New group for Kervasis.

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garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1508
Joined: Thu Mar 15, 2007 9:40 pm

New group for Kervasis.

Post by garhkal »

So, after the prior group 'died off' due to two of the players "Rage-quitting" on me, i took to Discord, and had luck nabbing a husband/wife duo, and a trio of their friends, who just had their Long standing GM move down to Florida.. So today we had a 'session 0' so to speak, where we discussed house rules, how i run things, my gods, my realm and such. And took to having everyone make their characters.

SO for Players, we have Dave, his wife Dawn. Their Friends Dale, Larry and Steven. There MAY be a George that might join too..
For the "Group concensus" rules, they opted for
NO level limits, use racial XP penalties (Though this didn't stop FOUR of the five, taking elves or dwarves),
No to psionics
and Just use 2x damage for critical hits.

So for the primary characters, Dave made an Elven fighter, with the Archer kit, Point bought up, to max out his Strength and Dexterity (at 18/00 and 19 respectively).
Larry made a Human fighter (didn't bother with a kit at this time), He actually rolled. Got a 18/88 for Strength, a 14 for Int, 11 for Wis, 12 for Dex, 18 for Con, and 14 for Charisma. Dave's wife, Dawn, Made a Dwarven fighter/priest of Beronnar True silver, with the Myrmidon kit (she didn't have the Cha to get a Champion, but still wanted a kit to take a weapon specialty).
Stephen made an Elven Ranger. And Dale made a Elven priest of Solonor Thelandria.

I will get everyone's characters put into the CRE program, then typed into word doc, so i can post their stuff...

This gives me a solid 5 players, six if George joins in, but Dale and Dave both say he's rather flaky...
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1508
Joined: Thu Mar 15, 2007 9:40 pm

Re: New group for Kervasis.

Post by garhkal »

Correction. They ARE opting to now go with Level limits, vice the racial penalties.. EVEN with them, all but one of the 5, went with a demi-human.. SO as a group, they talked at home last night, and emailed me this afternoon, alerting me to that change up...
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1508
Joined: Thu Mar 15, 2007 9:40 pm

Re: New group for Kervasis.

Post by garhkal »

SO for my players and their characters (primary for now). WE have the following 5 characters. ALL made via the point buy method for attribute generation.
First up is Steve (prefers to be called Bobo), playing
Silvex, the elf ranger.
Rolled a 2, so had 60 points for allocation to his stats.
Height 5ft 4" (60 inches), Weight 1-9lb, Age 116. NG alignment. Built at 10,000xp, good for 4th level ranger, but starts game play with just 3k.

Str 3 base, assigned 13 points to take to 16. (13 spent), 16 overall
Dex 3 base, assigned 13 points to take to 16 (26 spent), +1 racial mod takes to 17 overall
Con 3 base, assigned 12 points, to take to 15 (38 spent), -1 racial penalty takes to 14 overall.
Int 3 base, assigned 9 points to take to 12 (47 spent). 12 overall.
Wis 3 base, assigned 13 points to, to take to 16 (60 points). 16 overall.
Cha 9 base, Nothing assigned.

HD d10 (No con bonus)
HP rolls: 10, 8, 10, 9
Total HP; 37

Weapon slots (4 base +1/3 levels = 5). 1st, to 3rd slot spent for Broad weapon group blades. 4th slot spent for longbow. Holding 3rd level slot, to specialize at 5th level.

Non-weapon slots (3 base +1/3 levels = 4). Free Tracking. 1st slot read/write elf, 2nd slot Navigation, 3rd slot Boating, 1st and 2nd bonus int slot Survival. 3rd level slot modern languages common.

Species enemy Z-throk. Related is Ghouls and ghasts. Gains +4 to hit and +1 damage/level vs Z-throk, only +1 to hit and +1 to damage vs Ghouls and Ghasts.

