| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
OK, this is silly. These guys aren't any threat.
You obliterate the first two boggards to approach you, and quickly thereafter the next two to make it to you.
That seems to put a little fear into the other sentries and they quickly turn tail and dive into the water, leaving you seemingly alone in the village.
| Kereek! |
Kereek looks around, confused. "These am the people who am causing so much trouble? HELLOOO? We am coming in peace to talk! We am not wanting to squish you, but we am needing you to stop attacking our caravans! HELLOOO?"
Can we fight a froghemoth? Please? I always wanted to, but I've never gotten to yet...
| Katerina the Maid |
Yeah, 20hp mobs with ACs in the teens just don't 'threaten' like they used to....
With the sentries scared off Katerina begins making a detailed search of the camp. "What are we looking for exactly?"
| Prazil |
"More frogmen to fight! These ones am not for being any challenge at all!" Prazil shakes the remains of the boggard he clove in the shoulder from his sword as a cloud of disappointment washes over his scaled face. Shrugging, he tromps through the waters to the nearest hut and kicks the door open, broad sword still in hand. "Hello? We am here to stop you from making trouble! Am you for hiding in here?"
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
| Marcelline Bryne |
"There's beasts disrupting trade in the area. I'm assuming we're looking for the beasts." says Marcelline, joining Katerina in searching the area. Specifically, she's looking for more boggards, which she will kill on sight, and entrances to secret hidden boggard caves.
"I bet if we kill a leader, or if we kill most of these frog-creatures, we'll succeed at stopping the piracy."
Perception (Inspiration): 1d20 + 18 + 1d6 ⇒ (20) + 18 + (2) = 40
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
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Froghemoth? Sure, I'll just stick one in the water.
Looking around, you see most of the small, crude huts are falling to ruin, and if they've ever been used, you haven't found any sign.
However, a large, crude hut, its circular roof thatched with dry, brown fronds of fern, near where you landed yields a surprising occupant: A narrow, beetle-like creature with four brown, spindly legs. Powerful mandibles click in rhythm at your entrance to the hut, reed-thin antennae waving upon its head as if testing the air.
It burbles at you in a language none of you understand.
| Agnar Hrolfsen |
Agnar eyed the beetle-like creature carefully, trying to identify it.
Knowledge Nature: 1d20 + 9 ⇒ (19) + 9 = 28
He tried a few magically enhanced words to communicate with it.
I try a round of my Speak with Animals domain feature, but I'm guessing this is a vermin.
| Marcelline Bryne |
Marcelline pulls a scroll from her pack, unfurling it. She holds her ring hand in front of the scroll, and reads an abbreviated version of the arcane formula scribed on the scroll.
Spellcraft (DC 20): 1d20 + 18 ⇒ (7) + 18 = 25
She puts the scroll away afterward, and using her own magical power casts the spell that was scribed on it. She reaches out and touches the creature, and shares with it her knowledge of Common. Then, she gives the strange creature a thumbs-up sign and moves her index fingers in circles around each other, to indicate for the creature to try again.
Transfer share language into my ring of spell knowledge and cast it.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
What element, Kereek?
Agnar, you believe it's actually a bog strider, a type of monstrous humanoid that can walk on water and communicate via tapping it.
The bog strider flinches away as Marcy reaches for it, but relaxes when she transfers her knowledge of language to i.
"Please, you must free me before they come back!" it clicks at you.
| Agnar Hrolfsen |
Agnar fumbled in his belt pouch among some carefully rolled bark sheaves.
"If we wished to continue our discussions with the boggards, I have something here that would allow us to go underwater for say...five hours or so? We'd be wet, but we could breathe."
| Kereek! |
Kereek nods at Agnar. "Kereek have water for breathing magic, too! Kereek also have spell that makes magic eye that am flying out for him! It for searching before we am going in. Kereek will make it go!"
Kereek casts arcane eye, his newest fun spell! He sends the eye under the water, scanning around while there. He keeps up a running commentary on what he sees, trying not to get distracted by cool fish or fun shapes in the kelp.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
As you look more carefully around, you realize several mounds in the ground marked with stars on the exploration map have holes in them leading downward, knotted roots leading to a 10-ft. drop to the floor below.
