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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: 8495733" data-attributes="member: 16069"><p style="text-align: center"><strong>The Unexpected in the Caves of Chaos.</strong></p><p></p><p><strong>Session #020: The Ravenwood 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, Corporal of the Watch). IN PROGRESS.<br /> </li> <li data-xf-list-type="ol"> <s>Capture a teleporting bunny for the Guild of Merchants.</s><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, early evening.</strong></p><p></p><p>Note, Corbis & Tribbits both have enough XP to become Level 2 sidekick warriors, all they need is an extended rest. But they're probably not going to get that for a while- the Unexpected are after the bandits, and on their trail- they know where they live.</p><p></p><p>So, the Unexpected have been up to stuff- after capturing an al-mi'raj, or as their more commonly known- a blink bunny, the adventurers have made their way back to the Keep on the Borderlands, and the gates are still open.</p><p></p><p>Therefore, after an extended chat and the paying of a few bribes (but not a lot, the Unexpected are getting a reputation as the good guys in the Keep) the PCs have had a brief chat with Corporal of the Watch, Gurtle Spinepecker, a surly dwarf- much of the time, but not atm. The dwarf's mood is improved considerably when the Unexpected hand over Ricky Pilchard, a member of the bandit gang that the Keep have been looking to put out of action for quite a while.</p><p></p><p>It also helps that Ricky, full of remorse (Sir Glen put it there), is singing like a canary- he confesses to the lot, and has a little cry.</p><p></p><p>Note, the Unexpected have also brought back with them the body of Ornery Jackson, another of the bandits.</p><p></p><p>So, Ricky is put in a holding cell, and Sir Glen makes it absolutely clear, the bandit prisoner is not to be touched, no acts of revenge, no violence. Spinepecker gives his word.</p><p></p><p>Next up the bagged and unconscious blink bunny is to be delivered post haste to the Guild of Merchants, and... well, the PCs will be back in a bit with a few others (perhaps) from the bandit gang, or else some proof that they're dead and/or gone.</p><p></p><p>Note Spinepecker offers to lend the Unexpected a few guards, but the DM makes it clear to the players that they have ten N/PCs in play already, and I'm not botting any more of them.</p><p></p><p>Then, the Unexpected depart, they're going after the bandits right now, before it gets dark- and they have a comprehensive set of instructions (and a map) given by Ricky and Ornery, so they're confident of the route (subject to a few successful survival checks to keep on course).</p><p></p><p>Off we go...</p><p></p><p>[ATTACH=full]148937[/ATTACH]</p><p><strong>Just to remind you this is the route, from the Keep south, across the Goblinwater River (there's a shallow spot) and then into the Ravenwood hills and up to the bandit's cave.</strong></p><p></p><p>So, less than twenty minutes later and the Unexpected run into a problem, and apologies but there's no map to go with this one.</p><p></p><p>The PCs are at the exact spot, they think, that Ricky told them that the Goblinwater River runs shallow, and that it was safe to cross, but... the river doesn't run shallow anywhere that the Unexpected can see. Point of fact it looks deep, and treacherous.</p><p></p><p>So, here's the thing, the area is actually covered by an ancient (and more powerful, maybe) version of a Hallucinatory Terrain spell, so the river does run shallow here, and if you know that- like Ricky does, then you can see the terrain as it truly is.</p><p></p><p>But the obstacle is easily overcome, its a test of faith, or else bloody-mindedness; after listening to their companions bicker and fret for about twenty or so minutes both Sir Glen (in his platemail) and Krago just step out into the seemingly deep river... and discover it is indeed a very shallow stretch of water, just like Ricky promised.</p><p></p><p>The Unexpected cannot find an explanation for the fact that their eyes are deceiving them, this after a trio of really low arcana checks. Therefore, they don't question it, only wade across the shallow stretch of the river.