Equipped with (built at 800gp).
Portable Canoe
Wielded: +1 Long sword

In backpack- 1 winter blanket, Tied to left side quiver holding 20 sheaf arrows, Tied to right side is a 2nd quiver with 20 sheaf arrows,

Carried – Longbow,

Worn – Water proof boots, Studded leather, Ranger wilderness harness, Ranger woodland cloak

In chest; 3 spare long swords, with scabbards, Spare winter blanket

Other – Membership in Warrior's guild paid for Two years (100gp/yr)

Left over, 366gp.
Then we have Larry, playing
Stitch McDoogal, the Halfling Fighter/Thief, with the Myrmidon kit. Built at 5,000xp F/5,000xp T, so is 3rd fighter/4th thief. Starts game play with 1,500xp F/1,500xp T).
Height 3ft 7" (43 inches), 95lb, Age 32. NG alignment.
He also rolled a 2, so has 60 points for allocation.

Str starts at a 3, assigned 10 points into it, taking it to a 13. -1 racial penalty, drops it to a 12. 10 points allocated so far.
Dexterity starts at a 3, assigned 18 points, taking it up to a 18. +1 racial, puts it to a 19. 28 points allocated so far.
Con starts at a 3, assigned 18 points to it, taking it to a 18. 46 points allocated.
Int starts at a 3, assigned 7 points, taking it up to a 10. 53 points allocated.
Wis starts at a 3, assigned 5 points to it, taking it up to an 8. 58 points allocated so far.
Cha starts at a 9, using the last two points here, bringing it up to a 11.

HD (d10 +4/d6+2)
HP rolls;
(fighter) – 10 +4 = 14/2 = +7 for first lev, 6 +4 = 10/2 = +5hp for 2nd. 7 +4 = 11/2 = +5hp for 3rd.
(thief) 6 +2 = 8/2 = +4hp for first, 5 +2= 7/2 = 3hp for 2nd, 6+2 = 8/2 = +4hp for 3rd, and 4 +2 = 6/2 = +3hp for 4th.
Total HP = 1st (7+4 = 11). 2nd (5+3 = +8hp, total 19hp). 3rd (5hp +4hp = +9hp. Total 28hp at 3rd).
+3hp for 4th, gives 31hp.

Weapon slots; (4 base +1/3 lev = 5). Slot 1, 2 and 3, broad weapon group Blades. Slot 4 Short bow. 1st int slot specialize in Weapon and shield fighting style. Free specialty from kit in Short sword. 3rd level slot for Small shield proficiency.

Non-weapon slots (3 base +1/3 lev = 4). Free from kit Ancient history and Fire building. 1st slot blind fighting demi-human, 2nd slot tumbling, 3rd slot appraising, 4th slot modern languages common. 2nd int bonus used with 3rd level slot, to gain Monster lore – base.

Equipped with; (started out with 600gp)
Readied – Short sword +1.

Worn – Cloak of the Arachnid, +1 Leather armor. Belt with 2 small pouches, Drawers, gloves.
(First small pouch holds thieves tools, 2nd pouch holds 2 bars of soap and small mirror)

IN backpack – 2 weeks dry rations and 1 week iron rations, 50ft silk rope with grapple, whet stone, 2 water skins, bed roll, 2 quivers each with 24 flight arrows.
Carried – short bow.

In chest – 2 spare sets of drawers, two towels, 2 shirts, 2 pants, one tunic, winter cloak and winter blanket.

Services – 1 year of warrior guild membership (100gp). Paid down 300gp for membership for Thief guild (needs 1,000gp for a LIFE time membership). Leaves 43gp, 9sp and 2cp remaining.

Weight carried and movement; 60.6lb. 6” move.

AC – 0. 3 without shield, 7 surprised.

Combat stats; Base thac0 18. Melee 15. 16 for magical short sword (17 with other short swords).
Short sword +1. D6+3 dam s/m, d8+3 dam large. Speed 1. 3/2 attack.
Short bow, 50/100/150 range, 2/1 rate fire, d6 damage, 5 speed.

Thief skills: 60% base, +30% per level x 3 levels = +150%.

Pick pockets – 15% base, +5% racial mod, +15% dex mod. None assigned. 35% overall.
Open locks – 10% base, +5% racial mod, +20% dex, +50% assigned, 85% overall (50% assigned)
Find/remove traps – 5% base, +5% racial, +10% dex, +45% assigned, 65% overall (95% assigned)
Hide in shadows – 5% base, +15% racial, +15% dex, +15% assigned – 50% overall (110% assigned)
Move silently – 10% base, +10% racial, +15% dex, +15% assigned – 50% overall (all 125% assigned)
Hear noise – 15% base, +5% racial. No other mods. 20% overall
Climb walls – 60% base, -15% racial, +15% dex. +25% assigned. 85% overall.
Read languages – 0% base, -5% racial. Need to buy up before can use.
IIIRC HE made some edits to the above, buying up his RL to 0 and dropping his OL down by 5%..

