Barrow Moor: Raust and the Orphidian tribe.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#41 Post by Spearmint »

Civilizing the Orphidians.

Keeping a firm grip through strength of character and impressive deeds, the Orphidians take to the new tribe Mistress and on the whole are eager to follow her leadership.
She invests a crew in infrastructure improvement, making a suitable reception area in the front cavern to impress those diplomatic visitors when they come with said tribute.
Several are seconded to a building project, creating a bamboo stockade across the cavern entrance that shields the interior from the worst of the waterfall leaks and breaking the wind that continually chills the cave. Ledges are swept clean and frames erected that might be used to dry skinned pelts and fish.
She sends scouts to keep a wary eye on the boglings for signs of betrayal.
Three of those who accompanied you leave to scout the Bullywug Ruins, returning a few days later to confirm that the Bactrian tribe have used the days to engage in a period of community mourning for those slain. Each frogling being wrapped in long leaf fronds, their bodies painted with various woad patterns and then being perhaps rather unceremoniously taken to a boggy section and simply laid upon the earth, to slowly sink beneath the surface while they ribbet various chants and croaks in a requiem.
She encourages Venwynn to train and build loyalty with his new bogling rangers by scouting southward instead of in their home territory.
Venwynn checks out down stream of the Merisc River. Keeping to the south bank, she and two Orphidians, the two seconded Bullywugs and a wolf companion trek about eight miles, (the distance of one Hex as the river meanders across), They report "that half way along they encountered a swarm of strange hybrids; crab like armoured Armadillos that hunted grubs and earthworms along the river bank. They were non-aggressive, cautious in nature. Later we came across several carcasses. These creatures had rolled themselves up in defence but had been slain and disembodied, just the empty shell and inedible portions left behind. It was not wild animals who killed them for the injuries appeared caused by weapons; spears, barbed arrows rather than claws or teeth. We looked for footprints but found none." They note the presence of bears and deer like tracks.

They do give you a pot they found which contains a pungent algae, quite salty and flavoursome. You suspect it is used to marinade food. In trying to identify the algae you conclude it is similar to varieties of cave lichens, growing in dark, damp conditions rather than in the open upon the Moor.

They also noted at one point in the river, "there is a small island, a few hundred yards long and covered in crooked black Willow trees. It is about a bow shot from shore but the river runs fast past it. We began to make a raft to row across but encountered an aquatic ogre and withdrew." (the Bullywugs would have no issue swimming, the Orphidians are able swimmers too).

actions Raust add any comments, questions and actions then I will update with the Bullywug Chief coming with the first tribute.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#42 Post by Marullus »

Raust is glad for the Orphidians taking to her and to her worship of Herne. She is growing accustomed to the presence of peoples and the duties of social interactions... it is good, she supposes, that she is able to develop these skills among the snake-men and frog-men more akin to herself as a wolf-daughter, before she must again venture to the human-town and speak to the Duke and those who make towns by their will rather than fitting among the forest or marsh. She is glad for Carca venturing forth with Venwynn - he always had a more adventurous spirit - but feels a loss having only her smaller pack with Namma. She keeps her sister Namma close at hand throughout her days, a comfort amidst other social exhaustions.

She hears Venwynn's report with interest. The pot, most especially, indicates the pale and sunless peoples that live beneath us. She must engage them sooner rather than later... their faces are carved in these caves, and therefore they are closest neighbors and she must understand them. She directs Venwynn and his patrol to seek to learn more about their surface access points and their night movements.

Ogres and often poor neighbors, but they do have the strength to hold worthy resources for themselves. She will think on this approach as well. Whether ogres or morlocks, she itches to get away from the people and into the marshes. She will do so with Venwynn as soon as the Bogling Chief is addressed.

As she prepares for the Bullywug's coming, she ensures her Orphidians are prepared to have a visual show of might. That she herself is impressive as a Mistress. That she is ready and able to renew the enchantments, that she knows what she might offer for honest fealty.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#43 Post by Spearmint »

Civilizing the Orphidians.

