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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: 8648087" data-attributes="member: 16069"><p style="text-align: center"><strong>The Unexpected in the Caves of Chaos.</strong></p><p></p><p><strong>Session #031 Unexpected Allies (sorta).</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 4.</p><p><strong>Lappoy the Unexpected </strong>(Rob) Male High Elf Wizard (Sage) Level 4.</p><p><strong>Mohag the Wanderer</strong> (Pete) Male Human Barbarian (Outlander) Level 4.</p><p><strong>Sho-Rembo</strong> (Dave) Female Stout Halfling Druid (Hermit) Level 4.</p><p><strong>Sir Glen</strong> (Dave) Male Human Paladin of Lathander (Noble) Level 4.</p><p><strong>Sosspan </strong>(Dave) Male Dragonborn Wizard (Spy) Level 4.</p><p><strong>Trebbelos</strong> (Pete) Male Tiefling Sorcerer (Charlatan) Level 4.</p><p></p><p><strong>Sidekick (played mostly by the DM).</strong></p><p><strong>Scrubs</strong> Male Human Sidekick Expert (Soldier) Level 3.</p><p></p><p><strong>Dead PCs, NPCs & Sidekicks (in alphabetical order)</strong></p><p><strong>Afton Barr</strong> (Dave) Male Half-Elf Bard (Entertainer) Level 1.</p><p><strong>Corbis</strong> Male Human Sidekick Warrior (Soldier) Level 2.</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>Tribbits</strong> Male Human Sidekick Warrior (Soldier) Level 2.</p><p><strong>Wormwood</strong> Male Human Guard.</p><p><strong>Yor</strong> (Pete) Male Dragonborn Fighter (Folk Hero) Level 2.</p><p></p><p><strong>QUESTS (and stuff to do).*</strong></p><p></p><ol> <li data-xf-list-type="ol">Find Zelligar and Rogahn's former base, explore it and steal its treasures. </li> <li data-xf-list-type="ol">Find Tolpuddle, the 'mad druid' or 'mad hermit' of the Whispering Woods, he may know where Z&R's base is (see #1 above), also say 'hi' from his brother Bumble.</li> <li data-xf-list-type="ol">Tell Darvon, Priest of Oghma, about the Unexpected's adventures. ONGOING.</li> <li data-xf-list-type="ol">Track down and kill/capture the former bandit leader- Dee Dee Raven (see Mebros, Captain of the Watch).</li> <li data-xf-list-type="ol">Help the water sprites of the Goblinwater River, for Bumble.</li> <li data-xf-list-type="ol">Clear a bunch of spiders out of the Spiderwood, for Bumble.</li> <li data-xf-list-type="ol">Stop the undead attacks in the Whispering Woods, for Bumble.</li> <li data-xf-list-type="ol">Clear the Caves of Chaos for the Castellan of the Keep on the Borderlands, reward 2,500gp plus. IN PROGRESS.</li> <li data-xf-list-type="ol">Find the rest of the Fortune's Five adventuring party- Bullywugs?</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>Note, we now read this list at the start of each new session, that's what it's like to get old- your memory just stops working.</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 44: Being the 14th Day of Kythorn, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, about ninety seconds after the last session started.</strong></p><p></p><p>Note, we've just had a two-and-a-half week break in play, real life (and holidays, and work, and a wedding, etc.) got in the way. The first thing we did before getting back to it was read through the last couple of sessions in full. Don't get old- we had collectively forgotten almost everything (significant).</p><p></p><p>Further note, the two-and-a-half week break described above happened about a month or so ago, we've got issues- but I'll get to them in a bit- not this session/write-up.</p><p></p><p>So, we're back...</p><p></p><p>The Unexpected are out of breath, out of spells, but... and this is the clincher, they're pissed.</p><p></p><p>But first thing's first, it's two in the morning, and they're out in the Caves of Chaos ravine, and so... they head back to their new home from home, the ex-gnoll cave, to have a chat about what comes next.</p><p></p><p>So, the situation is- three of the guards they brought with them from the Keep on the Borderlands are dead, including Cpl Grubbins, who has been a friend to the Unexpected for quite a while. Note this information does not provoke greater caution within the adventuring group, quite the opposite, the Unexpected want revenge all the more.