</p><p></p><p>The rest of the journey to the bandit's cave is just over an hour of walking, accompanied by three great (aided) survival checks (including '20' x2). The Unexpected find the quickest route to their quarry.</p><p></p><p>But here's the thing back at the bandit ambush in the ravine, one of the buggers got clean away from the Unexpected. So, there's a bit of me (your kindly DM) that thinks that I should have the bandit lair be empty. Dee Dee and pals having got the word have shipped out, moved on. Thus leaving the PCs with the task of discovering the bandit's new abode. But there's a bigger part of me that's saying- let's get on with this, and besides the PCs played smart and rolled good to great, let them have their reward for capturing and convincing Ricky and Ornery to spill the beans.</p><p></p><p>The compromise, of course, is to have the bandits know the PCs are coming and set up a little welcoming party for them, or else, well... here's what happens.</p><p></p><p>[ATTACH=full]148938[/ATTACH]</p><p><strong>The cave is quickly and easily found (once you know where it is), it's quiet inside but the play of shadows make the Unexpected think that there's someone in there... also, every now and then a low voice comes from the far chamber, perhaps.</strong></p><p></p><p>Sho-Rembo and Krago sneak in, cautious like... but the Lieutenant and four other bandits are waiting to spring their trap.</p><p></p><p>The Unexpected were spotted en route to this location, both at the river crossing and on their way up to the cave, at no point did the PCs try to be stealthy.</p><p></p><p>Note, Dee Dee Raven, the bandit leader is waiting with her guys for the screams to start, they're positioned a little further up the hill, above the cavern entrance and watching the PCs from up high.</p><p></p><p>Also note, every bad guy in this has max hit points, and the kindly DM has given all of the bandits +1 to hit & damage, they're defending their lair, livelihood & lives. Also, why not?</p><p></p><p>And so the stealthy pair (although as it turns out not that stealthy- Krago) get a little further in before the ambush hits.</p><p></p><p>A bandit archer steps out from hiding and thumps an arrow into Krago, the bandit scurries away again- back out of sight, in the same instant a second bandit rushes forward shouting and spears Sho-Rembo in her side.</p><p></p><p>Then the Lieutenant steps out from hiding and sinks another arrow into the dwarf ranger, but again, the bandit boss steps back out of sight as yet another bandit charges in with its spear, but Krago dodges back just in time.</p><p></p><p>Alas just in time to turn away from the bandits before him, but not the third bandit archer who steps in (briefly) and sinks a third arrow into the dwarf.</p><p></p><p>Krago is down to nine hit points and hurting bad.</p><p></p><p>[ATTACH=full]148939[/ATTACH]</p><p><strong>Ambush Part One. Note the artillery are firing from the north west chamber, although now they're back out of sight.</strong></p><p></p><p>The Unexpected are not having that... the call from Sir Glen is, well... something about the Morning Lord, and... CHARGE! The adventurers (and players) are all in.</p><p></p><p>There's a lot of swearing here.</p><p></p><p>Sho-B-Bear suddenly puts in an appearance, and then claws the now screaming bandit that stabbed her right back.</p><p></p><p>Then a raging and reckless Mohag rushes in and hits the bandit trying to stab Krago (although for minimum damage).</p><p></p><p>Krago however takes control, using an inspiration point to grab out a potion of healing and swig it down, and then clobbering the bandit with a '20', the backstabbing bastard is the first to die.</p><p></p><p>The dwarf ranger is not content- hollering a very sweary battle-cry he rushes forward and spots, then stabs, one of the formerly hidden bandit archers.</p><p></p><p>“There's a bunch of 'em through here!” The dwarf shouts to his companions.</p><p></p><p>Tribbits is the next into the lair, rushing over to cut down the bandit facing off against Sho-B-Bear.</p><p></p><p>Sir Glen, always playing the hero, double moves all the way into the farthest chamber of the cavern- eventually catching up with Krago, and then using an inspiration point (with a little Divine Favour) cuts down the bandit archer the ranger wounded with his blade.