Then we have Dale, playing
Boratt, the Elven Priest of Solonor Thelandria. He only rolled a 1 for his attributes. Also built at 10,000xp, so is 4th level. Starts with 3,000xp.
Height 4ft 11" (59 inches), Weight 111lb. Age 121. CG alignment (its all his god allows).
Strength starts at a 3, 5 points allocated bringing it to an 8, (5 points allocated)
Dex 3 starting, 15 points allocated, bringing it to a 17, +1 racial, makes it a 18. 20 points allocated so far.
Con 3 starting, 15 points allocated, to bring it to a 17, -1 for racial penalty, dropping it down to a 16. 35 points allocated so far.
Int starts at 3, 6 points allocated to bring it to a 9. 41 points allocated. (gains 2 bonus language slots)
Wis 3 starting, 18 points allocated to bring it up to a 18. 59 points allocated.
Cha starts at a 9. Left there.

HD d8. + con
HP rolls; 8, 7, 4, 1. Total HP 24. CURRENTLY!

Weapon slots (2 base +1/4 levels = 3). Slot 1 Longbow, Slot 2 Long sword. 4th level slot for Single handed fighting style specialty (for AC boost).

Non-weapon slots (4 base, +1/3 levels = 5). Slot 1 and 2 Healing. Slot 3 Religion. Slot 4 and 1st bonus int for Alertness (as its a thief class NWP), 2nd int bonus modern languages common. 3rd level slot - read/write Elf,

Equipped with (Built as if had 500gp).
Wears; +1 Leather armor, Belt with 2 small and 1 large pouch (Large pouch holds 3 vials holy water, two vials writing ink, small pouch 1 holds 2 bars soap, 3 quills. Small pouch 2 holds coins and Dust of Dryness [ 6 pinches]), soft boots, good cloth cloak, drawers, holy symbol,

Wields, Long sword.

Carried Longbow,

In backpack, 2 weeks dry rations, 1 quiver 2 dozen flight arrows, bedroll, whet stone, 2 water skins, small tent.

On riding horse – saddle, saddle blanket, bit and bridle, horse shoes, small chest, quiver with 20 sheaf arrows.

In small chest, winter cloak, winter blanket, 2 spare drawers, 2 towels, 2 pants, 2 shirts, tunic.

Money left; 140 gp, 7 copper, 5 silver.

AC 1, 3 if is using bow (as loses single handed fighting bonus), 7 surprised.

Combat stats, 18 base thac0, 17 for long sword, 15 for longbow due to elvish bonus (and god bonus).
Long sword d8/d12, 1/1 rate fire, 3 speed.
Long bow, with flight arrows, d6 dam, 2/1 rate fire, 70/140/210 range, 6 speed.
With sheaf arrows d8 damage, 50/100/170 range.
Then our host, Dave (and his wife Dawn). Dave's playing
Thorn Oaken heart, Elven fighter, with the Archer kit.
NG alignment. Height 5ft 2" (62 inches). 108lb, 117 years old.
He also rolled a 1 for his d4, so has 59 points..

Str starts at a 3, assigned 18 points to raise to 18, then 7 more points to get it to 18/00. 25 points assigned so far.
Dexterity 3 start, assigned 18 points to raise to an 18. +1 raical modifier, makes it a 19. 43 points allocated so far.
Con starts at a 3, assigned 6 points, raising it to a 9, but racial mods drop it back down to 8. 49 points allocated.
Wis starts at 3, 5 points assigned bring it to 8. 54 points allocated.
Int starts at 3, 5 points allocated, bringing it to 8. all 59 points allocated.
Charisma starts at a 9. Nothing allocated.

HD: D10 (no con bonus or penalty).
HP rolls; 10, 8, 9, 9 Total HP 36.

