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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: 8493803" data-attributes="member: 16069"><p style="text-align: center"><strong>The Unexpected in the Caves of Chaos.</strong></p><p></p><p><strong>Session #019: B&B (Bunnies and Bandits).</strong></p><p><strong></strong></p><p><strong>PCs (in alphabetical order)</strong></p><p><strong>Krago of the Mountains </strong>(Pete) Male Mountain Dwarf Ranger (Folk Hero) Level 3.</p><p><strong>Lappoy the Unexpected </strong>(Rob) Male High Elf Wizard (Sage) Level 3.</p><p><strong>Mohag the Wanderer</strong> (Pete) Male Human Barbarian (Outlander) Level 3.</p><p><strong>Sho-Rembo</strong> (Dave) Female Stout Halfling Druid (Hermit) Level 3.</p><p><strong>Sir Glen</strong> (Dave) Male Human Paladin of Lathander (Noble) Level 3.</p><p><strong>Sosspan </strong>(Dave) Male Dragonborn Wizard (Spy) Level 3.</p><p><strong>Trebbelos</strong> (Pete) Male Tiefling Sorcerer (Charlatan) Level 3.</p><p></p><p><strong>Sidekicks (played mostly by the DM).</strong></p><p><strong>Corbis </strong>Male Human Sidekick Warrior (Soldier) Level 1.</p><p><strong>Scrubs</strong> Male Human Sidekick Expert (Soldier) Level 2.</p><p><strong>Tribbits</strong> Male Human Sidekick Warrior (Soldier) Level 1.</p><p></p><p><strong>Dead PCs (in alphabetical order)</strong></p><p><strong>Afton Barr</strong> (Dave) Male Half-Elf Bard (Entertainer) Level 1.</p><p><strong>Estra Zo </strong>(Pete) Female Wood Gnome Rogue (Urchin) Level 1.</p><p><strong>Farned of the Leaf Lord </strong>(Dave) Male Wild Elf Cleric of Rillifane Rallithil (Acolyte) Level 1.</p><p><strong>Tassit </strong>(Dave) Female Human Monk (Hermit) Level 1.</p><p><strong>The Mystical One</strong> (Pete) Female Human Warlock (Outlander) Level 1.</p><p><strong>Yor</strong> (Pete) Male Dragonborn Fighter (Folk Hero) Level 2.</p><p></p><p><strong>Dead NPCs (in alphabetical order)</strong></p><p><strong>Wormwood</strong> Male Human Guard.</p><p></p><p><strong>QUESTS (and stuff to do).*</strong> </p><ol> <li data-xf-list-type="ol"> Find Zelligar and Rogahn's former base, explore it and steal its treasures.<br /> </li> <li data-xf-list-type="ol"> Clear out the Caves of Chaos- kill the evil humanoids and take their stuff.<br /> </li> <li data-xf-list-type="ol"> Get all 20 rumours, just missing #18, keep chatting and drinking at the Keep.<br /> </li> <li data-xf-list-type="ol"> 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.<br /> </li> <li data-xf-list-type="ol"> Tell Darvon, Priest of Oghma, about the Unexpected's adventures.<br /> </li> <li data-xf-list-type="ol"> Take up the search for the bandits (see Gurtle Spinepecker, Cpl of the Watch).<br /> </li> <li data-xf-list-type="ol"> Capture a teleporting bunny for the Guild of Merchants.<br /> </li> <li data-xf-list-type="ol"> Help the water sprites of the Goblinwater River, for Bumble.<br /> </li> <li data-xf-list-type="ol"> Clear a bunch of spiders out of the Spiderwood, for Bumble.<br /> </li> <li data-xf-list-type="ol"> Stop the undead attacks in the Whispering Woods, for Bumble.</li> </ol><p>*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.</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 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...</strong></p><p></p><p>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.</p><p></p><p>The Unexpected have left squat for the bandits, most of them have run off- heading for the woods (and cover).</p><p></p><p>Here we go...</p><p></p><p>[ATTACH=full]148790[/ATTACH]</p><p><strong>Here's where we were at, the bandits are out of sight on the ridges above (possibly on both, the Unexpected think).</strong></p><p></p><p>Then however...</p><p></p><p>[ATTACH=full]148791[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>Hang on!</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>All misses so far.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>The bandits and Krago are fighting on the very edge of the southern cliffs.</p><p></p><p>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.</p><p></p><p>[ATTACH=full]148792[/ATTACH]</p><p><strong>The bandits on the southern ridge are terrified, that was Unexpected!</strong></p><p></p><p>Sho-B-Bear claws a bandit to death, the foul fellow's broken body is swatted off the ridge.</p><p></p><p>Lappoy rushes out and fires three Magic Missiles into another of the wounded bandits, it too is killed, and plunges off the ledge.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Tribbits screams for help.</p><p></p><p>[ATTACH=full]148793[/ATTACH]</p><p><strong>Bugger!</strong></p><p></p><p>The bandit Tribbits cut drops his bow, grabs out his scimitar and cuts the warrior right back.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>More remarkably the tough so-and-so sticks up an armoured arm and swats the falling dead bandit to the side.</p><p></p><p>“Thank you!” Sir Glen shouts down to a now sheepish looking Trebbelos.</p><p></p><p>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.</p><p></p><p>The cavalry has indeed arrived.