You can also see another mound on a small island at the lake's edge, though can't tell if it has a similar passageway down. You do see clean-picked bones litter the island and several human skulls line the island’s perimeter, some placed just inches deep in the water. They all face away from the lakeshore, staring north across the lake as if watching for
intruders from that direction.
| Agnar Hrolfsen |
Is this going to be a stand up fight, sir, or another bug hunt?
Angar took a long, searching look at how the mounds were placed, along with the northward facing skulls. He was trying to figure out which of the holes might be the most important, or the most direct to the leader of such a living community.
Know nature to guess the shortest path to the boss?: 1d20 + 9 ⇒ (12) + 9 = 21
| Agnar Hrolfsen |
Agnar ponders the different roles that thoughtful consideration and instinctive action play in his life. But only for a moment before he follows the enthusiastic Kereek into a random hole.
"Heel, Fang. You've been very good and quiet on this trip, but now you need to go into this hole.
Yes, like a terrier. Yes, I know...I don't want to either."
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
You climb down the roots through the hole, funding yourself in a cramped cave with minimal room for those humans and half-elves among your group.
The roots require a DC 5 Climb check that I assume most of you can make sans problem (though maybe not Prazil?); however it is a 10-ft. drop, so all of you including Fang will need to make a DC 15 Acrobatics check or take 1d6 ⇒ 4 falling damage
Thick mats of roots hang from the ceiling, and the floors are thick morasses of mud, water, and fungus. Everything down here is DIFFICULT TERRAIN!
An excited buzz of agitated insects fills the round cavern you find yourself in, emanating from a row of wooden cages. Along the far wall hangs a variety of leather sacks, harvested roots, and swamp-pickled meats.
When you're ready to move on
A passageway south splits to the east and west.
Exploration map is updated.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Two long lines of matted rushes extend down the center of the new chamber. Between them rest large, round baskets meant to act as serving platters. Scraps of leftover bones, insect carapaces, and tangled roots lie scattered along the walls.
Six boggards look up as you enter and begin croaking loudly in alarm.
Agnar: 1d20 + 2 ⇒ (20) + 2 = 22
Katerina: 1d20 + 11 ⇒ (1) + 11 = 12
Kereek: 1d20 + 7 ⇒ (17) + 7 = 24
Marcelline: 1d20 + 8 ⇒ (7) + 8 = 15
Prazil: 1d20 + 4 ⇒ (6) + 4 = 10
Antagonists: 1d20 - 1 ⇒ (5) - 1 = 4
Party is up first. You can probably just eliminate these things in a round if you want to use the resources (fireball would almost certainly do it), but you do need to use said resources.
| Kereek! |
Before anyone else can rush in, Kereek calls out, "Hello hello! We am here to stop raiding on trade caravans! We am not here to hurt but to talk!"
I totally know Kereek could wipe these guys out in a second, but he has to talk to them first. He's so committed to proving that 'monsters' are people too that he can't just assume they're hostile and kill them. He's got too much invested in that part of himself.
| Katerina the Maid |
On the surface, Katerina shrugs and gets ready to go into what are most likely water filled tunnels or fetid pools at least. She takes off her skirt and rolls it neatly, palcing it into her pack and leaving her legs covered by her knee length pantaloons. Seeing Marcy's smirk she just says, "Don't make fun, at least I will have something clean later!"
With Kereek's magic Keterina drops into the hole, ready for anything. Or so she thinks. The bugs are thick as fog, so Kat covers her mouth with the sleeve of her free arm. When the boggards come out croaking, she begins moving towards them only to be caught by Kereek's squeaking plea. Well, we don't have to kill them. Not really anyway.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Assuming everyone else holds off too...
Two of the boggards croak loudly everyone must make TWO DC 13 Will saves or be shaken for [dice]1d4[/dice rounds. as the others rush for the entrance, trying to get past you.
If you want, you can take attacks of opportunity (and then take your Round 2 action) or let them go or do something else I can't predict because that's what players do. :)
| Prazil |
Prazil takes a step forward, greatsword seemingly eager in his hands, when Kereek calls out. He looks back at Kereek, utter confusion on his face, then turns back just as they croak loudly and burst into motion.
