giant Rats between the Banditos and freedom.[/B] Then another giant rat gets in the pit with Farned and Lappoy and bites the former- the cleric is down to one hit point, Lappoy is replete with three. Just for info Zo hasn't taken a hit yet. Lappoy screams and shouts and Shocking Grasps the giant rat before him- the rodent survives, if anything it's more determined to eat the wizard. Farned casts a Healing Word on Lappoy (because it's a Bonus Action and not an Action) and then slices at the giant rat before him- he misses. As does Zo who is creeping closer, firing her bow, and then retreating in swift order. Lappoy gets bitten again. [ATTACH type="full" alt="202.jpg"]144650[/ATTACH] [B]We've been in this pit (in this session) fifteen minutes and just over one turn, and yet very little has changed. [/B] Oh but hang on... [ATTACH type="full" alt="203.jpg"]144651[/ATTACH] [B]That's new- Zo shoots the closest Giant Rat but only wounds it, the rodent goes rushing after the gnome. The consensus around the table is- we're doomed! [/B] Three level 1 PCs (two badly injured) versus three injured giant rats, this is epic cinema. Hang on! Farned cannot survive much longer, he thinks, and so uses his last prayer to Cure Wounds himself better. But that's not all- [ATTACH type="full" alt="204.jpg"]144652[/ATTACH][B]A Giant Rat bites Lappoy, the wizard sinks to his knees and then slumps into the corner of the pit, his last words to Farned before unconsciousness- "For the People! Avenge me!"[/B] There follows quite a lot of rolling and missing. Not a lot in the way of avenging. But not for Zo, the gnome cuts down the giant rat that was threatening her (with a Crit) and then (mainly because she still hasn't taken a hit yet) rushes back into the cavern and shoots one of the giant rats in the pit dead too. Note, Zo has been threatening to cut and run for about three turns now. But then a miracle! [ATTACH type="full" alt="205.jpg"]144653[/ATTACH] [B]Lappoy rolls a '20' on his first Death Save, and gets to his feet full of bile and fury.[/B] The raging wizard pumps another Shocking Grasp into the last giant rat still standing- it dies. YES!!! [A bunch of giant rats 175 XP] The Borderland Bandits quickly kill the two sleeping giant rats, search the dead kobolds and the area, and then dump all of the bodies in the pit, figuring if they spring the trap again then at least they'll have a soft landing. [ATTACH type="full" alt="207.jpg"]144654[/ATTACH] [B]Another hit of nostalgia- what are pits for if not the hiding of dead bodies, a facility that has been put to good use by generations of adventurers.[/B] The 'do we stay or do we go?' discussion takes less then three seconds to play out. A tactical withdrawal is the order of the day, all of the PCs are spent- no inspiration points left, no spells (save cantrips) and no healing. Also, Lappoy is still on one hit point, he's remarkably bolshie even so, ordering his (followers, he thinks) colleagues around. The Banditos retreat out of the valley to hide in the nearby foliage. [ATTACH type="full" alt="208.jpg"]144655[/ATTACH] [B]Watching the Caves of Chaos, the Banditos don't have long to wait.[/B] Spilling out of the cave ten or so minutes later are a clutch of kobolds, the pesky little dragon-things run willy-nilly for a while, that is until a slightly larger kobold emerges and starts shouting the odds. Zo, who still hasn't taken a hit remember, decides to creep closer to take a look. Farned and Lappoy are going nowhere, keep in mind Farned my be good at hiding (he's a wood elf) but he's also a tin-can in his half-plate. And so, Zo- [ATTACH type="full" alt="208a.jpg"]144656[/ATTACH] [B]Zo follows her '19' Stealth with a '20' Perception check, she sees...[/B] A bunch of 'normal' kobolds, several scantily clad females- although not lots of either. Three armoured kobolds- two with handaxes and shortbows look to be guards of some sort, they bully the other kobolds around. The third is clearly the big chief. The big chief puts on a fairly adept five-minute display with his battleaxe, which he wields two-handed, swinging the hefty blade left, right and centre, and all the while screaming blue-murder. This delights the female kobolds hereabouts- the chief's entourage/hareem, no doubt. But what delights Zo more is the fact that the chief kobold is wearing a heavy gold chain with a fat black gem, and keep in mind the gnome rogue rolled a '20' for her Perception. The DM states- I'll let you guess how much the jewellery is worth, if you like? I'll just answer higher or lower, whatever you guess. Zo: (after much deliberation) 500gp? The DM: Higher. Just to note, Zo is very motivated by money. The gnome heads back to her colleagues, and she's certain- they're coming back here soon. Then, back to the Keep on the Borderlands. But, what's this... [ATTACH type="full" alt="209.jpg"]144657[/ATTACH] [B]That's a better image of the hex map.[/B] Just off the road and up a nearby hill, both of the elves spot smoke coming from a campfire (they think). Zo goes for a little creep up the hill, while her colleagues hide, but alas the gnome is spotted before she has even got halfway up. There follows a brief but polite conversation (the last one for a while- see below) with the as yet unseen individuals atop the rise. As it turns out the group camped on the summit are a bunch of adventurers (called the Fortune's Five), accompanied by a few Borderlands Guards, that have been hired to clear out a nest of bandits in the region. The Banditos are therefore cautiously welcomed... [ATTACH type="full" alt="210.jpg"]144658[/ATTACH] [B]The camp of (the?) Fortune's Five (I know, it's a stupid name, almost as bad as the Borderland Banditos- but not quite).