</p><p></p><p>Sho-B-Bear scurries down the southern cliff and then rushes to start climbing to the top of the opposite ridge.</p><p></p><p>But Lappoy is shouting something from down below-</p><p></p><p>“Take them alive! Take them alive! We want to find their lair!”</p><p></p><p>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.</p><p></p><p>All the action now is on the northern ridge.</p><p></p><p>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).</p><p></p><p>[ATTACH=full]148794[/ATTACH]</p><p><strong>There are only two bandits left alive, both on the northern ridge.</strong></p><p></p><p>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.</p><p></p><p>The bandit flees, and THUNK!</p><p></p><p>Tribbits, again with the flat of his blade, knocks the fellow unconscious.</p><p></p><p>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.</p><p></p><p>The bandit surrenders.</p><p></p><p>[Bandit attack thwarted 200 XP]</p><p></p><p>The two human male miscreants, the Unexpected learn, a little later- are called Ricky Pilchard, and Ornery Jackson; they're career criminals it seems.</p><p></p><p>Although Ricky, he says, is fairly new to this game.</p><p></p><p>But will they play ball?</p><p></p><p>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.</p><p></p><p>Then...</p><p></p><p>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.</p><p></p><p>In contrast Sho-Rembo and Krago want to hang the pair.</p><p></p><p>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.</p><p></p><p>Although... see later.</p><p></p><p>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+).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>The Keep, everyone in the conversation knows, will try the pair- find them guilty, and most likely hang them.</p><p></p><p>So, we circle for a bit.</p><p></p><p>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.</p><p></p><p>But eventually, two hours later- in game, the deal is done.</p><p></p><p>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.</p><p></p><p>Ricky and Ornery will tell all, and draw a map, and right now- because the Unexpected are suddenly in a big hurry.</p><p></p><p>The pair will pay for their crimes, although Sir Glen has sworn that he will represent the duo at their trial.</p><p></p><p>So, there's that to look forward to.</p><p></p><p>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'.</p><p></p><p>“Right, screw the Caves of Chaos, let's get the bandits right now!” Lappoy, every now and then, is for the win.</p><p></p><p>And there's a consensus.</p><p></p><p>We're off to get the bandits.</p><p></p><p>[ATTACH=full]148795[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>The hills where the bandits are laired are in the Ravenwood, makes sense- Dee Dee Raven, in the Ravenwood. Obvious, really.</p><p></p><p>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.</p><p></p><p>But here's the thing, and I ain't kidding, or lying- or making this shizz up- I rolled a '1'.</p><p></p><p>That's yet another random encounter.</p><p></p><p>And so...</p><p></p><p>[ATTACH=full]148796[/ATTACH]</p><p><strong>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.</strong></p><p></p><p>Then...</p><p></p><p>One of the odd looking bunny's teleports away, or else... BLINK! And it's gone!</p><p></p><p>“CATCH ONE!”</p><p></p><p>A third of the Unexpected all scream at once.</p><p></p><p>A few of them (who am I kidding- all of them) with added swear words.</p><p></p><p>And the scramble is on.</p><p></p><p>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.</p><p></p><p>It's gone. Escaped.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>An al-mi'raj's teleport recharges on a 3-6/1d6.</p><p></p><p>The PCs are going to have to be quick.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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) .</p><p></p><p>Here we go...</p><p></p><p>There are ten blink bunnies in play to begin with.</p><p></p><p>At the end of the first turn six of the teleporting bunnies have already made it to safety, they've BLINKed off the map.</p><p></p><p>Four left, bugger- this is difficult.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>There are just three blink bunnies left in play.</p><p></p><p>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.</p><p></p><p>This is easy.</p><p></p><p>Scrubs has the bunny in his grasp, all he has to do is to hold it still for a turn (to capture it).</p><p></p><p>But... he doesn't, the bunny almost immediately teleports away again.</p><p></p><p>Bugger!</p><p></p><p>Scrubs is after it again- but not for long- BLINK- and the bunny is gone.</p><p></p><p>There are just two blink bunnies left in play.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>He doesn't, of course, the bunny immediately teleports away again</p><p></p><p>Only this time Lappoy gets to it and grabs it, and seconds later and Mohag is there too- the pair have got one!</p><p></p><p>They're both clutching it.</p><p></p><p>But...</p><p></p><p>Nope.</p><p></p><p>BLINK.</p><p></p><p>Gone again.</p><p></p><p>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.</p><p></p><p>Last bunny...