</p><p></p><p>“They're in here!” The paladin confirms, and then some more blather about the Morning Lord.</p><p></p><p>Lappoy is also on the charge, double move followed by an inspiration point to fire a trio of Magic Missiles into yet another one of the formerly hidden bandits.</p><p></p><p>However, the now wounded bandit shoots the wizard right back, with its longbow, and not even Lappoy's Shield spell can save him. The High Magicker is suddenly down to five hit points.</p><p></p><p>[ATTACH=full]148940[/ATTACH]</p><p><strong>The Unexpected are cutting through the bandits. This is easy- “I thought there'd be more of them”, Pete (prophetically) states.</strong></p><p></p><p>Just to say, no-one has thought to take any prisoner as of yet, or else inflict subdual damage.</p><p></p><p>However, it's a this point that a whole host of bandits, who were poised to follow the Unexpected into the lair, drop down from above the cavern opening and unleash whatever attacks they have.</p><p></p><p>In short order Sho-B-Bear takes four hits in quick succession, one of them a Crit with a thrown spear, the wildshaped druid is on just two hit points.</p><p></p><p>At the same time, within the lair, another half-a-dozen bandits spring from their various hiding places.</p><p></p><p>As Pete said at the time- “naughty word! There are more!”</p><p></p><p>Lappoy gets speared, the wizard is down to two hit points.</p><p></p><p>Krago gets speared again- and he's not well again, Trebbelos gets speared for the first time- although the bandit who dared the tiefling suffers from the sorcerer's reaction Hellish Rebuke.</p><p></p><p>[ATTACH=full]148941[/ATTACH]</p><p><strong>C'mon! Let's see if I can mess up a few of the Unexpected.</strong></p><p></p><p>Too soon.</p><p></p><p>Sho-Rembo is suddenly back in the cavern, the halfling druid unleashes a (second level) Thunderwave on the bandits blocking the exit, at the rear of this bunch is Dee Dee Raven. Only Dee Dee fails her save, and... 3d8 = 6 Thunder damage, half for those that saved.</p><p></p><p>Bugger!</p><p></p><p>Sho-Rembo runs away a little.</p><p></p><p>Smart cookie, as moments later Dee Dee Raven dances in and stabs Scrubs repeatedly, and the sidekick expert is suddenly on just one hit point.</p><p></p><p>The raging Mohag steps in, now with added frenzy, and cuts Dee Dee twice with his greataxe- and both big hits.</p><p></p><p>Krago gets speared in the back again, and its a Crit, the dwarf ranger is down and dying, seconds later he fails his first Death Save.</p><p></p><p>Tribbits steps in and cuts the bandit threatening Trebbelos (for minimum damage) but the foul fellow keeps on fighting.</p><p></p><p>The Lieutenant keeps moving, spots Lappoy flailing and sinks and arrow into the High Magicker, Lappoy drops unconscious.</p><p></p><p>[ATTACH=full]148942[/ATTACH]</p><p><strong>Krago and Lappoy are down, Scrubs is on one hit point.</strong></p><p></p><p>It's getting a little frantic.</p><p></p><p>Sosspan hits the bandit menacing the fallen Lappoy with three Scorching Rays, the miscreant survives, but not for long. The dragonborn steps in and bathes the same bandit with his poisonous breath. Dead.</p><p></p><p>Scrubs meantime disengages from Dee Dee and flees to relative safety.</p><p></p><p>Trebbelos gets stabbed again.</p><p></p><p>Sir Glen pumps all of his Lay on Hands into the fallen Krago, the dwarf stirs, the paladin- hero of the hour, then casts a Sanctuary spell on the ranger.</p><p></p><p>Lappoy meantime fails a Death Save.</p><p></p><p>Trebbelos tags the bandit trying to stab him with a Shocking Grasp, and a Crit, he fries the poor bugger. Dead.</p><p></p><p>Corbis charges into the Lieutenant, and another Crit, the bandit boss is yelling and swearing.</p><p></p><p>Mohag gets speared, and then again- the second one yet another Crit.</p><p></p><p>There's a lot of them about.</p><p></p><p>Mohag is surrounded, but he's the damage soak, and I reckon anytime very soon his friends (the rest of the Unexpected) are going to get their arses in gear.</p><p></p><p>[ATTACH=full]148943[/ATTACH]</p><p><strong>It was good while it lasted... I think I'm about to get stomped, maybe.