Weapon slots: (4 base +1/3 lev = 5. +2 free from kit for bows). Bonus two slots from kit used to get Tight weapon group -Bows. 1st and 2nd slot used for Specialization in Longbow. 3rd slot used for Body shield, 4th slot used for Long sword proficiency. Saving third level slot till gets chance to learn Missile weapon fighting style.

Non-weapon slots; (3 base +1/3 lev = 4). Free from kit, Bowyer/Fletcher and Hunting. 1st slot Land riding, 2nd slot swimming, 3rd slot rope use. Int bonus slot used for modern languages common. 3rd level slot left open.

Equipped with : Built as if had 800gp to start.
Readied – Made for strength bow

Carried in backpack – Bed roll, 3 weeks iron rations, 10 candles, 10 chunks of chalk, flint and steel, 2 scroll cases, small tent, 100 ft silk rope with grapple, 2 water skins, prybar, 10 large sacks, 1 quiver with 24 flight arrows, tied to right side, 1 quiver with 20 sheaf arrows tied to left side.

On riding horse – Saddle, blanket, bit and bridle, horse shoes, 2 spare quivers with 20 sheaf arrows each.

Worn - +1 hide armor, Boots of the Wanderer, Belt with 2 small pouches (first holds potion of flying and 1 bar of soap, 2nd holds small silver mirror and chalk),

In chest – 2 spare sets of drawers, 2 pants, 2 shirts, 1 tunic, 1 set of towels,

562gp remaining.

AC 1. 5 if surprised. If use body shield in melee, AC drops to -2.
Combat stats. Base melee thac0 14, Same for base Missile thac0. LONGBOW thac0 for Strength bow, 9.
Longbow with Flight arrows, d6+6 dam, 6 speed, 2/1 rate fire, 70/140/210 range.
With sheaf arrows, d8+6 dam, 2/1 rate fire, speed 6, 50/100/170 range.
Long sword – d8 +6 dam/d12+6 dam. 1/1 attack, 3 speed.
Dagger – d4+4/d3+3 dam, 1/1 attack, 1 speed.

Weight of gear – 83lb. Move 15 with Boots of the Wanderer, 12 if wearing normal footware.
And lastly, his Wife, Dawn. Playing
Amber Stone breaker, dwarven fighter/priest of Berronar True silver, with the Myrmidon kit.
Height 4ft 2" (50 inches), 124lb weight, 58 years old. LG alignment.
Built at 5,000xp F/5,000xp P, good for 3rd fighter/3rd priest. Starts at 1,500xp fighter/1,500xp priest.

Str starts at 3, assigned 13 to take to 16. 13 allocated so far.
Dex starts at 3, assigned 13 to take to 16. 26 allocated so far.
Con starts at 3, assigned 12 to take to a 15, +1 for racial bonus. 38 allocated so far.
Int starts at 3, Assigned 3, to take to a 6. 41 allocated so far.
Wis starts at 3, assigned 18 to take to a 18. ALL 59 points allocated.
Cha starts at 9, -1 racial penalty. Drops to a 8.

HD (D10 fighter, +d6 Berronar priesthood. Averages to a d8. Using the HR option to average the HD, so won't have to worry about tracking ½ hp). +2hp con bonus.
Hp rolls; 8, 7, 4. Total HP, 25

Weapon proficiencies: (4 base +1/3 lev – 5 ) 1st slot Horseman's mace (required by god), 2nd slot battle axe proficiency, 3rd slot specialty in weapon and shield fighting style, 4th slot for Light crossbow. Free specialty from Myrmidon kit for Battle axe specialty. 3rd level slot – medium shield proficiency.

Non-weapon slots: (4 base +1/3 lev = 5). Free from kit Ancient history and Fire building. Free from God Herbalism. 1st slot animal handling War goat, 2nd slot land ride war goat, 3rd slot religion, 4th slot modern languages common. 1st bonus int slot read/write common. Saved 3rd level slot for now. Suggest she spend this to take the Priest specific lore skill, UNDEAD lore..

Equipped with: Built at 650gp.
Worn; Banded mail, Medium shield, Belt with two small and one large pouches (large pouch holds all 3 vials holy water, and Elixir of health, small pouch 1 holds bar of soap and small silver mirror, 3rd is holding 2 vials writing ink, and 3 quills), riding boots, and holy symbol.

