Wednesday, 7 June 2017

Keep on the Borderlands - The Path of Evil - Session 41b



SESSION 41b: DAY 17 – CRAGMAW CAVE

ROUND 1A

Party initiative = d20 = 14 + 0 = 14

Monsters initiative = d20 = 13 – 1 = 12

·        Malandir instantly fires an arrow at one of the troglodytes but misses. He moves 10ft to the south west to clear the way for the other party members to engage the enemy.
·        Per yells “Die foul creatures!” as he charges to the north. Stabbing at one of the monsters with his glaive but he too misses.
·        Lucien calls for Freemont and Clovis to support him and moves to the square 10ft south of Clovis, tossing an alchemical bomb at the closest trog. P202 of the Core Rule Book indicates that throwing a splash weapon is a ranged touch attack. Lucien lobs the bomb has a range of 20ft but Lucien’s throw is good and the monster takes 5pts of damage and 2pts splash damage to the near by trogs. Lucien notices that the troglodytes are well armoured by their natural scales but are a little slow to move and are particularly vulnerable to touch attacks.
·        Freemont moves to Lucien’s southern flank and fires an arrow at the nearest troglodyte but misses.
·        Clovis moves 5ft to the south to Lucien’s northern flank and fires an arrow at one of the troglodytes but also misses.
·        Talmark downs a potion of cure light wounds, healing back 3pts of damage. He advances 10ft to the north to support the flank of Per.
·        Kord moves 15ft to the north to protect Talmarks right flank. He lashes out at the troglodyte there but misses because of the dim light and his lack of infravision (-2 modifier to hit) and being ill (a further -2 to hit). He wonders if he should cast light upon his shield to try to improve their chances of hitting.
·        Barret decides he is best able to help the southern contingent and hence he moves 5ft to the south east and fires an arrow and he critically hits the nearest one in the right leg, opening an artery. The monster drops to the ground and bleeds out as it suffers 9pts of damage, killing it.



ROUND 1B

·        Having suffered their first casualty, the troglodytes will need to take a morale check. They roll 3 on 2d6 against a morale of 8 and will fight on.
·        The troglodyte opposing Per lashes out at him with his claws and teeth but it misses three times with its bite, claw, claw.
·        The next trog attacks Talmark in the same fashion and but, similarly, the warriors armour protects him against the deadly attacks and the monster misses with all three attacks.
·        A troglodyte advances 5ft towards Kord and attacks but again cannot penetrate the armour of the holy warrior.
·        Frustrated that they cannot find a path to attack, one of the two northern troglodytes decides to move around to the east to try to support its fellows in the south. It double moves 60ft.
·        The first southern troglodyte advances 5ft to the west and attacks Freemont. It misses twice but one of its claw attacks works its way through his armour delivering 4pts of damage the hapless warrior.
·        The remaining warrior advances on Lucien. Its teeth bite deep into Lucien’s left shoulder and it narrowly misses raking the cleric with its claws. Lucien takes 2pts of damage from the assault.




DEW

Sunday, 4 June 2017

Keep on the Borderlands - The Path of Evil - Session 41a



SESSION 41a: DAY 17 – CRAGMAW CAVE

As darkness falls the party can hear the calls of the night. Different creatures are coming alive. The hoot of an owl and the howl of packs of wolves communicating can be heard. 

Lucien keeps a brave front despite the creeping dread he feels at being out in this wilderness as the sun sets. As he plods on with the group under their load, he consoles himself that they should reach their cave before it gets too dark. And then there is always the possibility that every time they leave the cave, some other person, group or creature could attempt to claim it.

Talmark asks, "Do you think it would be better for us to try to keep our base hidden, or place a sign claiming rights or skull totems or some other way of showing ownership? I am more for keeping it hidden for now, until it can be better fortified and have full-time guards..."

Lucien ponders the suggestion, weighing options as he walks. Finally he speaks, "Maybe I could see if there is an alchemical solution. Something that gives a scent that has a better chance to drive animals or those with discerning scent away. Posting skulls or totems could invite do-gooders trying to do the same we are and send the message the occupants, us, are no better than a savage animal or tribe to be exterminated.”

"Lucien, would your talents and future talents at crafting magical wonders extend to improving weapons? The long history of my family always spoke of my sword as having been imbued with righteous fire, and we had always thought that literal. In all of my years, and my fathers before me, and his fathers before him, none had ever seen these espoused flames. It has been a dream of mine to see Feldrac become its storied self, burning with the light of true flame. Is it possible? Would you be able to do so?"

"Alas, Talmark, the power to imbue weapons requires much effort and study. Asmodeus rewards those worthy of claiming their power by sheer force of will, manifested through force, guile and study. "

Lucien adds, “Kord and I have been discussing and praying on Feldrac.  You have mentioned to us all in the past of the sword’s history and legend.  It is not unheard of for weapons, items, devices to have hidden magic or powers that require an, “awakening,” of sorts.  A ritual or event or exposure that brings forth untapped potential.