</strong></p><p></p><p>Sho-Rembo gets to both Lappoy and Scrubs with a Cure Wounds and a Healing Word (and an inspiration point). The pair are in a little better shape.</p><p></p><p>Dee Dee slices Mohag three times (although two of them for only minimum damage).</p><p></p><p>Mohag cuts right back, although he's now concentrating his efforts on the three other bandits that are attacking him. The raging barbarian cuts one of the trio down dead.</p><p></p><p>The bandit that stabbed Krago into unconsciousness ignores Sir Glen's Sanctuary spell on the fallen ranger, and therefore stabs the prone dwarf again- and with another Crit, Krago is back down to one hit point, but only for a second- the ranger swigs down a healing potion, but can't get away from the fight.</p><p></p><p>Tribbits rushes in to help Mohag, and cuts a bandit with his longsword.</p><p></p><p>The Lieutenant drops his bow, draws his shortsword and cuts Corbis down, with one stroke and... yet another Crit.</p><p></p><p>Sosspan fires off three more Scorching rays- two hits, both for the Lieutenant, who dies in flames.</p><p></p><p>Scrubs scrambles over to Corbis with a healing potion.</p><p></p><p>Sir Glen slices another bandit, and then rolls minimum damage on both dice (longsword plus Divine Favour). The bandit, of course, survives the ordeal.</p><p></p><p>But there are not many bandits left in the fight, just Dee Dee and five of her men.</p><p></p><p>Lappoy staggers to his feet and then goes in search of enemies, discovering Mohag surrounded by bandits in the main entrance to the cavern. The High Magicker shapes his Thunderwave to wash around the barbarian, he destroys another of the bandits, and wounds Dee Dee and her companions some more.</p><p></p><p>At this point Lappoy also remembers that it wouldn't be a bad thing to take a few of these bandit's prisoner, he screams this seemingly 'new' information to his companions, who then begin to castigate themselves for having forgotten all about this option.</p><p></p><p>Trebbelos tries to help out with a Colour Spray, but Dee Dee just ignores it, although one of her bandit companions is left blinded by the light show.</p><p></p><p>Corbis staggers to his feet, spots the nearest bandit and stabs it in the back- dead.</p><p></p><p>So much for taking prisoners.</p><p></p><p>The Colour Spray blinded bandit still however manages to stab Mohag (he's reckless remember).</p><p></p><p>[ATTACH=full]148944[/ATTACH]</p><p><strong>I think I did okay, although it may be time for Dee Dee to do one.</strong></p><p></p><p>Sho-Rembo lights a couple of the bandits up with her Faerie Fire (including Dee Dee) and then fires a Healing Word into Krago (thanks to an inspiration point).</p><p></p><p>That's enough for Dee Dee however, the bandit leader dodges the raging Mohag's greataxe opportunity attack and then flees the lair, at full speed in seconds.</p><p></p><p>Her last words to her bandit companions- “Get out! Save yourselves!”</p><p></p><p>Mohag stands station and cuts another bandit in half (with a Crit).</p><p></p><p>Krago has had enough of sitting on his backside, he gets back on his feet and then brains the bandit that has been previously stabbing him repeatedly; this with his black mace, and rolls just short of max damage. Seconds later the combined shouting and haranguing of Sir Glen and the dwarf cause the critically wounded and terrified bandit to surrender.</p><p></p><p>Seconds later the last bandit standing in the lair surrenders too, having just been persuaded to do so by three Magic Missiles in the midriff courtesy of Sosspan, also the poor fellow is also facing off versus an enraged Mohag and Tribbits.</p><p></p><p>The fight is won, although...</p><p></p><p>There's the small matter of Dee Dee, and so we're in a chase sequence, but I'll save you the endeavour, by the time the Unexpected get their act together Dee Dee has had two clear turns on the next chaser. Who, as it turns out, is Mohag- and he's not a clue in which direction the bandit leader went (perception '1'), even though Dee Dee is still lit up with Sho-Rembo's Faerie Fire.</p><p></p><p>Dee Dee gets away.</p><p></p><p>[Bandits 600 XP]</p><p></p><p>Bugger.</p><p></p><p>The Unexpected do however have two more bandit prisoners, and a host of dead bandits- including the Lieutenant. So, not a bad evening's work.