</p><p></p><p>But, even after a short rest, and healing- with a little help from Darvon, priest of Oghma, and his two wordless acolytes, well... the wizards have maybe five spell slots to spend between the three of them, this after Lappoy & Sosspan use their Arcane Recovery.</p><p></p><p>Although none of the arcane casters have their Mage Armour running any longer, and they don't like the idea of going out without it- none of 'em.</p><p></p><p>The druid, ranger and paladin each have one or two spell slots left, and... screw that yellow talk, we're going back in, but the question is where are the Unexpected going to attack/explore next.</p><p></p><p>The venture into the Orcus-flavoured undead caves with or without Darvon is put on hold.</p><p></p><p>Which just leaves three choices- the bugbear's lair- are their more of the big bastards in there, the PCs suspect that there can't be many, but the DM isn't giving any hints.</p><p></p><p>The minotaur lair, which must be cave J, see below.</p><p></p><p>Or the newly discovered cave M, into which a bugbear fled last session.</p><p></p><p>[ATTACH=full]249493[/ATTACH]</p><p><strong>H= the bugbear's lair, which must be badly/barely defended the Unexpected think. J= unless there's another hidden cave then the minotaur must have come from here, unless... it was laired in cave M, which is where one of the bugbears fled to. K= this must be the main cavern entrance to the Orcus style undead temple.</strong></p><p></p><p>Note the above is what the PCs have put together for themselves.</p><p></p><p>I'm not telling them if they're right or wrong.</p><p></p><p>And so the question still remains, where next- bugbears (H), minotaur (J) or the unknown (M)?</p><p></p><p>Consensus takes fifteen seconds, if that.</p><p></p><p>The bugbears, however many of the big bad goblins are left, are going to pay.</p><p></p><p>REVENGE!</p><p></p><p>However, before the Unexpected head back out adventuring they search the fallen bugbears they've accounted for so far for loot, and in particular they grab what they can from the old bugbear chief and the dead minotaur.</p><p></p><p>And so, a fair amount of coin- including a bag of gold (mostly on the bugbears) and a bunch of platinum pieces (courtesy of Old Gurpz, the bugbear chief), some gems, a pair of gold earrings (on Grim-Grim, the bugbear chief's consort), and a trio of keys (distributed between Old Gurpz & the minotaur) and...</p><p></p><p>A magical hand axe (Old Gurpz) and a magical spear (the minotaur).</p><p></p><p>Krago takes the former, while Mohag grabs the latter- they're both +1 weapons.</p><p></p><p>Nice!</p><p></p><p>And now the Unexpected are very much up for the fight, and so all the way across the ravine and...</p><p></p><p><strong>Day 44: Being the 14th Day of Kythorn, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, about four in the morning, that's late- or else early.</strong></p><p></p><p>[ATTACH=full]249494[/ATTACH]</p><p><strong>Sho-Rembo and Krago go for a sneak about, and here's the thing- the place is as silent as the grave...</strong></p><p></p><p>Only the crackle of the fire dying out, and guttering torches on the walls here and there.</p><p></p><p>[ATTACH=full]249495[/ATTACH]</p><p><strong>The Unexpected, as best as they can, do a little sneaking about- first left is an abandoned guard chamber, with nothing of interest to be found here- unless skewered burnt meat is your thing.</strong></p><p></p><p>But there are a pair of closed doors to the north- interesting.</p><p></p><p>[ATTACH=full]249496[/ATTACH]</p><p><strong>And soon after, well... there's a lot to find.</strong></p><p></p><p>A (formerly) locked storeroom to the east (a key taken from the bugbear chief fits the lock) and within the bugbear's supplies, with very few items worth taking. That is until Lappoy completes his Detect Magic ritual a little later and discovers that an old upturned shield, being used as a large bowl, is actually magical. A +1 shield.</p><p></p><p>Mohag takes this, the new defensive-ish barbarian.