I say this now to give you hope, much more discussion and research needs to be done to find out what the catalyst or maybe even series of catalysts are needed, or possible. Feldrac may or may not respond, it has been in your family for many decades and who knows if and how your ancestors have already tried to do this… Kord and I will do our best, though.”

As they approach the cave, some of the party smell a horrible stench. 

Per, Talmark, Barret, Kord and Clovis must all make a DC13 Fortitude save or become Sickened which will give a -2 penalty to all Attack, Weapon Damage, Saving Throw, Skill Check and Ability Check rolls. 

They roll 5 (Per – fail), 3 (Talmark – fail), 20 (Barret – pass), 1 (Kord – fail), 16 (Clovis – pass). 


They are only less than a 100ft from Cragmaw Caves. They think about getting to the safety of the cave but before they can they are confronted by troglodytes. 

They are about 5ft tall and weigh about 150 pounds. Malandir knows (because he has some Knowledge Local and Knowledge Dungeoneering) that they are feral cave dwellers in these parts and that they are amongst the most populous denizens of the upper reaches of the endless caverns in the mountains. They are equally at home raiding the settlements of those who dwell above or below ground. They are known from time to time to gather in great numbers but usually they keep their own numbers under control with numerous feuds, cannibalistic raids and bitter civil wars. The troglodyte is one of the oldest of intelligent races, and ruins found in some remote caverns can testify to the fact that their empire was once among the largest in the world. Religion is strong among troglodyte tribes, and their shamans and priests are the highest regarded members of a clan. 

Lucien, Freemont and Malandir must also now check to see if they are sickened. 

They roll 19 (Lucien – Pass), 15 (Per – Pass) and 18 (Malandir – Pass). 

The light is currently low as night approaches and all characters, except Malandir, will suffer -2 to attack unless more light is provided. Should a light source be introduced, such as a torch or a Light spell, then we’ll revert to normal darkness rules and the party will only be able to see 30ft from the light sources as their ‘night vision’ is ruined but they’ll suffer no penalties within that 30ft. 


ROUND 1A

Party initiative = d20 = 14 + 0 = 14

Monsters initiative = d20 = 13 – 1 = 12

The party has the initiative. 


DEW

Thursday, 1 June 2017

Keep on the Borderlands - The Path of Evil - Session 40



SESSION 40: DAY 17 – CAVES OF CHAOS TO CRAGMAW CAVE

Lucien removes the now earless head of the gnoll King. He thinks of ways that he can render it down to the bone and incorporate the large skull into a suitable helmet. 

For now, he uses a torch to cauterize the decapitation and ear wounds to try to mitigate the fresh blood smell. As he stands up from cleansing the wounds he says to the party “I vote that we head back to our cave, drop off anything that we do not want to take to the Burg and then onto the Burg to convert what we have to gold. Malandir can train up and we can procure fresh supplies.”

Per and Kord nod their heads in agreement. 

Talmark agrees about returning to the cave then town. He hopes that the party won’t run into anything as he is still quite heavily wounded. “Whilst the nice bows and falchion would fetch excellent money, perhaps they would be better used by party members? Something we may want to be aware of, is that leaving a lot of corpses laying around may draw scavengers and rats and possibly disease. You never know. Maybe an old evil wizard or Liche may come looking for the corpses. We may want to grab or make a couple of scrolls of Remove Disease or something as well, just in case.”

Lucien responds “We don’t, as yet have the power to make scrolls of Remove Disease, but soon, I’m sure, Asmodeus will bless us with those abilities. Maybe we should drag all the bodies out, maybe 40 to 60ft from the cave and then light them just before we leave. No rats, no disease nor skeletal remains, but the other tribes would be aware something is going on. It could step up their alertness, or maybe a catalyst for making it easier to intimidate them later. It may prompt them to spread themselves thin by claiming this cave. Just an option.” 

Lucien runs his fingers through his hair as he thinks deeper into the future, “We could sell the Falchion. Think towards the future. Soon I’ll be able to Craft Wondrous Items and we’ll need gold to buy the needed resources to craft the magic. I was thinking perhaps a Scabbard of Vigor for Talmark, a relatively inexpensive item and a combat boon. Kord, Malandir and Per, you should think of inexpensive magic items that I could maybe make for you too.”

The party agree that they’ll dispose of the bodies by dragging them out and burning them. They set to work and after an hour they have completed their grisly task. 

They gather their items and head back towards Cragmaw Cave.  

It is usually about a four to six hour walk, and normally they can get from Cragmaw Caves to the Caves of Chaos and back in a single day, all during the daylight. But today, with the time taken to prepare the many pelts, the burning of the bodies and the slower than normal walk due to their encumbrance, night comes before they are able to make it back their base……..


DEW