</p><p></p><p>The two bandit prisoners are interviewed briefly, the lair searched- there's actually not a lot to find here, perhaps Dee Dee fled with all the loot.</p><p></p><p>The Unexpected get in a short rest, and a little healing.</p><p></p><p>Then, with Mohag carrying the body of the Lieutenant, and with the two bandits roped and restrained, the Unexpected head back to the Keep, they'll get there- all being well, just before the sun sets.</p><p></p><p>But not if there's another random encounter...</p><p></p><p>That's all we had time for in this session.</p><p></p><p>The pot is up to £90.</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: 8495733, member: 16069"] [CENTER][B]The Unexpected in the Caves of Chaos.[/B][/CENTER] [B]Session #020: The Ravenwood 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, Corporal of the Watch). IN PROGRESS. [*] [S]Capture a teleporting bunny for the Guild of Merchants.[/S] [*] 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, early evening.[/B] Note, Corbis & Tribbits both have enough XP to become Level 2 sidekick warriors, all they need is an extended rest. But they're probably not going to get that for a while- the Unexpected are after the bandits, and on their trail- they know where they live. So, the Unexpected have been up to stuff- after capturing an al-mi'raj, or as their more commonly known- a blink bunny, the adventurers have made their way back to the Keep on the Borderlands, and the gates are still open. Therefore, after an extended chat and the paying of a few bribes (but not a lot, the Unexpected are getting a reputation as the good guys in the Keep) the PCs have had a brief chat with Corporal of the Watch, Gurtle Spinepecker, a surly dwarf- much of the time, but not atm. The dwarf's mood is improved considerably when the Unexpected hand over Ricky Pilchard, a member of the bandit gang that the Keep have been looking to put out of action for quite a while. It also helps that Ricky, full of remorse (Sir Glen put it there), is singing like a canary- he confesses to the lot, and has a little cry. Note, the Unexpected have also brought back with them the body of Ornery Jackson, another of the bandits. So, Ricky is put in a holding cell, and Sir Glen makes it absolutely clear, the bandit prisoner is not to be touched, no acts of revenge, no violence. Spinepecker gives his word. Next up the bagged and unconscious blink bunny is to be delivered post haste to the Guild of Merchants, and... well, the PCs will be back in a bit with a few others (perhaps) from the bandit gang, or else some proof that they're dead and/or gone. Note Spinepecker offers to lend the Unexpected a few guards, but the DM makes it clear to the players that they have ten N/PCs in play already, and I'm not botting any more of them. Then, the Unexpected depart, they're going after the bandits right now, before it gets dark- and they have a comprehensive set of instructions (and a map) given by Ricky and Ornery, so they're confident of the route (subject to a few successful survival checks to keep on course). Off we go... [ATTACH type="full"]148937[/ATTACH] [B]Just to remind you this is the route, from the Keep south, across the Goblinwater River (there's a shallow spot) and then into the Ravenwood hills and up to the bandit's cave.[/B] So, less than twenty minutes later and the Unexpected run into a problem, and apologies but there's no map to go with this one. The PCs are at the exact spot, they think, that Ricky told them that the Goblinwater River runs shallow, and that it was safe to cross, but... the river doesn't run shallow anywhere that the Unexpected can see. Point of fact it looks deep, and treacherous. So, here's the thing, the area is actually covered by an ancient (and more powerful, maybe) version of a Hallucinatory Terrain spell, so the river does run shallow here, and if you know that- like Ricky does, then you can see the terrain as it truly is. But the obstacle is easily overcome, its a test of faith, or else bloody-mindedness; after listening to their companions bicker and fret for about twenty or so minutes both Sir Glen (in his platemail) and Krago just step out into the seemingly