</p><p></p><p>The room across the way is clearly the bugbear chief's chambers, and there's plenty to find here, including a heavy chest mostly full of silver coins, but also some saleable silk swatches, and a pair of healing potions. And... another secret door.</p><p></p><p>This one heads into a series of natural caverns, but the Unexpected don't explore far- they figure this is the minotaur's lair, the cave next door, and so give it a miss for now. They shut the door and do the best they can to lock and secure it.</p><p></p><p>At least until the rest of the bugbear lair is searched.</p><p></p><p>Note, the Unexpected are all being very careful here, but... there seems to be just no-one about.</p><p></p><p>[ATTACH=full]249497[/ATTACH]</p><p><strong>Another empty chamber, with a little treasure to be found.</strong></p><p></p><p>But then.</p><p></p><p>There are noises ahead, or at least...</p><p></p><p>[ATTACH=full]249498[/ATTACH]</p><p><strong>The prisoners of the bugbears.</strong></p><p></p><p>And there's another room just like it not so very far away.</p><p></p><p>[ATTACH=full]249499[/ATTACH]</p><p><strong>Prisoners of the bugbears part two.</strong></p><p></p><p>But here's the thing, and so the human prisoners, after a brief chat, are released almost immediately, but for the others, the humanoids...</p><p></p><p>Well, Sir Glen (played by my mate Dave) has an idea, which may or may not have been gifted to him by the sneaky DM ahead of time.</p><p></p><p>“These folk should be given the chance to save themselves, and to fight our enemies here for the glory of the Morning Lord!” The paladin states.</p><p></p><p>Then after several WTF moments, and then about thirty minutes of discussion between the aforementioned sneaky DM and the players well, this is what happens-</p><p></p><p>The humanoid prisoners, to wit- three kobolds, a goblin, four orcs, three hobgoblins, two gnolls and a rebel bugbear are given a series of re-education lectures, conducted (of course) in a variety of languages.</p><p></p><p>The gist of the lectures are-</p><p></p><p>a) The Morning Lord is great (although its only Sir Glen that's promoting this one), it takes first spot here because he does so repeatedly, and vociferously.</p><p></p><p>And more specifically-</p><p></p><p>b) The humanoids can earn their freedom by clearing out one of the nearby caverns for the Unexpected. They can even keep any treasure they find.</p><p></p><p>Note, part b) is expressed in many different (more or less) appealing ways, and by a variety of individuals, from Lappoy's suggestion that any experience gained and riches found would give the newly released prisoner a leg-up in life. To Krago's much less sympathetic- if you survive, you live!</p><p></p><p>A series of skill checks follow, and here's the thing, I want the PCs to do well because I'm going to get to kill some of these new fellers (that's a certainty). So, six of the PCs make various rolls, and the lowest unadjusted is a '14' (+1 = 15 adjusted) and I set a DC of 15. So, six out of six successes.</p><p></p><p>The humanoids are buying this horse manure.</p><p></p><p>The discussion between the players and the DM continues for quite a while, as does the distribution of the humanoids, which goes as follows-</p><p></p><p><strong>Humanoid Adventurers (in alphabetical order)</strong></p><p>Bad Pudding (Pete) Male Goblin</p><p>Blurt (Rob) Male Orc</p><p>Drongo (Dave) Male Orc</p><p>Gary (Rob) Male Orc</p><p>Great Wurley (Pete) Male Hobgoblin</p><p>Halfpint (Dave) Male Orc</p><p>Hebold (Rob) Male Human Berserker</p><p>Kilminster (Pete) Male Hobgoblin</p><p>Kroke (Dave) Male Kobold</p><p>Limp Bizkit (Pete) Male Bugbear</p><p>Littlehampton (Rob) Male Hobgoblin</p><p>Pancakes (Dave) Female Gnoll</p><p>Panko (Pete) Male Kobold</p><p>Pop Tart (Dave) Female Gnoll</p><p>Tik-Tok (Rob) Female Kobold</p><p></p><p>So, the above are going adventuring into the cavern into which the last bugbear fled, and they'll be fully equipped(-ish) as the Unexpected (and the newly recruited humanoids) are going to do a sweep of the caves that have been cleared/abandoned, there's lots of stuff still lying around in many of the ex-lairs.