Orphidian Caves, Waterfall of Merisc River, Barrow Moor.

Leal service means a tribute of hunted meat and foraged provender each fortnight, and items of value they find or collect to increase their favor. The chief, who is to be her trusted agent (as close as she will say to 'peer'), must deliver it. (And she will recast Charm.)
There is greater reward for those who wish to form a vanguard in her service. Those frogs who wish this honor can appeal to Venwyn who can assemble a unit of frog rangers/scouts from those he finds he is willing to trust.
Two weeks go by since your encounter with the Bullywugs, almost three in total since the defeat of the Naga Mistress.

Raust dresses for the occasion, her raiments decorated with tokens of bone fragments and shards of bleu-jaune crystals, a gold earring designed as the twin coiled heads of an Amphisbaena sported on one lobe, your staff carved into the image of a serpent. Forewarned by scouts of the Bullywug Chief bringing his first tribute, you make ready for his arrival.

A troop of froglings come, carrying the chief on a palanquin, hopping in soft leaps that give the impression of his riding along. The ornate chair made of bones and tusks upon long poles of wood and draped in reptile skins. He has come equally to impress. Charmed still by your spell but no fool.

In front of his bouncing throne, half a dozen archers; behind froglings bearing poles of muskrat, wild fowl and gator and one pole with some kind of skinned constrictor snake. Perhaps that trophy a Wug warning to the Orphidian tribe.

"Ananxyrus Greenback, Baron of the Merisc Bogs, approaches. Make way, make way." they ribet and croak.

There is tension between the two humanoid variants, certainly after many Bullywugs were slain by your group. They want to appear brave and unafraid but clearly do not relish accompanying the Chief here and probably resent giving away a portion of their hunt successes.

"As you requested, my tribute is here Mistress Raust, we can have peace between us and together grow our realm."

The Chief hops off his carried chair, bow formally on his crooked legs.

actions, how do you wish to receive him and his band? What particular issues or concerns? Any requests to make of them?
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Re: Barrow Moor: Raust and the Orphidian tribe.

#44 Post by Marullus »

Raust receives him formally, reciprocating all acts of respect. "Peace, growth, and prosperity, Baron of the Bogs. May your tadpoles grow to strong children and may those that assault us serve only to grow our number."

She subtly reinforces her enchantments upon him as a surety, still not confident in the bogling's commitment to non-tretchery. Otherwise, however, she does her best to engage in true and positive diplomacy. She honors them for providing faithful tribute and orders a feast shared between the groups with a portion from both their tribute and her own stores. She visibly shows respect for Ananxyrus and raises his stature so as to bolster him to remain alive and faithful in his role. She praises the bogling rangers that have formed under Venwynn and lauds their success. She knows someday that magic will fade and hopes to have a solid foundation of partnership that can last beyond the frogling's instinct for base tretchery.

During the feast, she discusses the nature of their shared borders. Where do the boglings consider their territory to end, and why? Are there other neighbors or threats that are a concern to them that we can or should address together with combined strength? Acting as a good pack alpha, she shows concern for her pack and their collective need. They have shared their hunt, they have given her the first cuts as alpha, she now must see to their territory and security.

As above, if there's no surprises or requirements here, her next move will be to move with a party against the ogre while Venwynn scouts the Morlocks to learn their access points and night movements. Hopefully the ogre has treasure that can raise the stature and provide gifts for loyal allies next fortnight.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#45 Post by Spearmint »

I will update here later tonight.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#46 Post by Spearmint »

Civilizing the Orphidians.

Orphidian Caves, Waterfall of Merisc River,
Barrow Moor.

