Day 3 – Cragmaw Caves
Some of the characters had purchased consumables and other bits and
bobs which I cannot really fit onto the Summary Character Sheet so I’ve
summarised them below:
-
Lucien: Alchemy Lab, Alchemical Fire (3),
Antitoxin (1), Scroll - Doom (2), Scroll - Cure Light Wounds (3), Scroll - Cause
Fear (2), Scroll - Shield of Faith (2)
-
Kord: Scroll - Cure Light Wounds (2)
-
Talmark: Oil of the Magic Weapon
A summary of character finances is provided below:
On the morning of the third day the characters assemble outside the
inn, near Randel’s Well.
As they leave the Burg and start on their journey to find Cragmaw Caves,
the three characters start to talk to the troop of mercenaries. They soon find
that Fremont was elected as leader because he’s got a forgiving personality,
Clovis and Stein are cheerful, Barret is cautious and Per is brave.
As they leave the safety of the Burg they turn east and then north.
They wind their way through the pass looking for where they think the caves
might be.
[Random encounter check. The
lawlessness of the land is currently 6 and thus there is a 1 in 6 chance of a
random encounter for every ½ day of travel during the daylight hours and two 1
in 6 checks during night time hours). A 2 is rolled – no random encounter.]
[As the partly leaves the
relative safety of the path and they begin to search for the caves they need to
make a Survival check of DC 14 to find the caves. We’re using the ‘Getting
Lost’ statistics (p424 of the Core Rule book) to check if the characters find
the caves. Every time they don’t they won’t get lost per sae but rather they’ll
need to make another random encounter check. If they haven’t found the caves
after four attempts then it’ll be dark and they can either continue to check
(in the dark) or they can head back to the Burg.]
[Kord has Survival 6 and Lucien
will try to Aid Another. Page 86 of the Core Rule Book says that you can Aid
Another by making a skill check against a DC10 and if you succeed the character
you are helping will get a +2 bonus. Survival is uses a Wisdom stat and Lucien
has a Wisdom of 19 + 4 check. He rolls a 7 + 4 = 11 > 10 and provides
valuable assistance. Kord rolls a 17 + 2 assistance + 6 skill = 25 > 14.]
After an hour of searching the find what looks like an entrance to the
Cragmaw Caves.
They’ve heard the rumours that the goblin raids have been coming from
the caves. They are reasonably comfortable that they can easily take on the pesky
little goblins but are wary that they might get mobbed and over powered through
sheer numbers of goblins. They can see the entrance to the cave mouth. There is
a well-worn track with various shrubs around its entrance [note to players – treat the stream as a dry bed – ie no water].
Rather than spend time using Survival to try to confirm what’s in the
cave, the party decides to attack first in the hope that they can clear the system
quickly and get back to the Burg before dark.
The stack up into a two-wide formation with Per and Talmark in the
front rank, Kord and Fremont in the second, Lucien and Clovis in the third and
Barret and Stein in the rear.
As they approach the cave entrance, two goblins appear from the thicket
of bushes to the east.
SURPRISE ROUND
Goblins roll 16 + 10 = 26 stealth check for stealth and 9 – 1 for
perception = 8.
Characters roll 1 – 4 = -3 stealth check and 9 + 4 = 13 for perception.
[Use the worse party stat for
stealth and the best party stat for perception].
The party is surprised by the goblins.
[House rule #7: Monster Reactions.
Monster Reaction table used for the game is from D&D Basic (page B24) but
with some home brewed modifiers. The table is as follows: 2 = immediate attack,
3-5 hostile, possible attack, 6-8 = uncertain, monster confused, 9-11 no
attack, monster leaves or considers offers, 12 = friendly.]
A monster reaction role of 5 is made. As the party is ‘invading’ the
monsters home, unannounced, the goblins immediately attack.
·
The northern most goblin fires an arrow at
Talmark but the arrow bounces harmlessly off the flat-footed warriors shield.
·
The southern goblin fires an arrow at Kord. The
deadly little arrow strikes true, hitting Kord in the right shoulder for 1pt of
damage.
ROUND 1A
Party initiative: 13 + 0 = 13. Straight roll off = 12.
Goblins initiative: 7 + 6 = 13. Straight roll off = 5.
·
The party wins the initiative and Talmark
instantly charges the northern most goblin. He swings wildly with his two-handed
sword but misses the little monster.
·
Per charges the northern most goblin but also
misses.
·
Fremont move up around Kord and attacks the southern-most
goblin but he also misses.
·
Kord stretches out his hand and lets a Fire Bolt
lose towards the northern goblin which hits it dealing 4pts of damage. The goblin
squeals as its skin is singed.
·
Stepping around Kord, Clovis comes forward to
back up the warriors in the front rank.
·
Stein and Barret move up to guard against an
attack coming from the cave system.
·
Lucien watches for an attack from the way that
they’d come from.
ROUND 1B
·
The northern goblin drops his short bow and
drawing his short sword stabs at Talmark. In a wild flurry of blows he stabs
Talmark in the face, nastily gashing the side of his chin. Blood streaks from
the warrior’s face as he suffers 3pts of damage.
·
The southern goblin slashes at Fremont but
misses the mercenary.
DEW
At two goblins, Lucian is content to let the melee specialists do their best and he keeps watch. He will not cast Shield of Faith or get into melee himself unless and until he sees a bigger threat in numbers or enemy skill.
ReplyDeleteIf we are set upon by a single large or vicious enemy (think ogre, bear, dire wolf, etc.) -- Lucien will use a Cause Fear Scroll.
Summon Monster I at this point is only a speedbump, used to interpose between the enemy and a likely target. The creature summoned would only be around for a single round, just enough to distract an enemy caster, or give an ally time to maneuver to better positioning before the summoned creature disappears. Another good use - the summoned Viper choice has the Scent ability and attacks "invisible" opponents easily.
Yeah I figured for the moment you'd rather keep your powder dry.
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