</p><p></p><p>And... if any of the humanoids survive, and in the process generate 500 XP, then they can be a PC, and have a class level, if we can find a way in Fantasy Grounds Unity to make this happen, and I'm pretty certain there'll be a way of doing it.</p><p></p><p>However, it took a hell of a long time to get all of the above done, over twenty minutes just to name the buggers, and another twenty minutes spent with the players spit-balling about the various classes their prospective humanoid PCs are going to take up. This after they had a chance to look at their stat blocks.</p><p></p><p>But, that's for next time, possibly this gang will have a name by then, although that too may provoke a few arguments.</p><p></p><p>Oh, and last thing- all of the N/PCs et al retire back to the gnoll cave and take an extended rest.</p><p></p><p>The pot is up to £134.</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: 8648087, member: 16069"] [CENTER][B]The Unexpected in the Caves of Chaos.[/B][/CENTER] [B]Session #031 Unexpected Allies (sorta). PCs (in alphabetical order) Krago of the Mountains [/B](Pete) Male Mountain Dwarf Ranger (Folk Hero) Level 4. [B]Lappoy the Unexpected [/B](Rob) Male High Elf Wizard (Sage) Level 4. [B]Mohag the Wanderer[/B] (Pete) Male Human Barbarian (Outlander) Level 4. [B]Sho-Rembo[/B] (Dave) Female Stout Halfling Druid (Hermit) Level 4. [B]Sir Glen[/B] (Dave) Male Human Paladin of Lathander (Noble) Level 4. [B]Sosspan [/B](Dave) Male Dragonborn Wizard (Spy) Level 4. [B]Trebbelos[/B] (Pete) Male Tiefling Sorcerer (Charlatan) Level 4. [B]Sidekick (played mostly by the DM). Scrubs[/B] Male Human Sidekick Expert (Soldier) Level 3. [B]Dead PCs, NPCs & Sidekicks (in alphabetical order) Afton Barr[/B] (Dave) Male Half-Elf Bard (Entertainer) Level 1. [B]Corbis[/B] Male Human Sidekick Warrior (Soldier) Level 2. [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]Tribbits[/B] Male Human Sidekick Warrior (Soldier) Level 2. [B]Wormwood[/B] Male Human Guard. [B]Yor[/B] (Pete) Male Dragonborn Fighter (Folk Hero) Level 2. [B]QUESTS (and stuff to do).*[/B] [LIST=1] [*]Find Zelligar and Rogahn's former base, explore it and steal its treasures. [*]Find Tolpuddle, the 'mad druid' or 'mad hermit' 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. ONGOING. [*]Track down and kill/capture the former bandit leader- Dee Dee Raven (see Mebros, Captain of the Watch). [*]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. [*]Clear the Caves of Chaos for the Castellan of the Keep on the Borderlands, reward 2,500gp plus. IN PROGRESS. [*]Find the rest of the Fortune's Five adventuring party- Bullywugs? [/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. Note, we now read this list at the start of each new session, that's what it's like to get old- your memory just stops working. [B]Note, you can click on the pictures here to make them bigger (if you didn't know this already). Day 44: Being the 14th Day of Kythorn, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, about ninety seconds after the last session started.[/B] Note, we've just had a two-and-a-half week break in play, real life (and holidays, and work, and a wedding, etc.) got in the way. The first thing we did before getting back to it was read through the last couple of sessions in full. Don't get old- we had collectively forgotten almost everything (significant). Further note, the two-and-a-half week break described above happened about a month or so ago, we've got issues- but I'll get to them in a bit- not this session/write-up. So, we're back... The Unexpected are out of breath, out of spells, but... and this is the clincher, they're pissed. But first thing's first, it's two in the morning, and they're out in the Caves of Chaos ravine, and so... they head back to their new home from home, the ex-gnoll cave, to have a chat about what comes next. So, the situation is- three of the guards they brought with them from the Keep on the Borderlands are dead, including Cpl Grubbins, who has been a friend to the Unexpected for quite a while. Note this information does not provoke greater caution within the adventuring group, quite the opposite, the Unexpected