Barrow Moor: Raust and the Orphidian tribe.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#21 Post by Spearmint »

Merisc Delta Ruin.

The Champion's Challenge.


Cheered and jeered in equal measured, the two leaders if respective groups charge across the boggy ground surrounding the ruin. A sword, flaming in orange light across its curved edges clashes against the turtle shell shield of the Bullywugs champion who retorts with a devasting attack.

Bullis the Bullywug: Spear melee attack [1d20+1]=20+1=21 [1d6]=3

He charges in his Bone-snapper steed and using his spear as a lance inflicts a critical blow doing double damage from the charge upon the druid, -6hp and possibly unseating her from Beaky. please make a [4d6] vs Dex save to stay mounted upon the Axe-beak.

Axe beak: [1d20]=13 [1d20]=17 [1d20]=5 claws [1d3]=2 [1d3]=1 beak [2d4]=6 Bone-snapper: jaws bite [1d20]=2[1d8]=4 tail sweep [1d20]=10 [1d4]=3

Beaky -3hp and Boney -3hp collide in a melee of claws, fangs, beak and clubbing tail. Each gives and takes as advantage and first blood goes to the Wugs'.

While the other Wugs' and Orphidians taunt each other from the sidelines, the two principals clash again.

next actions please.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#22 Post by Marullus »

Raust takes the blow, gripping the massive bird with her powerful thighs and remaining astride it.

The druidess locks eyes with the frogling who wounded her and commands him, "Collapse." The supernatural power of the word rippling over his small amphibian brain. "You know this is already lost." She then comes around with her blade again for the show of it, despite being unbalanced.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#23 Post by Spearmint »

Merisc Delta Ruin.

The Champion's Challenge.


The two challengers circle each other, Raust bareback riding the prehistoric ostrich; the Bactrian saddled across his slinky swamp raptor. The druid brings herself and her mount under control, whirling the blazing scimitar above her head and in pointing the blade, speaking an authoritative utterance that demands obedience from the frog-spawn.

"Our knees are built to overcome not bend at your feet." the Bullywug champion ribbets and urges his mount again to come astride the druid. As bestial teeth and claw clash, Beaky -2hp, Boney -7hp, the two combatants strike and once more, the bullywug's spear breaches her finesse parry and riposte. Raust -3hp.

Bullis the Bullywug: Save vs Command spell vs 17+ [1d20]=20. Spear melee attack [1d20+1]=18+1=19 [1d6+1]=2+1=3Bone-snapper: jaws bite [1d20]=10[1d8]=1 tail sweep [1d20]=18 [1d4]=1Axe beak: [1d20]=2 [1d20]=15 [1d20]=15 claws [1d3]=2 [1d3]=3 beak [2d4]=4

Blood and feathers spurt to decorate the muddy ground, no quarter given. Anxious looking on, Venwynn calls, "You got this?" she asks as the Orphidians and Bullywugs in the ruins trade taunts and jeers between them. Two lupines run along a ditch, circling the action, watching with intent.

next action please.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#24 Post by Marullus »

Raust inwardly curses her hubris, giving no reply to Venwin. She summons Herne's strength as a warming within her, her wounds knitting in the face of the bullywug. She smirks imposingly, not showing any external doubt in the frogman's imminent demise, continuing to match his blows.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#25 Post by Spearmint »

Raust, as I roll, rather than do a round by round update, could you give me three more rounds of actions please. Hopefully that will cover the joust and move the scene forward with your victory ...
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Re: Barrow Moor: Raust and the Orphidian tribe.

#26 Post by Marullus »

Alas. The die roller continues to betray Raust...
Ivory Scimitar [1d20+1]=1+1=2 Damage [1d8+1]=7+1=8 (if fire) [1d4]=2
Ivory Scimitar [1d20+1]=3+1=4 Damage [1d8+1]=1+1=2 (if fire) [1d4]=2
Ivory Scimitar [1d20+1]=5+1=6 Damage [1d8+1]=6+1=7 (if fire) [1d4]=1
I will throw in my second healing in case it helps her live to another roll.
Cure Light Wounds [1d8]=6
I mean, my average d20 roll over 6 swings with this sword is 5.5....
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Re: Barrow Moor: Raust and the Orphidian tribe.

#27 Post by Spearmint »

ha, that rate, another ten rolls and you might crit.

Which, having rolled three more rounds, might need to happen.

So I have healing spell, four attack rounds, another healing spell.