deep river... and discover it is indeed a very shallow stretch of water, just like Ricky promised. The Unexpected cannot find an explanation for the fact that their eyes are deceiving them, this after a trio of really low arcana checks. Therefore, they don't question it, only wade across the shallow stretch of the river. The rest of the journey to the bandit's cave is just over an hour of walking, accompanied by three great (aided) survival checks (including '20' x2). The Unexpected find the quickest route to their quarry. But here's the thing back at the bandit ambush in the ravine, one of the buggers got clean away from the Unexpected. So, there's a bit of me (your kindly DM) that thinks that I should have the bandit lair be empty. Dee Dee and pals having got the word have shipped out, moved on. Thus leaving the PCs with the task of discovering the bandit's new abode. But there's a bigger part of me that's saying- let's get on with this, and besides the PCs played smart and rolled good to great, let them have their reward for capturing and convincing Ricky and Ornery to spill the beans. The compromise, of course, is to have the bandits know the PCs are coming and set up a little welcoming party for them, or else, well... here's what happens. [ATTACH type="full"]148938[/ATTACH] [B]The cave is quickly and easily found (once you know where it is), it's quiet inside but the play of shadows make the Unexpected think that there's someone in there... also, every now and then a low voice comes from the far chamber, perhaps.[/B] Sho-Rembo and Krago sneak in, cautious like... but the Lieutenant and four other bandits are waiting to spring their trap. The Unexpected were spotted en route to this location, both at the river crossing and on their way up to the cave, at no point did the PCs try to be stealthy. Note, Dee Dee Raven, the bandit leader is waiting with her guys for the screams to start, they're positioned a little further up the hill, above the cavern entrance and watching the PCs from up high. Also note, every bad guy in this has max hit points, and the kindly DM has given all of the bandits +1 to hit & damage, they're defending their lair, livelihood & lives. Also, why not? And so the stealthy pair (although as it turns out not that stealthy- Krago) get a little further in before the ambush hits. A bandit archer steps out from hiding and thumps an arrow into Krago, the bandit scurries away again- back out of sight, in the same instant a second bandit rushes forward shouting and spears Sho-Rembo in her side. Then the Lieutenant steps out from hiding and sinks another arrow into the dwarf ranger, but again, the bandit boss steps back out of sight as yet another bandit charges in with its spear, but Krago dodges back just in time. Alas just in time to turn away from the bandits before him, but not the third bandit archer who steps in (briefly) and sinks a third arrow into the dwarf. Krago is down to nine hit points and hurting bad. [ATTACH type="full"]148939[/ATTACH] [B]Ambush Part One. Note the artillery are firing from the north west chamber, although now they're back out of sight.[/B] The Unexpected are not having that... the call from Sir Glen is, well... something about the Morning Lord, and... CHARGE! The adventurers (and players) are all in. There's a lot of swearing here. Sho-B-Bear suddenly puts in an appearance, and then claws the now screaming bandit that stabbed her right back. Then a raging and reckless Mohag rushes in and hits the bandit trying to stab Krago (although for minimum damage). Krago however takes control, using an inspiration point to grab out a potion of healing and swig it down, and then clobbering the bandit with a '20', the backstabbing bastard is the first to die. The dwarf ranger is not content- hollering a very sweary battle-cry he rushes forward and spots, then stabs, one of the formerly hidden bandit archers. “There's a bunch of 'em through here!” The dwarf shouts to his companions. Tribbits is the next into the lair, rushing over to cut down the bandit facing off against Sho-B-Bear. Sir Glen, always playing the hero, double moves all the way into the farthest chamber of the cavern- eventually catching up with Krago, and then using an inspiration point (with