want revenge all the more. But, even after a short rest, and healing- with a little help from Darvon, priest of Oghma, and his two wordless acolytes, well... the wizards have maybe five spell slots to spend between the three of them, this after Lappoy & Sosspan use their Arcane Recovery. Although none of the arcane casters have their Mage Armour running any longer, and they don't like the idea of going out without it- none of 'em. The druid, ranger and paladin each have one or two spell slots left, and... screw that yellow talk, we're going back in, but the question is where are the Unexpected going to attack/explore next. The venture into the Orcus-flavoured undead caves with or without Darvon is put on hold. Which just leaves three choices- the bugbear's lair- are their more of the big bastards in there, the PCs suspect that there can't be many, but the DM isn't giving any hints. The minotaur lair, which must be cave J, see below. Or the newly discovered cave M, into which a bugbear fled last session. [ATTACH type="full"]249493[/ATTACH] [B]H= the bugbear's lair, which must be badly/barely defended the Unexpected think. J= unless there's another hidden cave then the minotaur must have come from here, unless... it was laired in cave M, which is where one of the bugbears fled to. K= this must be the main cavern entrance to the Orcus style undead temple.[/B] Note the above is what the PCs have put together for themselves. I'm not telling them if they're right or wrong. And so the question still remains, where next- bugbears (H), minotaur (J) or the unknown (M)? Consensus takes fifteen seconds, if that. The bugbears, however many of the big bad goblins are left, are going to pay. REVENGE! However, before the Unexpected head back out adventuring they search the fallen bugbears they've accounted for so far for loot, and in particular they grab what they can from the old bugbear chief and the dead minotaur. And so, a fair amount of coin- including a bag of gold (mostly on the bugbears) and a bunch of platinum pieces (courtesy of Old Gurpz, the bugbear chief), some gems, a pair of gold earrings (on Grim-Grim, the bugbear chief's consort), and a trio of keys (distributed between Old Gurpz & the minotaur) and... A magical hand axe (Old Gurpz) and a magical spear (the minotaur). Krago takes the former, while Mohag grabs the latter- they're both +1 weapons. Nice! And now the Unexpected are very much up for the fight, and so all the way across the ravine and... [B]Day 44: Being the 14th Day of Kythorn, in the year 1493 by Dale Reckoning, known as the Year of the Purple Dragons, about four in the morning, that's late- or else early.[/B] [ATTACH type="full"]249494[/ATTACH] [B]Sho-Rembo and Krago go for a sneak about, and here's the thing- the place is as silent as the grave...[/B] Only the crackle of the fire dying out, and guttering torches on the walls here and there. [ATTACH type="full"]249495[/ATTACH] [B]The Unexpected, as best as they can, do a little sneaking about- first left is an abandoned guard chamber, with nothing of interest to be found here- unless skewered burnt meat is your thing.[/B] But there are a pair of closed doors to the north- interesting. [ATTACH type="full"]249496[/ATTACH] [B]And soon after, well... there's a lot to find.[/B] A (formerly) locked storeroom to the east (a key taken from the bugbear chief fits the lock) and within the bugbear's supplies, with very few items worth taking. That is until Lappoy completes his Detect Magic ritual a little later and discovers that an old upturned shield, being used as a large bowl, is actually magical. A +1 shield. Mohag takes this, the new defensive-ish barbarian. The room across the way is clearly the bugbear chief's chambers, and there's plenty to find here, including a heavy chest mostly full of silver coins, but also some saleable silk swatches, and a pair of healing potions. And... another secret door. This one heads into a series of natural caverns, but the Unexpected don't explore far- they figure this is the minotaur's lair, the cave next door, and so give it a miss for now. They shut the door and do the best they can to lock and secure it. At least until the rest of the bugbear lair is searched. Note, the Unexpected are all being very careful here, but... there seems to be just no-one about. [ATTACH type="full"]249497[/ATTACH] [B]Another empty chamber, with a little treasure to be found.