Stored – suit of studded leather for night watches.

In backpack – 2 weeks dry rations, 3 bolt cases (two each holding 20 bolts, and one holding 10) for light crossbow, 2 wine skins, 1 water skin, flint and steel, small tent, bed roll, 2 small sacks, and map case holding 5 sheets paper.

In chest – 3 drawers, 2 sets of garnesses, one tunic, one winter cloak, 1 winter blanket.

On ram – Saddle, bit and bridle, blanket, small chest.

Carried – Light crossbow,

Readied – Battle axe +1.

Left with 152 gold, 7 silver, 7 copper. (SUGGEST buying 1 year membership to Warrior's guild).



AC -2 with shield, 2 without shield, 4 surprised.
Combat stats, 18 base melee, 16 base missile thac0. 15 with battle axe, 14 with magical axe.
Battle axe +1, dam d8+4, 3/2 attack, speed 5
Light crossbow, d6 dam, 50/100/150 range, 1/1 rate fire, 6 speed.

Weight – 95lb, Lightly encumbered. 5 move.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1508
Joined: Thu Mar 15, 2007 9:40 pm

Re: New group for Kervasis.

Post by garhkal »

SO, we had our first official session today. All 5 players showed up, no one yet has made a 2nd character, though Dave is thinking of an elven fighter/mage...

So the group, being it has two myrmidons, are doing their yearly duty for the mining city of Awagoor, with the other 3 joining in, for 50gp/mo pay (since they are leveled guys).. Doing a one month west, south, east, north box for patrolling..

8th day out, they hit the first random encounter.. Something staple i do for new groups.. a seven pack of crawling claws, to get everyone back to used to 2e rules...
Some hyjinks ensued, and Dawn's character, amber almost lost her War-ram, after two claws battered it... (took it from 9hp down to 1).

6 further days into their patrols, they came across the scheduled encounter for the day's session. A 11 pack of orcs, out on a raid (2 days out from their lair, but the group has not tracked them yet, so don't know that). The Orcs were 8 regular warriors (Five bowmen and 3 melee guys), their 3rd level warrior leader, 3rd level witch doctor (mage) and 3rd level priest of Grummsh.
The Witch doctor launched a Melf's acid arrow, but missed.. The shaman popped off a Sanctuary on himself, Thorn had fun with his archer's increased rate of fire with his bow (3/1 if he stand still!!), taking out the WD in one round.. BUT some of the rest got toe to tow with others, and got plinked at by the leader's own speciaized bow (with 18/18 str). They got some decent loot from it.. Not much just their gear, and around 100gp worth of coin from the leader, the doc and shaman...

That night though, they got rumbled into by a four pack of Ghouls led by one ghast..
AND MAN, did Boratt, the priest, keep getting lucky as heck, with his saves vs the Ghast's paralyzation.. Making 4 for 4 of his saves! (luckily i use the HR, that if only ONE ghoul or ghast is hitting you, no matter HOW MANY Attacks strike, only ONE save is made).

So the gang had some fun, especially Dale and Dave.. Larry's needing a little longer to get back into 2e's way of things..

We as a group will be playing Weekly this time...
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1508
Joined: Thu Mar 15, 2007 9:40 pm

Re: New group for Kervasis.

Post by garhkal »

So we had our 2nd session tonight.

After last sessions rumble with the Ghouls and Ghast, the group got some much needed rest, and healed up. Then Silvex the ranger did some tracking to run these currs down to their lair. They found it (though they lost the tracks 30 or so yards away), going along a stream (around 4ft wide, 20 inches deep), going into the side of a hillock.. Not seeing anything, Thorn and Silvex discussed what to do, maybe with the Dwarf and mounts acting as a diversion to draw out any that may be left, while the rest got on TOP of the hillock..