</p><p></p><p>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.</p><p></p><p>Corbis immediately rushes off and grabs it again, while Tribbits and Sosspan conspire to run into each other.</p><p></p><p>But Corbis keeps a tight grip, and, simple as- got it!</p><p></p><p>The al-mi'raj fails to teleport away, while Corbis maintains his grip on the beast, and it's captured!</p><p></p><p>And a gentle tap to knock it unconscious.</p><p></p><p>We have a winner.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Ornery had just one hit point, and so...</p><p></p><p>“Guys! I think I broke Ornery.”</p><p></p><p>Ornery is dead.</p><p></p><p>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.</p><p></p><p>However, Sir Glen is immediately on hand to talk Ricky down, with another incredibly high roll ('20' = '25') on his persuasion check.</p><p></p><p>Ricky, it seems, is consigned to his fate.</p><p></p><p>[ATTACH=full]148797[/ATTACH]</p><p><strong>One blink bunny captured, one bandit broken, and the other bandit ready to confess all.</strong></p><p></p><p>[Bunny captured 250 XP]</p><p></p><p>But that's all we had time for this session.</p><p></p><p>The pot is up to £86.</p><p></p><p>Stay safe and well you lovely people.</p><p></p><p>Toodles for a bit.</p><p></p><p>Cheers the Unexpected and goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8493803, member: 16069"] [CENTER][B]The Unexpected in the Caves of Chaos.[/B][/CENTER] [B]Session #019: B&B (Bunnies and Bandits). PCs (in alphabetical order) Krago of the Mountains [/B](Pete) Male Mountain Dwarf Ranger (Folk Hero) Level 3. [B]Lappoy the Unexpected [/B](Rob) Male High Elf Wizard (Sage) Level 3. [B]Mohag the Wanderer[/B] (Pete) Male Human Barbarian (Outlander) Level 3. [B]Sho-Rembo[/B] (Dave) Female Stout Halfling Druid (Hermit) Level 3. [B]Sir Glen[/B] (Dave) Male Human Paladin of Lathander (Noble) Level 3. [B]Sosspan [/B](Dave) Male Dragonborn Wizard (Spy) Level 3. [B]Trebbelos[/B] (Pete) Male Tiefling Sorcerer (Charlatan) Level 3. [B]Sidekicks (played mostly by the DM). Corbis [/B]Male Human Sidekick Warrior (Soldier) Level 1. [B]Scrubs[/B] Male Human Sidekick Expert (Soldier) Level 2. [B]Tribbits[/B] Male Human Sidekick Warrior (Soldier) Level 1. [B]Dead PCs (in alphabetical order) Afton Barr[/B] (Dave) Male Half-Elf Bard (Entertainer) Level 1. [B]Estra Zo [/B](Pete) Female Wood Gnome Rogue (Urchin) Level 1. [B]Farned of the Leaf Lord [/B](Dave) Male Wild Elf Cleric of Rillifane Rallithil (Acolyte) Level 1. [B]Tassit [/B](Dave) Female Human Monk (Hermit) Level 1. [B]The Mystical One[/B] (Pete) Female Human Warlock (Outlander) Level 1. [B]Yor[/B] (Pete) Male Dragonborn Fighter (Folk Hero) Level 2. [B]Dead NPCs (in alphabetical order) Wormwood[/B] Male Human Guard. [B]QUESTS (and stuff to do).*[/B] [LIST=1] [*] Find Zelligar and Rogahn's former base, explore it and steal its treasures. [*] Clear out the Caves of Chaos- kill the evil humanoids and take their stuff. [*] Get all 20 rumours, just missing #18, keep chatting and drinking at the Keep. [*] 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. [*] Tell Darvon, Priest of Oghma, about the Unexpected's adventures. [*] Take up the search for the bandits (see Gurtle Spinepecker, Cpl of the Watch). [*] Capture a teleporting bunny for the Guild of Merchants. [*] Help the water sprites of the Goblinwater River, for Bumble. [*] Clear a bunch of spiders out of the Spiderwood, for Bumble. [*] Stop the undead attacks in the Whispering Woods, for Bumble. [/LIST] *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. [B]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...[/B] 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... [ATTACH type="full"]148790[/ATTACH] [B]Here's where we were at, the bandits are out of sight on the ridges above (possibly on both, the Unexpected think).[/B] Then however... [ATTACH type="full"]148791[/ATTACH] [B]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.[/B] 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. [ATTACH type="full"]148792[/ATTACH] [B]The bandits on the southern ridge are terrified, that was Unexpected![/B] 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. [ATTACH type="full"]148793[/ATTACH] [B]Bugger![/B] 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). [ATTACH type="full"]148794[/ATTACH] [B]There are only two bandits left alive, both on the northern ridge.[/B] 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. [ATTACH type="full"]148795[/ATTACH] [B]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.[/B] 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... [ATTACH type="full"]148796[/ATTACH] [B]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.[/B] 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. [ATTACH type="full"]148797[/ATTACH] [B]One blink bunny captured, one bandit broken, and the other bandit ready to confess all.[/B] [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. [/QUOTE]
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D&D 5e Into The (Keep on the) Borderlands (B1&2) #032 Monster Mash.
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