[/B] But then. There are noises ahead, or at least... [ATTACH type="full"]249498[/ATTACH] [B]The prisoners of the bugbears.[/B] And there's another room just like it not so very far away. [ATTACH type="full"]249499[/ATTACH] [B]Prisoners of the bugbears part two.[/B] But here's the thing, and so the human prisoners, after a brief chat, are released almost immediately, but for the others, the humanoids... Well, Sir Glen (played by my mate Dave) has an idea, which may or may not have been gifted to him by the sneaky DM ahead of time. “These folk should be given the chance to save themselves, and to fight our enemies here for the glory of the Morning Lord!” The paladin states. Then after several WTF moments, and then about thirty minutes of discussion between the aforementioned sneaky DM and the players well, this is what happens- The humanoid prisoners, to wit- three kobolds, a goblin, four orcs, three hobgoblins, two gnolls and a rebel bugbear are given a series of re-education lectures, conducted (of course) in a variety of languages. The gist of the lectures are- a) The Morning Lord is great (although its only Sir Glen that's promoting this one), it takes first spot here because he does so repeatedly, and vociferously. And more specifically- b) The humanoids can earn their freedom by clearing out one of the nearby caverns for the Unexpected. They can even keep any treasure they find. Note, part b) is expressed in many different (more or less) appealing ways, and by a variety of individuals, from Lappoy's suggestion that any experience gained and riches found would give the newly released prisoner a leg-up in life. To Krago's much less sympathetic- if you survive, you live! A series of skill checks follow, and here's the thing, I want the PCs to do well because I'm going to get to kill some of these new fellers (that's a certainty). So, six of the PCs make various rolls, and the lowest unadjusted is a '14' (+1 = 15 adjusted) and I set a DC of 15. So, six out of six successes. The humanoids are buying this horse manure. The discussion between the players and the DM continues for quite a while, as does the distribution of the humanoids, which goes as follows- [B]Humanoid Adventurers (in alphabetical order)[/B] Bad Pudding (Pete) Male Goblin Blurt (Rob) Male Orc Drongo (Dave) Male Orc Gary (Rob) Male Orc Great Wurley (Pete) Male Hobgoblin Halfpint (Dave) Male Orc Hebold (Rob) Male Human Berserker Kilminster (Pete) Male Hobgoblin Kroke (Dave) Male Kobold Limp Bizkit (Pete) Male Bugbear Littlehampton (Rob) Male Hobgoblin Pancakes (Dave) Female Gnoll Panko (Pete) Male Kobold Pop Tart (Dave) Female Gnoll Tik-Tok (Rob) Female Kobold So, the above are going adventuring into the cavern into which the last bugbear fled, and they'll be fully equipped(-ish) as the Unexpected (and the newly recruited humanoids) are going to do a sweep of the caves that have been cleared/abandoned, there's lots of stuff still lying around in many of the ex-lairs. And... if any of the humanoids survive, and in the process generate 500 XP, then they can be a PC, and have a class level, if we can find a way in Fantasy Grounds Unity to make this happen, and I'm pretty certain there'll be a way of doing it. However, it took a hell of a long time to get all of the above done, over twenty minutes just to name the buggers, and another twenty minutes spent with the players spit-balling about the various classes their prospective humanoid PCs are going to take up. This after they had a chance to look at their stat blocks. But, that's for next time, possibly this gang will have a name by then, although that too may provoke a few arguments. Oh, and last thing- all of the N/PCs et al retire back to the gnoll cave and take an extended rest. The pot is up to £134. 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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