Well the ruse worked, as Amber drew one more ghast out, AND 3 of the four other ghouls inside (the other ghoul, Ghast and lead ghast all got surprised)..
She almost got paralyzed from this though, but the mounts did their job, keeping her on the move..
Silvex and Boratt the priest slowly engaged in melee, while Thorn and Stitch stood back plinking away with arrows.. First felling the Ghast that was outside, then 2 of the 3 Ghouls.. However, as Silvex got into it, THE LEAD GHAST came out from under the weeds (think of the Cave entrance as having a curtain of weeds/vines and such covering it up), and PARALYZED HIM (he rolled a nat 2 on his save.. EEK!).. And he eventually got taken to -9hp with that thing dragging him back inside for one round, THEN MUNCHING DOWN... Luck was with him though as Amber managed to heal him to stop his bleeding out before it got too bad. However after a Nat 1 fumble from Thorn the archer, Amber lost her Riding ram.. (14hp to a beast with 9!).

Slowly they whittled the other undead down, and managed to nab a LOT of loot... BUT it would be a full week, for Silvex to get out of his bed rest, so they camped INSIDE the warren.. Nothing came anywhere close in that week..

Then they headed back, to town, satisfied their patrol was good, though with it being over a week since the orc encounter, they just felt it was a small patrol, nothing to worry about.. FOR NOW.. BUT their band, now up one more horse, made enough seismic waves, to bring out a quartet of hungry Trapper scorpions.. This battle went rather swiftly with one beast (one of the to Emaciated ones), getting taken out in one round.. However things almost went pear shaped for Amber, as she got stung, THEN EVEN WITH HER DWARVEN POISON SAVES (and good saves for being a priest), STILL managed to roll a Nat 1, so was poisoned.. Luck was with her as she managed to get off a Slow poison in the following round (had she not, the poison would have killed her at the end OF that round)..
Then they spent an hour searching around for plants to make a natural purgatory (anti-venom), but with her very low intelligence, she Easily failed that roll..

THEN Boratt wondered "IF I cast locate plants and animals, WOULD THAT HELP to find the needed stuff". SO he did, got what was needed, and rolled REAL good on his healing roll. AND made two doses.. Amber eagerly drunk one, neutralizing the scorpion's venom.. The other they saved..

After making it back to town, they paid up their living expenses, to get both Boratt and Amber up on all their components, divvied up most of the loot, after selling off all the armor/weapons they nabbed from the orcs (and what was down in the lair of those scorpions) netted quite a haul.. Some went into a "party fund', the rest went evenly to everyone else.. (THIS IS different than BOTH my prior groups)..

Amber purchased a new Ram, while Stitch bought himself a large bull Mastiff for HIS mount..

Then they spent a while discussing what next to do, and decided to head out to see if there were any more Orcs to the west.. First they headed towards that ghoul camp, to use IT as a home base for now.. AND they decided to travel AT night, sleep in the day..

SO the 8th day out, as they walked in the evening, they saw the LARGE silhouette of an Ettin being chased by 10 flying thinggies.. (five were on him, the other 5 were coming up in the rear.. HELL FLIES!)..

Five of the beasts stayed ON the Ettin (they figured out what it was, after hearing two different voices make curse words and ouches). The other five flew at the party..
2 rammed into Silvex, but he only got hit by one, and EASILY made BOTH his Dex check and his petrif save.. Amber got rammed at by one, and spat at by one.. She unfortunately failed vs the spit, but got missed by the rammer.. Then the others were on..
With Thorns great damage with his bow, he easily took out a # of them. THEN started plinking away at the 4 now, who were left on the Ettin, for some reason wanting to SAVE HIM.. (i will be awarding him some good RP bonus for this).. Then it was down to 2 left, as THEY took the Ettin down to -8 in the same round HE killed a 3rd one. Leaving Stitch, Boratt and Thorn to take out the last 2.. Then Boratt healed up the Ettin, enough so he'd not die..

This is where we left the session off...
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1508
Joined: Thu Mar 15, 2007 9:40 pm

Re: New group for Kervasis.

Post by garhkal »

Game day 3 down.. All five players were back..
After healing up from Hell Fly encounter, and saving the Ettin (only Boratt was able to cast spells on him, since Amber, being a dwarven priestess, BY THE DWARVEN GODS< cannot cast spells to heal up humanoids, which the Ettin most definitely counts as), they took to chatting with the Ettin.