[/B] There follows lots (and I mean lots) of chatter, so (some of which is OOC)- The Banditos explain to the leaders of the Fortune's Five what they've been up to- killing kobolds and the like, and then offer to help out around the camp providing they are allowed to rest here the night. They will be returning to the Caves of Chaos to slay more kobolds in the morning. Permission granted. The PCs then discuss (for the first time) what they know about the region. Note, each of the PCs starts the game with a few rumours distributed during character creation, they share/discuss the following- 3. Tribes of different creatures live in different caves. 6. All of the cave entrances are trapped.* 8. Altars are very dangerous. 16. Lizardmen live in the marshes. The numbers on the list are for me, the DM. *Note, Lappoy had this rumour- he forget, or else neglected, to share it with his colleagues prior to entering the goblin/ogre/kobold lairs. Also, it's probably worth mentioning now that as well as rumours about the region the PCs were all gifted (by the saintly) DM with a few clues about the lair of the Great Wizard Zelligar, and his Myrmidon Champion companion- Rogahn. The former home of these two 'epic' and possibly long-dead heroes is also rumoured to be located somewhere in this region, it has been sought for the best part of a century. This then is the quest given to each new PC, in line with Module B1 In Search of the Unknown. Note, none of the PCs have even mentioned this so far, therefore I thought I'd be the first. Next up chatter about the Banditos options, the issue, of course, being that they are three 1st level PCs, and their enemies are legion. The obvious solution, as expressed by Pete (playing Zo) initially, is- if one or two PCs were to die, then the unfortunate player/s would suddenly find themselves with two new PCs (each). In conclusion- four or ideally five PCs would be a good number for a low level adventuring party. Here's the thing though, two sessions in and I'm fairly certain that all three players wouldn't bat an eye-lid if they had to abandon their colleagues to allow their PC a better chance of escaping their doom. Also, these characters were selected at random from the Pre-Gens, and they ended up with a Cleric, a Rogue and a Wizard- that's a pretty good mix, particularly as the Cleric has got a decent AC etc. If they could only get all three of these guys up to level 2. Therefore the decision is swiftly made- back to kobold killing, as already stated, and if the going gets rough- get out. Just three more things to get said. One, the PCs have started to garner personalities, or at least ways of speaking. Zo started out as tough, terse and in charge, it didn't last long, she got trampled on by the elves, who have somehow bonded. Farned briefly made a play for party leader spot, but was foiled for two reasons- he's too nice and Lappoy isn't (nice). Lappoy spent the first half of the first session listening to his two colleagues semi-bicker, and then after some remarkable spell results- dropping three kobolds out of the tree (= dead), incinerating the kobold guards (four killed in an instant), and then sending two of the giant rats to sleep. Well, Lappoy is in charge, atm. He's not shouty, he is however (big sigh) frustrated by the fact that he has to tell his followers/colleagues what to do all of the time. When Lappoy started to shine- Farned fell in line very quickly, remember the cleric thinks that Elves Rule! and Lappoy styles himself a High Elf Master Wizard (or similar). So, they're growing as people. Point two- a word about gambling. It's not mature or indeed sensible, so don't do it. So, we've opened a book on the PCs. Every new PC (Pre-Gen or rolled) costs the player £1. Every session costs the player (and the DM) £1 just the same. At the end of the game the three PCs (living or dead) with the highest XP will receive (60/30/10%) of the total pot, or else the money will go to the player who took charge of the winning PCs. Two sessions in and the pot is at £11. Last bit, sorry- lots of chatter in this one, but let's skip back to the Fortune's Five camp. So, while enjoying their stay at the summit camp the Banditos decide to see what new info they can find out, also to see if they can hire one of the warriors/guards/anyone to accompany them back to the Caves of Chaos. That's when things start to go wrong-ish. The three leader types of the camp- Eddis (female human, could be a ranger), M'Baddah (big male human, a warrior of some sort) and Jerdren (hefty male human, another warrior?) are either individually or collectively rubbed up the wrong way by all three of the PCs. Zo, almost convinces M'Whan (male human, definitely a fighter) to join the Banditos but when M'Baddah (M'Whan's dad) hears about this then they both get shouted at. The Fortune's Five have a contract with the Castellan of Borderlands Keep, M'Whan is going nowhere. Then Lappoy makes it clear that Mead, a wood elf fledgling mage member of the Fortune's Five, is clearly not up to much- magically speaking. Certainly not on the road to being Archmage Lappoy, as he is. A little later insults fly. Lastly, and collectively we have forgotten who it was he said this to, Farned calls one of the leader types a 'sub-elf', and then goes on to explain at great length that anything not elf is 'sub-par', and to be pitied. All three PCs made one social skill type check, the results before bonuses/penalties were '5', '2' & '1'. The Banditos, after a little more wrangling- and some better rolls, are allowed to stay at the camp for just the one night, and furthermore warned- the camp is supposed to be a secret, the Fortune's Five are searching for a gang of bandits in the region. In short- Banditos, stay away! The Borderland Banditos are all just over half way to level 2, they need to stick their necks out again. Stay safe and well you lovely people. Cheers The Borderland Bandits and goonalan. [/QUOTE]
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D&D 5e Into The (Keep on the) Borderlands (B1&2) #032 Monster Mash.
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