a little Divine Favour) cuts down the bandit archer the ranger wounded with his blade. “They're in here!” The paladin confirms, and then some more blather about the Morning Lord. Lappoy is also on the charge, double move followed by an inspiration point to fire a trio of Magic Missiles into yet another one of the formerly hidden bandits. However, the now wounded bandit shoots the wizard right back, with its longbow, and not even Lappoy's Shield spell can save him. The High Magicker is suddenly down to five hit points. [ATTACH type="full"]148940[/ATTACH] [B]The Unexpected are cutting through the bandits. This is easy- “I thought there'd be more of them”, Pete (prophetically) states.[/B] Just to say, no-one has thought to take any prisoner as of yet, or else inflict subdual damage. However, it's a this point that a whole host of bandits, who were poised to follow the Unexpected into the lair, drop down from above the cavern opening and unleash whatever attacks they have. In short order Sho-B-Bear takes four hits in quick succession, one of them a Crit with a thrown spear, the wildshaped druid is on just two hit points. At the same time, within the lair, another half-a-dozen bandits spring from their various hiding places. As Pete said at the time- “naughty word! There are more!” Lappoy gets speared, the wizard is down to two hit points. Krago gets speared again- and he's not well again, Trebbelos gets speared for the first time- although the bandit who dared the tiefling suffers from the sorcerer's reaction Hellish Rebuke. [ATTACH type="full"]148941[/ATTACH] [B]C'mon! Let's see if I can mess up a few of the Unexpected.[/B] Too soon. Sho-Rembo is suddenly back in the cavern, the halfling druid unleashes a (second level) Thunderwave on the bandits blocking the exit, at the rear of this bunch is Dee Dee Raven. Only Dee Dee fails her save, and... 3d8 = 6 Thunder damage, half for those that saved. Bugger! Sho-Rembo runs away a little. Smart cookie, as moments later Dee Dee Raven dances in and stabs Scrubs repeatedly, and the sidekick expert is suddenly on just one hit point. The raging Mohag steps in, now with added frenzy, and cuts Dee Dee twice with his greataxe- and both big hits. Krago gets speared in the back again, and its a Crit, the dwarf ranger is down and dying, seconds later he fails his first Death Save. Tribbits steps in and cuts the bandit threatening Trebbelos (for minimum damage) but the foul fellow keeps on fighting. The Lieutenant keeps moving, spots Lappoy flailing and sinks and arrow into the High Magicker, Lappoy drops unconscious. [ATTACH type="full"]148942[/ATTACH] [B]Krago and Lappoy are down, Scrubs is on one hit point.[/B] It's getting a little frantic. Sosspan hits the bandit menacing the fallen Lappoy with three Scorching Rays, the miscreant survives, but not for long. The dragonborn steps in and bathes the same bandit with his poisonous breath. Dead. Scrubs meantime disengages from Dee Dee and flees to relative safety. Trebbelos gets stabbed again. Sir Glen pumps all of his Lay on Hands into the fallen Krago, the dwarf stirs, the paladin- hero of the hour, then casts a Sanctuary spell on the ranger. Lappoy meantime fails a Death Save. Trebbelos tags the bandit trying to stab him with a Shocking Grasp, and a Crit, he fries the poor bugger. Dead. Corbis charges into the Lieutenant, and another Crit, the bandit boss is yelling and swearing. Mohag gets speared, and then again- the second one yet another Crit. There's a lot of them about. Mohag is surrounded, but he's the damage soak, and I reckon anytime very soon his friends (the rest of the Unexpected) are going to get their arses in gear. [ATTACH type="full"]148943[/ATTACH] [B]It was good while it lasted... I think I'm about to get stomped, maybe.