During this gossip, they learned
A) There's a largish group of Orcs, way out west, heading South-west (unknown #s). Based on the way he said many-many moons datta way, they were uncertain on how far away they would be.
B) There's potentially a moderate size group of Hobgoblins, N-west up towards the mountains.
C) to the South-west, roughly 3 days away, there was a small grove of trees, that had “Something Growling” inside.

However, due to Item saves, Amber lost BOTH Her Medium shield, AND Her Banded mail armor (neither magical), and Silvex lost one of his Short swords. While finishing up their bed resting (the Ettin needed 3 more), they spent the time cutting open the Hell flies, and recovered 7 gems. Four got appraised.
So the group headed up to the nearest town, The “tower town” of Everschul, to replenish the lost gear, and get some large barrels of ail, for the Ettin (He is one of TWO known ettins who wander the south lands, drinking, and gossiping). They also sold a magical vial (Oil of Impact), gaining 3,500gp! That and the Gems, netted the group 4,580gp more..
However with Travel time, back, rest, and back OUT to their cave camp site, it was almost 13 days. This meant that it's been a good Two weeks since the Ettin saw the orcs, so they've had a lot of time to travel away. The group discussed “Do we go after them, OR the hobs? OR do we try to clear out that little grove of trees, of what ever “Growls”... They opted for the latter. However, on the trek back, they had one Day time encounter, while resting, with a Quartet of Gargoyles, led by a single Margoyle (two of the Gars, had a dead Draft horse between them they were carrying).
The gang learned the hard way, THEY NEED magic to strike them. Thorn, since he had no magical armor, beseached that he could try to “punch” using his magical armor, as the means of hitting them, while deflecting their attacks with his body shield.. After thinking it over, I said “Give it a try”, and his FIRST ATTACK that way, was a natural 20! Then he hit a 2nd time (in the following round) with a natural 19 on the die. So it seemed his tactic was working (I was giving him d3 damage, + 3 points from his str). But he still was taking a little damage.. (It took a little prodding, but Larry playing Boratt, eventually started trying use Sun-scorch, as a spell, which did great when they fought the Gargoyles. May need to work more with him on this!.

After the group dealt with that threat, they had the rumble in the woods, with a mated pair of Owl-bears (with one single cub). Silvex rushed the pappa, getting bear hugged, but it died from well placed arrows from thorn. (man is his 18/00 str bow, mixed with a 19 dex, and the rest, making him a RANGED MONSTER killing machine)... While dealing with the mama bear, and cub, Amber and Boratt thought of using spells here, but since they're both relatively new for 2e's spells, were having a hard time figuring out which to cast.

After defeating the bears, Boratt and Amber, both tried to 'tame' the cub (but since its NOT a natural animal), their attempts didn't work, though it went along, for the Free food BOTH fed him!. Till it scarpered off in the night while they rested.. They recovered some skeletal remains of months long dead elves, three total, looking like a small woodsman group (had a large two man saw, three axes and a large tent), one of which still had its family crest signet ring on. Since they were close to the Elven woods they took the three bodies back for proper burial, and gave back the ring to the family (earning 50gp in reward). They then headed back up north, passing their former Ghoul lair, before having the last encounter of the evening.. a Quartet of Hook horrors, burrowed up from their lair, right into the group. Two went to the animals (they were emaciated), one went to Stitch and one to Boratt. STITCH got Hugged, but his died just as he was attempting to break free (Had a 4% chance and rolled a 2%! EGADS he's lucky). Thorn was having an off/on day with his arrows (rolled almost a dozen natural 4's missing even an AC Of 5), but also had some great hits.
We left off for the session, after they looted what LITTLE was in that lair.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1508
Joined: Thu Mar 15, 2007 9:40 pm

Re: New group for Kervasis.

Post by garhkal »

Rats. Though i knew that the new group was giving me a 'probie look', (four sessions, if we don't gell, then we don't gell), but just, got this via Discord..
First, everyone seems to like you just fine and we would welcome you to play as part of our group should you desire to do so.

Second, regarding 2e, of the 5 players, 2 aren’t fond of it, 1 doesn’t like it and wont play if we continue, and 2 players are ok with it, and a 6th player hasn’t been coming because of it.
So, it seems another group bites the dust...
It's not who you kill, but how they die!
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