Can you roll me three more attack rounds?

I will edit this with an update to cover the action so far.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#28 Post by Marullus »

Here goes nothin'! :lol:

Ivory Scimitar [1d20+1]=8+1=9 Damage [1d8+1]=8+1=9 (if fire) [1d4]=2
Ivory Scimitar [1d20+1]=16+1=17 Damage [1d8+1]=5+1=6 (if fire) [1d4]=1
Ivory Scimitar [1d20+1]=11+1=12 Damage [1d8+1]=1+1=2 (if fire) [1d4]=1

...the only thing about round by round is that I can decide when to change tactics or bail. The two alternative plans were:
* Call out to the Bullywug champion to "call it a draw" while ensorcelling him with a "Charm Person or Mammal" (preferably right on the heels of healing spell to disguise it together. If I can win that, then perhaps there's a face saving measure where the Bullywug recognizes her prowess and she can get back to diplomacy with neither of them dying.
* Or the Hail Mary - cast Entangle (x2) on the whole lot of them and call for Venwynn and her crew to open fire. Total obliteration is fine if the honorable combat isn't going well. (I was on the cusp of this anyway... if she's severely wounded after that first cure wounds, this is probably next.)

As you do the rolls for the adjudication, I trust you to implement either of those if its reasonable in the moment.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#29 Post by Spearmint »

Merisc Delta Ruin.

The Champion's Challenge.


Blood, sweat and tears. The jousters engaged in fierce combat; their steed's clashing club-tail and dagger like teeth with axe like beak and raking claws.

The druid calls upon Herne's favour and receives a godly and timely blessing. Her slashed and bleeding wounds healing up.

Beaky vs Boney: (-11 vs -26hp). The swamp heavyweights slug it out. The Bone-snapper raptor is heavier and tougher, the Axe-beak more agile. Crucially, the reptile hits are less damaging, inflicting minor wounds whereas Beaky gets in consecutive hits which culminate in the Bonesnapper being gored open and hacked to death. The Bullywug champion leaps from his mount to charge upon the druid.
Raust vs Champion.

Healing from 4hp to 11hp, she then hits her for, slicing and burning him for -5hp. He ripostes and lunges with his spear, inflicting more stab wounds, -3hp, -2hp, -3hp , no critical bonus for minor NPC opponents.

The next round he is dismounted as his raptor gets hacked apart. He takes his revenge hacking into the druid some more! She takes another wound, -2hp before calling upon the grace of Herne. Both she and her mount are on a single point of health. She whirls Beaky around and with advantage presses it to gouge the Bactrian. The Bullywug is torn underfoot and tossed lifeless into the air before it can lunge again or leap away.

+6hp healing.
Cheers go up from the Orphidians. Mistress has taken a beating but emerged victorious. There is silence from the ruins as the other Wugs' see their Champion summarily dispatched.

Then a loud clapping comes from atop of one pedestal. A larger Wug', robed in a scaly cloak and clutching a sceptre type rod, bashes his palms together in appreciation. The other Wugs' join in for a moment of applause.

"Bravo" he croaks, then tells his tribal Frogling kin, "Kill them." before hopping off to another ruin.

Prepared for such a betrayal, the Orphidians and Venwynn suppress them with their own barrage of arrows that clatter among them causing them to leap for cover.

next actions
Your AC8 is so low! The 2HD champion only needs 8+ to hit while you needed 14+. It has fractionally less hp but on balance, the combat much weighted in his favour. Were it not for Beaky slaying the Bone-snapper which then enabled me to transfer its next rolled attacks over, Raust would be in the mud and bleeding out.
edit as we cross posted

Following her victory over the Champion Bullywug, the Orphidians loose arrows then charge across the muddy ground towards the ruin. The Wugs' take cover behind the pillars of the former colonnade but as they take aim, the ground erupts beneath them as summoned roots reach up suddenly to grab at exposed hind legs and bodies. The collective noun for frogs is I believe 'a knot', and this is what happens to those caught within the twisting and grasping roots from the invoked Entangle. Just a couple escape to flee among the ruins leaving their snared kinsfolk to the mercy of the Snake-men. There is no mercy spared, each slain within the roots and as they die and the spell duration ends, their bodies dragged beneath the boggy peat.
This first ruin yours. The Orphidians take to looting the skins and meat hung up to dry while the wolves bolster your numbers and howl a victory sound.

next actions please
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Re: Barrow Moor: Raust and the Orphidian tribe.