She honors them for providing faithful tribute and orders a feast shared between the groups with a portion from both their tribute and her own stores.
One enjoyable facet of the Bullywug presence is that a large portion of their diet can be made up of flies, insects, beetles and grubs. Continually the Orphidian cavern is affected by such creatures and the Wugs' are efficient clean up artists. So that certainly has a beneficial impact on making the caverns more homely and could easily give a few sacks worth for them to take away to keep any 'quid pro quo' status positive.

You find the Bullywugs are proficient in crafting items from the carapaces of any larger critters; shields made from giant snail shells, or chitinous plates. Should you ever get large enough parts from a Rhinoceros Beetle or Ankheg, they could craft you a better suit of druidic, non-metallic armour.

You want at this tribute time to both reinforce your authority and enhance Ananxyrus vassal-ship. During the meeting, you could walk over heated fiery stones and coals, using your Resist Fire ritual. Lighting your scimitar in flaming tongues and walking over the burning stones without blemish or blister.

The show is impressive, Wugs are susceptible to fire and it adds to your overall charisma and hold. The re-cast spell works like a Charm too, and none are any wiser to your coercive control.

From the Runic Menhir:
So Raust gains the knowledge to cast Resist Fire, even though it is a 2nd level spell. But you can only cast it once then it is erased from memory. However if you get chance (probably not right now as some creature has appeared to terrorise the group), you can meditate on the affect and consider that if you coal-walk as a ritual, it might restore the magic power the Runic Menhir has bestowed upon you.
The Wugs are also masters of poisons. For the Orphidians, that might not be so much a problem bearing in mind their lycanthropic bite. But it is always a fear for yourself. You have a scroll with a Slow Poison spell prepared, but Kai, your chief Orphidian steward can cup-bear your food to approve it. At this soirée, there is no hint of treachery.

conclude it was probably discussed mind, for such is the Wuggish nature.

Raust: reception of Ananxyrus [1d100+25]=53+25=78

The evening ends with some storytelling. Here is a familiar one, much travelled from Duchy to Duchy and echoed once more by the Bullywug Chief.
Tis true, many wonders walk these lands. The Barrow Moor plains holds many mysteries. The tombs of knights, priests and kings. And of course, the Barrow of the Halfling Queen.

Riga, stout of heart and fearless. Reckless too, but then all halflings have a mind to wander and a craving for solving enigmas. She was a rogue, a collector, a purveyor of antiquities, of spoils and trove. We name her, Grave-robber.

Her desire for riches and fortunes pushed her to scout ifar and wide into earth's secret niches. Hidden are these sacred barrows, buried lost and forgotten under the deep earth, one famed and notorious, a crypt so wondrous, a sarcophagus of kings. She scoured the land, mapping, surveying, tracing archives, until finding a sigil rune pointing to the tomb, dug beneath the rolled stone dias, hidden under the roots of a great Weirwood tree.

Descending a stairwell she cautiously crept, sword out alert for threats. The webbed corridor remained silent, eerie. Winding down spiralling tunnels, her lantern flickering a faint light. Each footstep sounded hollow on the flagstones and echoed as haunting behind. Halting at a banded door she picked a secure lock and avoiding traps opened a breach into a chamber. In the middle of the room lay a marble plinth, ivory white in colour and carved with noble themes. Loosening a capstone, Riga lifted the lid and beheld the kingly skeleton resting eternally in regal rags. A coronet of gold upon his wearied brow. Nervously she took it and in triumph placed it upon her own head. "I am the Queen!" she cried and paraded in step around the tomb. Laughter and joy filled the place until she heard a groaning, a whispering, a clicking and scratching. In fear she tried to flee but the earthen walls collapsed and dark beetles emerged. The scarabs tasted the air with long feelers and chittered between them, rubbing claws together in rythmic friction to communicate unearthly tones. They scuttled towards her, as menacing and sharp as her keen blade was, the roaches bit, drooling froth and nipping with sharp fangs. Riga fought bravely, swotting even with her crown but it was a forlorn hope of rescue as fierce welts blistered her bruised body and lacerations drained blood like rivulets of rain. Breathless and weak, she finally succumbed.