Will Save (DC 13): 1d20 + 8 ⇒ (18) + 8 = 26
Will Save (DC 13): 1d20 + 8 ⇒ (11) + 8 = 19
As the boggards rush forward, Prazil's sword falls in a gleaming arc. "You am not for making trouble any more! Prazil am showing you! Prazil am showing all of you how strong Hartsland and Prazil am!"
AoO: 1d20 + 21 ⇒ (4) + 21 = 25for: 1d10 + 9 ⇒ (3) + 9 = 12 +1 point of bleed
| Kereek! |
Will: 1d20 + 8 ⇒ (18) + 8 = 26
Will: 1d20 + 8 ⇒ (3) + 8 = 11
Kereek sighs as the croaks begin. He shakes his head and lets the others cut them down because he's too disappointed that monsters acted like monsters. Perhaps kobolds really were the only civilized species?
| Katerina the Maid |
Will: 1d20 + 9 ⇒ (6) + 9 = 15
Will: 1d20 + 9 ⇒ (13) + 9 = 22
Katerina shrugs off the blood chilling croaks and focuses on her job. Without adjustment she breaks the tide of boggards that tries to sweep past her. At first it's like clockwork and then her blade hangs up against one of the boggard's hip joint, slowing her follow-on enough that one gets by unscathed.
Combat Reflexes...
AoO: 1d20 + 23 ⇒ (11) + 23 = 34 for Damage, Precision: 1d8 + 23 + 12 ⇒ (1) + 23 + 12 = 36 plus if Evil: 2d6 ⇒ (4, 4) = 8
AoO: 1d20 + 23 ⇒ (5) + 23 = 28 for Damage, Precision: 1d8 + 23 + 12 ⇒ (2) + 23 + 12 = 37 plus if Evil: 2d6 ⇒ (6, 4) = 10
AoO: 1d20 + 23 ⇒ (1) + 23 = 24 for Damage, Precision: 1d8 + 23 + 12 ⇒ (7) + 23 + 12 = 42 plus if Evil: 2d6 ⇒ (3, 2) = 5
AoO: 1d20 + 23 ⇒ (12) + 23 = 35 for Damage, Precision: 1d8 + 23 + 12 ⇒ (3) + 23 + 12 = 38 plus if Evil: 2d6 ⇒ (5, 6) = 11
Would it be cannibalism if we had frog legs for dinner?
| Marcelline Bryne |
Will: 1d20 + 6 ⇒ (19) + 6 = 25
Will: 1d20 + 6 ⇒ (3) + 6 = 9
Marcelline shrugs as the creatures rush past them, swinging her blade in a wide arc against one that gets past Katerina.
Attack (shaken): 1d20 + 17 - 2 ⇒ (16) + 17 - 2 = 31 Damage: 1d10 + 8 ⇒ (6) + 8 = 14
Confirmation: 1d20 + 15 ⇒ (20) + 15 = 35 Crit Damage: 1d10 + 8 ⇒ (3) + 8 = 11
| Agnar Hrolfsen |
Will Save 1 vs. DC 13: 1d20 + 13 ⇒ (13) + 13 = 26
Will Save 2 vs. DC 13: 1d20 + 13 ⇒ (12) + 13 = 25
Agnar sighed at the needless carnage. He then placed a friendly hand on Marcy's shoulder, noting she was feeling a bit off.
Calming touch as a standard to remove shaken condition from Marcy.
| Prazil |
"Good! More for Prazil to be fighting! Bring Prazil strongest and Prazil am for showing you! Froggies am not making trouble for Hartsland any more!"
The burly kobold, sword at the ready, switches belts and shifts into his tauric form. He then goes galloping after the last of the fleeing boggards.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Kereek doesn't find any magical auras in the room as Agnar and Marcelline stay close to his side.
Despite your longer legs, you find yourself falling behind the two boggards, who seem to skim over the grasping mud and roots that slow you down. You stay close enough to see them take a left turn as the tunnel branches, but then they're lost to sight.