#30 Post by Spearmint »

I will add a bit more here to cover a search of this particular ruin and securing the area from any Bullywug counterattacks.

Venwynn checks out the deceased swamp raptor and Bullywug champion. She can harvest portions of 'lizard bushmeat' which at least can be fed to the wolves and Axe-beak if not added to a stew pot for the Orphidians.

The champion had a turtle shell crafted shield and rustic but still highly effective, spear. They appear as solidly hand made but not having that special aura that might indicate imbued traits. The saddle used on the beast is a leather moulded one but with adjustable reins and bits that secure it around the belly of the beast and help control riding manoeuvres. Possibly it might be further adjusted so as to mount upon the Axe-beak and provide a more secure control (which presently is still under the Animal Friendship dictates and offerings of food).

While some Orphidians loot various goods and Bullywug bodies, a couple help search the ruin interior with Raust. It is pretty much as pictured, a very derelict shell of a building. It seems the verandah area is used for processing the skins and fish along with a small wood pen which must be for the Bone-snapper. The inside is used for living and sleeping purposes. Several large 'nests' of dried spongy kelp and thick lily pad leaves used as mats. A central community cooking campfire is erected in the middle and an area of crates store various edibles and even some bottles of vinegary wine, captured from who knows where. The archers among you can replenish quivers of arrows and prodding around, you can find under a loose flagstone, a little trove of gold and silver coins. (33gp, 246sp).

After the respite from the initial assault, you become wary that the Bullywugs, aware of your presence, are probing the perimeter. While a few arrows send any scouts hopping away, you have to decide on next options.

There are more ruins, not all are occupied but two or three that peek out of the mist are of similar condition. You might conclude that each large one has a resident group of Wugs'. Tracks still visible in the mud show the Wugs' who fled all followed in one direction towards another larger ruin, partially tilted and submerged. To the right of you is a ruin comparative to the one you hold. Scattered outcrops of stone peek through the mud in a wide arc to your left, possibly looking like sunken rooftops and gables.

Occasionally you catch a glimpse of a Bullywug scout, either hopping across these rooftops as though stepping stones, or peeking over a ruined rampart of another ruin.

next actions. You can return to the Orphidian caves, assault another ruin offensively or try some way to parlay with the Bullywug Chief.

Or anything else.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#31 Post by Marullus »

Raust depleted but with momentum from successful show of force now approaches the ruin to which the defeated wugs fled with her entire entourage in force. She calls forth the chieftain lest this population have a similar fate.

She still has her Charm Person spell in reserve and needs a win off this parlay. She will get the chieftain and charm him, if that fails perhaps normal CHA roll has effect, if not she departs without violence for now... their lives forfeit for a refusal.

After this gambit she will return to their caves to heal and regain spells before returning if necessary.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#32 Post by Spearmint »

Exploring the Bullywug Ruins.

Merisc Delta, Barrowmoor.


Raust presses her advantage and her luck, deciding to face down the Bullywug tribe with a show of bravado and force. Though outnumbered, you have proven more than a match and call out the Bactrian chief from his ruined domain.

He arrives, followed by his own entourage of spear wielding tribes-spawn. He begins to croak a warning regarding your trespass but coming under your beguiling influence, his demeanor changes and though you cannot really tell for sure, his slit bug-eyes narrow congenially and he gestures his fellow Wugs' to lower their braced weapons , "so we may have an accord, between friends and peers".

Bullywug Chieftain 17+ save vs druid Charm Person [1d20]=1

The Wugs' in the other ruins hear his invitation and conclude that parlay rather than attack is the present status quo, so go about their normal business. Raust, riding Beaky, wolf companions at heel and Venwynn with one Orphidian follow you to the Chief's lair, the others keep to the assaulted ruin.

actions, having the Chief under the Charm effect, what would you like to do. While there still might be a degree of antipathy between the two groups, the none-aggression pact keeps the mood tolerant with the exception that the Chief is visibly enamoured and trusting with the druid.

So, cover a couple of hours of fellowship and questions and I will resolve any raised issues.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#33 Post by Marullus »

Whew!!

Raust remains outwardly confident while inwardly she sighs with relief. She hopes that this bolsters her reputation with her own snakemen, dominating the frogs and then also bringing them to parlay. The frogs, he hopes, see wisdom in what she will propose - it is their nature to accept subjugation, after all, and they will find her benevolent to vassals. The frog knows its place among snakes.