She woke later, how much later she knew not. Her clothes had been removed yet her skin was warmed by sheets of soft silk, wrapped around her like swaddlIng clothes. The aura of luminescence glowed from the cave mosses and fungi. It pierced through the silk strands like sun rays through the cloud. Her memory came back quickly, the nips, stings, bites. Had she succumbed to poison? She forced her way out of the silken binds, pulling and stretching them apart until she pushed first a head, then arm and shoulder to wriggle free. She landed upon a soft cushion of straw and alarmingly at the feet of the giant bugs. They chitted in her presence, touching feeling with antenna, caressing her hair and smothering her skin with a creamy loam. Drones appeared from a side tunnel, spitting out a mash of regurgitated vegetables. Touchy feely antenna encouraged her forward to eat. She tried to refuse but the drones manipulated her arms and once held, made her gorge on the porridge until she almost choked. She crawled away to rest from the bugs who watched her attentively on beady stalks. Eventually exhausted she slept and as she did new thin strands of silk were woven over her. The scene was repeated day after day, she could not escape though she tried many times over, always the bugs blocked exits with their carapace bodies like a shield wall. Many times she was beaten back, though not harshly, to the straw matted resting place. Regular spittle food was given and more bathing in the mud loam.

Until one day she cut loose from her cocoon and crawling on hands and knees began to retch and cry. An urge to push from her stomach as if sick with poison, gagging, screaming in agony as her abdomen broiled. Her innards lurched and rippled, itchy and scratchy as somethng sinister moved under her skin. Her cry of pain caused the drone bugs to reappear and attending her need, they began to sooth her head with more caresses and strokes on her belly. Loam was applied to the stretched skin and after positioning her in a squatting position she uttered a mournful agonising scream, all the pain and dread realisation mixed in one emotion as an urge to bear down overcame her bodily control. From between her legs a fat maggot wriggled free, shiny and wet with amniotic fluids. The drones chittered excitingly, picking the larvae and carrying it away to an incubation chamber.

In horror she screamed and crawled away to cover herself within the straw. But that horror was only a mild thought and a distant dream when the urge came ... to push once more.
bonus xp to name the original taleteller.
During the feast, she discusses the nature of their shared borders. Where do the boglings consider their territory to end, and why?
Practically, they claim territorial hold over the area in between the lower four fingers of the 'Merisc Delta hand' as it stretches into the Barrow Moor. Possibly a couple of miles plus in each direction of the Bullywug ruin. Their ability to reign efficiently over even that much might be questionable though they have no significant neighbouring conflicts apart from the Orphidians. It is well believed the lizardmen groups hold sway over the Blackwater River areas and pretty much they have made those four hexes a no go zone to all but wandering creatures.

Rumour suggests each of the regional Barrow Moor hexes contain at least one significant Barrow, an ancient burial tomb, most like sunken under the ever changing peat landscape and buried from knowledge by the passing of years. Perhaps one holds the Scarab Queen still?

actions Raust, any other Tribute Event actions?

actions, I will add an update regarding the next expedition to scout the Aquatic Ogre and 'Black Willow' island.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#47 Post by Marullus »

I just want to pause to express appreciation... this is wonderful and evocative detail! Thank you for being a great GM!

Raust is pleased with the diplomacy... humanoid relations are more complex than the sniffing of musk among neighboring wolf-packs, but structurally not that different. The Wugs are stronger in their acceptance of her as Alpha. They bring meat and we return to them sacks of insects and all are improved. They did not try to poison her this time, which is positive. She now understands fully the territory - the Orphidians governing the River and the Wugs over the Swamp, now together in budding alliance. No present threats to the domain. The worship of Herne is becoming more normal among them. She contemplates her goals - There should be one, if not more, Barrows within the territory. This should be more important in her calculations, as it is the most likely route to finding suitable treasures of value to the humans upon return to establish diplomacy with the town. First, dealing with a lone ogre, or small group upon black willow island, will allow her to find trial for her warriors in a simpler setting before entering a barrow (lets hope for a level!). The Morlocks are the only pressing neighbor, adjoining territory downward instead of across the surface, so it is good for Venwyn to continue to scout for their points of intersection...