[/B] Sho-Rembo gets to both Lappoy and Scrubs with a Cure Wounds and a Healing Word (and an inspiration point). The pair are in a little better shape. Dee Dee slices Mohag three times (although two of them for only minimum damage). Mohag cuts right back, although he's now concentrating his efforts on the three other bandits that are attacking him. The raging barbarian cuts one of the trio down dead. The bandit that stabbed Krago into unconsciousness ignores Sir Glen's Sanctuary spell on the fallen ranger, and therefore stabs the prone dwarf again- and with another Crit, Krago is back down to one hit point, but only for a second- the ranger swigs down a healing potion, but can't get away from the fight. Tribbits rushes in to help Mohag, and cuts a bandit with his longsword. The Lieutenant drops his bow, draws his shortsword and cuts Corbis down, with one stroke and... yet another Crit. Sosspan fires off three more Scorching rays- two hits, both for the Lieutenant, who dies in flames. Scrubs scrambles over to Corbis with a healing potion. Sir Glen slices another bandit, and then rolls minimum damage on both dice (longsword plus Divine Favour). The bandit, of course, survives the ordeal. But there are not many bandits left in the fight, just Dee Dee and five of her men. Lappoy staggers to his feet and then goes in search of enemies, discovering Mohag surrounded by bandits in the main entrance to the cavern. The High Magicker shapes his Thunderwave to wash around the barbarian, he destroys another of the bandits, and wounds Dee Dee and her companions some more. At this point Lappoy also remembers that it wouldn't be a bad thing to take a few of these bandit's prisoner, he screams this seemingly 'new' information to his companions, who then begin to castigate themselves for having forgotten all about this option. Trebbelos tries to help out with a Colour Spray, but Dee Dee just ignores it, although one of her bandit companions is left blinded by the light show. Corbis staggers to his feet, spots the nearest bandit and stabs it in the back- dead. So much for taking prisoners. The Colour Spray blinded bandit still however manages to stab Mohag (he's reckless remember). [ATTACH type="full"]148944[/ATTACH] [B]I think I did okay, although it may be time for Dee Dee to do one.[/B] Sho-Rembo lights a couple of the bandits up with her Faerie Fire (including Dee Dee) and then fires a Healing Word into Krago (thanks to an inspiration point). That's enough for Dee Dee however, the bandit leader dodges the raging Mohag's greataxe opportunity attack and then flees the lair, at full speed in seconds. Her last words to her bandit companions- “Get out! Save yourselves!” Mohag stands station and cuts another bandit in half (with a Crit). Krago has had enough of sitting on his backside, he gets back on his feet and then brains the bandit that has been previously stabbing him repeatedly; this with his black mace, and rolls just short of max damage. Seconds later the combined shouting and haranguing of Sir Glen and the dwarf cause the critically wounded and terrified bandit to surrender. Seconds later the last bandit standing in the lair surrenders too, having just been persuaded to do so by three Magic Missiles in the midriff courtesy of Sosspan, also the poor fellow is also facing off versus an enraged Mohag and Tribbits. The fight is won, although... There's the small matter of Dee Dee, and so we're in a chase sequence, but I'll save you the endeavour, by the time the Unexpected get their act together Dee Dee has had two clear turns on the next chaser. Who, as it turns out, is Mohag- and he's not a clue in which direction the bandit leader went (perception '1'), even though Dee Dee is still lit up with Sho-Rembo's Faerie Fire. Dee Dee gets away. [Bandits 600 XP] Bugger. The Unexpected do however have two more bandit prisoners, and a host of dead bandits- including the Lieutenant. So, not a bad evening's work. The two bandit prisoners are interviewed briefly, the lair searched- there's actually not a lot to find here, perhaps Dee Dee fled with all the loot. The Unexpected get in a short rest, and a little healing. Then, with Mohag carrying the body of the Lieutenant, and with the two bandits roped and restrained, the Unexpected head back to the Keep, they'll get there- all being well, just before the sun sets. But not if there's another random encounter... That's all we had time for in this session. The pot is up to £90. Stay safe and well you lovely people. Toodles for a bit. Cheers the Unexpected and goonalan. [/QUOTE]
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D&D 5e Into The (Keep on the) Borderlands (B1&2) #032 Monster Mash.
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