Happy for do a smaller excursion to the Ogre, then plan next to find and explore a Barrow Mound.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#48 Post by Spearmint »

First, dealing with a lone ogre, or small group upon black willow island, will allow her to find trial for her warriors in a simpler setting before entering a barrow (lets hope for a level!). The Morlocks are the only pressing neighbor, adjoining territory downward instead of across the surface, so it is good for Venwyn to continue to scout for their points of intersection.
Raust has much in her mind. Putting energy into teaching the ways of Herne to serpentine and bactrian folk. Who would have considered such aberrants would come under the covering of the God of the Hunt? Yet up to now, her authority has been unchallenged, strong in divine blessings of spell craft and diplomatic arts. But the Barrow Moor holds many dangers and unseen mysteries. So in the lead up to the Summer Solstice (June 22nd), a chance us taken to go and explore the

Black Willow Island that sits in the middle of the Merisc River. This is what you know from Venwynn's report.
They also noted at one point in the river, "there is a small island, a few hundred yards long and covered in crooked black Willow trees. It is about a bow shot from shore but the river runs fast past it. We began to make a raft to row across but encountered an aquatic ogre and withdrew."
Taking a raid force, as strangely eclectic as you can get, the druid marshalls a task force to explore.

June 20th 1066.

Raust sits astride Beaky Axe-beak. At heel runs wolf companion Nurma. (you can have Venwynn and Carca too if you prefer).

The two bullywug's, Blill & Blenn, armed with several javelins and a number of Orphidians.


Raust: Charisma check vs 16 [4d6]=17 Raust: Orphidians [2d4-1]=8-1=7

I used a Cha check to see how many you can recruit as volunteers. You failed the check so I penalised the roll -1 rather than give a +1 bonus. If you had a really low number, say 2, you could press gang more but that reduces morale for future checks. Despite the penalty, seven slithering forward to accompany you still makes a strong band.

The Orphidians are four archers (coming from humanoid stock) and three javelin armed (from goblinoid stock).

The trek follows the westwards flowing waters, stating to the south banks.

Merisc River random vs 1 [1d6]=3 [1d6]=4Venwynn: ranger skills vs 66% [1d100]=16

Arriving after a few hours close to the island. The Barrow Mist, thick and gloomy upon the Moor, reducing visibility and magnifying sounds. By the waters the mist is thinner so that you can see across from bank to island though the opposite river bank is shrouded from view.

Observations and rangerly tracking, if not from Venwynn but one of the others, confirm recent passage of 'large humanoid' judging by the markedly large webbed footprints that exit the river at a couple of locations. Fish heads, fattened perch chomped upon and cast aside. They become morsels for Beaky and the wolves to nibble.

The island, a bowshot away (a hundred yards plus), the waters murky and fast running. The crooked trees on the island provide an imposing, heavy branches of dark leaves blossoming with long catkin strings, almost bowing each tree into awkward shapes, drooping over the waters as if the tree itself was bowing down.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#49 Post by Marullus »

Venwyn and Carca show the way through the moor to the island, ensuring smooth arrival, the mists shrouding the overhead sun. They then go on their own mission which starts at dusk, to find an surveillance blind where they can remain hidden to observe-and-report on the Morlocks as they emerge and go about their nighttime activities... we must know more about what they are what they do.

Standing on the shore, her antlered headdress erect in the swirling mists, Raust contemplates their options. The ogre emerges here, it came to disrupt Venwynn here, our advantage is to lure it out, not to get trapped in the water. She sets a campfire and establishes a site with Namma and Beaky, showing visibly that they intend to remain here on the riverbank. The three smaller orphidians are directed to begin constructing a raft for use in reaching the island. She directs the four Orphidian bowmen to retreat while the mists provide cover and to make blinds where they can stay hidden and cover the campsite, providing the surprise of the ambush when the aquatic ogre comes.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#50 Post by Spearmint »

Venwynn scouting success vs 25% [1d100]=17Venwynn: Barrow Moor random vs 1 [1d6]=4 [1d6]=2 [1d6]=3Oggie: random vs 1 [1d6]=2[1d6]=6[1d6]=1

Black Willow Island.

Sending the ranger on further to scout out any Morlock neanderthals (whether heavy browed ogrish cavemen or albino kin of Patra-patra). Venwynn sets off, accompanied by a wolf companion. She will be gone a day at least, maybe longer.

Determining the particular spot on the Merisc Riverbank which the Merrow (aquatic ogre) seems to favour, Raust sets about planning a suitable ambush. The Orphidians and Bullywugs approve. Blill & Blenn the frog-kin patrol along as the wood for a raft is cut and vines winnowed and entwined into long binding ropes are made. Willow wood is a good choice. The wood is a light soft wood but tightly grained so that absorption is less thereby allowing the logs to float proud of the water rather than partially submerged. Copses nearby provide several long branches a hands-span thick which seem ideal to take the intended weight.

Other snake-men pair up in furrows either side of the campfire, shielded from view by thickets of coarse grasses and briars.

Fish are caught, which both Beaky and Nurma gulp down greedily, enough though spare to pitch over the fire in the hope the aroma might drift across the waters to rouse the interest of any lurking ogres.

You wait ... and wait ... and wait a bit more, the evening setting well in and the chill, even in the most summery of days beginning to shiver along exposed skin. You put another log on the fire and brew a welcome hot beverage.

Somewhere in the distance a wolf howls. Nurma stirs to howl back. You cannot tell if such is from Carca though the sound echoed in the mist seems to come from across the northern banks and more distant than the ranger should be. After an answered howl, the noise stills, even the birdsong dims leaving the rippling waters and croak of frogs as the accompaniment to the arrival of the night stars, glimpsed so infrequently through the pervading misty billows.

Beaky settles to roost, curling up and bending her short thick neck under a wing. Nurma sits curled up too. Raust meditates, the Orphidians ready traps.

Merrow surprise 1-4 [1d6]=3Merrow attacks: vs Beaky [1d20]=19 vs Raust [1d20]=18 vs Wugs [1d20]=2

They spring upon you very quickly. Three ogres, shimmering green scaly skin and out of the water usually carrying a smell of rotting fish. But these are still intelligible creatures, smearing their unpleasant smell with a thick covering of mud that even chills the red glow of infravision from detecting their presence. They advance upon you from the rear, throwing large entangling nets over intended victims, Axe-beak and Druid are caught, the antlers in your helm catching between the woven vines threads in the netting and knocking you off balance as it wrestles your head to one side.

The third ogre has less success, his surprise springing only to have each Wug leap prodigiously out of the way. In the flare of the camp fire you can see these critters, one standing a man's height and a half, two smaller though each taller and broader than any in your group.

Merrow attacks: clubbing those netted vs Beaky [1d20]=6 [2d4]=8 vs Raust [1d20]=16 [2d4]=7

The Axe-beak hacks at the thick vine strands, hacking at the legs of the ogre which stands over her, warding the threat away as the ogre seeks to club her senseless. Raust is not so fortunate, a heavy bludgeon strikes you across the helm, breaking the antlers, much better than crushing your skull. -7hp

Surprise over, you can react to defend yourselves.
actions Raust , roll attacks for Beaky and Nurma too please.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#51 Post by Spearmint »

Health Status:

Raust: 6/13hp
Beaky: 14/14hp
Nurma: 12/12hp
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Re: Barrow Moor: Raust and the Orphidian tribe.

#52 Post by Marullus »

Clarification: Do Raust and Beaky have to act to escape the netting? Or, because they're already in melee range, can they make an attack action? Is the net hindering Raust's casting ability?
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Re: Barrow Moor: Raust and the Orphidian tribe.

#53 Post by Spearmint »

Thinking about this, Beaky can attack the net to rake the threads without issue but is hampered -2 vs the Aquatic Ogre. For Raust, you can melee in the same way, cutting the net or stabbing the Ogre. I am fine with you casting a spell.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#54 Post by Marullus »

Raust intones the words and her scimitar bursts into flames. She uses the sharp blade and its accompanying fire to slice her way out of the net, first.
Ivory Scimitar [1d20+1]=15+1=16 Damage [1d8+1]=4+1=5 (if fire) [1d4]=3

Namma leaps at the merrow that attacks Raust, losing footing in her leap due to the slippery mud.
Namma (Thac0 16) [1d20]=4[1d4+1]=1+1=2

Likewise, Beaky takes more offense at the entangling shroud than at the troll that is a swing-and-a-miss. The bird also cuts itself free with its sharp proboscis.
I don't have stats to roll for Beaky, so here's some Mystery Rolls.
Mystery Roll [1d20]=14[1d20]=5
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Re: Barrow Moor: Raust and the Orphidian tribe.

#55 Post by Spearmint »

Black Willow Island

The entangled begin to tear their way out of the vine entangling nets whilst trying to dodge more incoming clubbing. Neither manage, Beaky battered -5hp, Raust roasted (not yet, maybe later if they carry you away) -4hp.
The wolf slips as does the third Merrow. The counter attack springs, Wug javelins go awry, only one hurled Orphidian shaft scores a hit. Emerging from cover to take advantage of surprise (+2 bonus to hit) Multiple arrows target the larger of the Merrows who has snared and bashed 'Mistress' Raust.
The leader of the trio is pin-cushioned by some critically accurate arrows which turn the balance of the encounter. -29hp With a groan he staggers under the successive impacts to keel over and bleed out from numerous wounds.

The damp netting counters the fiery blade bonus. Raust groans cutting herself halfway free, Beaky squawks, Namma growls, the Orphidians hiss, the Wugs croak, the Ogres grunt, one yelps in pain. Quite a cacophony.

Next actions please.

Health Status:

Raust: 2/13hp
Beaky: 9/14hp
Nurma: 12/12hp

Merrow 1: -29hp deceased.
Merrow 2: -3hp
Merrow 3: full health.

npc's: full health.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#56 Post by Marullus »

Raust, grateful for the volley of arrows, invokes the power of Herne to heal the wounds to her flesh, bringing her just a step further from the brink of death.
Cure Light Wounds [1d8]=4

Raust briefly unassailed, Namma leaps to Beaky's aid to take down the troll-child that is trying to club the avian-friend. Beaky also applies her beak to the task.
Namma (Thac0 16) [1d20]=19[1d4+1]=1+1=2
Beaky [1d20+3]=1+3=4[1d20+3]=7+3=10[1d20+3]=18+3=21[1d3]=1[1d3]=2[2d4]=3
Spearmint
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Re: Barrow Moor: Raust and the Orphidian tribe.

#57 Post by Spearmint »

Black Willow Island

Raust summons divine healing while Namma and Beaky provide fang, beak and claw. -5hp

That Aquatic Ogre pushes both away, diving for his life lest the hunter becomes the hunted, leaping into the river.

The third is subject to a hail of missiles. Ince more critical strikes impale for maximum damage, -17hp

Wugs Blill & Blenn vs Merrow3 : javelins [1d20]=5[1d6]=6 [1d20]=6[1d6]=3Orphidians : javelins [1d20]=8[1d6]=6 [1d20]=20[1d6]=2 [1d20]=3[1d6]=4Orphidians Archers vs Merrow12 : arrows [1d20]=10[1d6]=5 [1d20]=8[1d6]=1 [1d20]=20[1d6]=3 [1d20]=2[1d6]=4Orphidians Archers vs Merrow12 : arrows [1d20]=10[1d6]=2 [1d20]=1[1d6]=4 [1d20]=6[1d6]=1 [1d20]=5[1d6]=4

Critically injured and bleeding from numerous wounds, this Ogre joins his comrade to flee but such is his condition that after a minute, his submerged body floats to the surface of the Merisc and gets taken by the strong current to float as dead as a log downstream.

A tough encounter that could have swung the other way had the Ogres taken more advantage of their surprise and greater strength. Instead, accurate suppressive archery saves the day. If the missile attacks most missed but of those that did, some achieved critical wounds which turned the encounter.

Health Status:

Raust: 6/13hp
Beaky: 9/14hp
Nurma: 12/12hp

Merrow 1: deceased.
Merrow 2: deceased
Merrow 3: escaped injured

npc's: full health.


You can rest here, basking in the victory and search the two dead Ogres. Blill & Blenn go fetch the ine drifting away. The escapee is not seen again and does not return. The three entangling nets are added to group supplies. Their weapons are base clubs but could double as rudimentary 'morningstars' in the hands of the smaller Orphidians.

As far as 'Trove' might be considered. One Ogre has a spiky 'dog collar' type belt around his fat neck. It is a scaly rather than leatherwork belt and studded with pointy tusks as decorative tusks. The crafting is good and you might think it was taken from some unfortunate adventurer's favoured mastiff (or even as you noted with the Wug Champion, he rode upon a reptilian mount).

Certainly it fits Namma and (presuming curiosity gets the better of you, it will ping on a Detect Magic, suggesting some enchantment, possibly of a 'protection' augment nature.

Collar +1: as Scale so gives AC6 to wearer).

Merrow Trove: number of 'Bugbear Marbles' [5d20]=84

Between them they also have pouches of shiny, glassy ornamental gemstones, commonly referred to as 'Bugbear Marbles', which are used as a currency between humanoid tribes. Each marble has a barter value between 5-10gp worth, depending upon quality, fractures, chips, teeth marks even.

While the aftermath is sorted, the work on the raft continues to create a suitable platform that could be punted rather than paddled, or even towed by more agile swimmers pulling it.

Actions please . Do you wish to cross under the moonlight or camp and go across to the island in the morning?
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Marullus
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Re: Barrow Moor: Raust and the Orphidian tribe.

#58 Post by Marullus »

Raust uses the second cure light wounds on herself, then oversees the looting of the trolls. Detecting magic on the collar, she then puts it on Namma. She offers the clubs to the smaller Orphidians, if they're better than what they have. She listens with concern, however, worried for Carca and Venwyn in the distance... She utters a prayer to Herne for their protection, that their hunt will be a success under the god's watchful eye.

She gives orders to resume a watch, the third merrow still out there. It may not return alone but it may return with more allies. It is also better to refresh herself and proceed with all eyes keen in the daylight than to stumble into their traps unawares in the night.

In the morning, she will have herself, Beaky, and Namma (and the dry bowstrings) on the raft, pulled by the agile swimmers.
Spearmint
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Re: Barrow Moor: Raust and the Orphidian tribe.

#59 Post by Spearmint »

Raust uses the second cure light wounds on herself,
you can roll the macro for this and again in the morning if you need.
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Marullus
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Re: Barrow Moor: Raust and the Orphidian tribe.

#60 Post by Marullus »

That night:
Cure Light Wounds [1d8]=2

...still needs it in the morning:
Cure Light Wounds [1d8]=7

That's enough to start over with full hit points.
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