She accepts their welcome and parlay, careful to keep herself superior and in so doing, raising the stature of their chief for his obsequiesce. She gathers as much knowledge as she can first (their current objective being to learn more of this delta), then proposes an alliance of vassalship to them with protection in exchange for their service.
  • She accepts a tour of the current ruin, comparing it to their previously-sacked ruin, and getting a feel for the state of these ruins as a whole. She notes any features worth investigating (note: half-elf finds secret doors and stuff.)
  • She asks the Chief about the number and arrangement of wug ruins and communities, in this area/tribe, and further for those unaffiliated or warring.
  • She asks about the capabilities of each ruin/community and what is found from the ancient ways at each site (runes, temples, sealed chambers, etc).
  • She asks about the wugs enemies and threats they face or fear, to know this territory.
  • She (with Venwynn's mapping skill) has them describe the layout and natural features on a large tanned hide, creating a map as accurate as the Wug Chief knows it
  • She dedicates their meal to Herne, demonstrating and speaking of the Lord of Hunt's ways as she does so. She only eats the meats properly hunted, but shares their meal.
  • She informs them that she is now Mistress of the Snakes, and claims this territory. Leal service means they can prosper, unlike those who chose to die.
  • 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.
When they have gathered as much intel as possible and either accepted vassalship or "agree to remain as neighbors" she will take her troop and head back to the snake cave for rest and recovery of spells and hit points before planning the next exploration arc.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#34 Post by Spearmint »

Whew!!
having greater Dex, you cast your Charm Person before he could cast his ....

okay. I will detail the Bullywug Ruins and answer your questions here then roll for random encounters on a return to the Orphidians Cave.

With this initial mission looking like a success too, I will tote up some experience awards as an end to a first preliminary expedition.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#35 Post by Spearmint »

sorry for delay, busy at horse racing stuff.
She accepts a tour of the current ruin, comparing it to their previously-sacked ruin, and getting a feel for the state of these ruins as a whole. She notes any features worth investigating (note: half-elf finds secret doors and stuff.)
You get to this main building and the Chief's quarters. It is a partially sunken ruin, tilted slightly as it over time slides deeper into the mud. The upper portion was once a temple, the interior pillars sculptured into fashion as slim, armoured women holding up the ceiling though that has since largely collapsed. The caryatids have been much vandalised, so many of the pillars are missing fingers or noses, something which the Bullywug Chief blushes about since he gives deference to a similarity armoured female. To one side are several stone benches, once pews that now double as mess hall facilities and spread out upon them are numerous gatherings from the surrounding Moor. (Plucked game birds, bunches of ripe berries, tangles of vine being reworked into hemp ropes).

The other side was a small chapel, a single winged angelic statue, a smiling cherub playing a harp stands at one end. Gathered around it are numerous froglings, small kin just hatched and huddled together as a nursery. The Chief has a grander portion, the Chancel area which despite the dereliction still has one arched window of stained glass that filters colourful sunlight upon his own throne area. His throne an ancient carved chair, twice his size, carved with the bear features. see pic

Image

There is also a lower crypt which he insists "you don't want to see in there". saying it is flooded and filled with bad things. He gestures about a large creature with many tentacles and a large mouth that could swallow you whole.

The other habitable ruins are much like the one you assaulted. Each has a group of Bullywugs living in spartan fashion. The general set up is that each pays tribute to him for allowing them to occupy a ruin. Occasionally factional fights breakout as Bullywug society is notoriously frictional, the stronger rule the weaker. There are probably threescore Wugs' in the tribe, with half possibly tagged as 'non-combatants', meaning froglings or unarmed, brooding females.

So the Chapel ruin rotates every few seasons between various factional groups, usually the challenged Chief either dies in combat or gets exiled. Both of those he wishes to avoid, not dying to you or the Orphidians and not being usurped or exiled. Hence paying you tribute, of course he agrees (though you may suspect he will take every word and look to bend it to his benefit).
She informs them that she is now Mistress of the Snakes, and claims this territory. Leal service means they can prosper, unlike those who chose to die.

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.)
As far as checking in religious features, a casual inspection suggests the ruins date to the times of the barbarian tribes known as the Mercians which ruled the land prior to the founding of the Ironguard Citadel. You might need to action a specific Bullywug Ruin study to get more information and investigate for hidden niches or undisclosed or undiscovered information.

The surrounding hexes on the regional map do not have other resident tribes of Bullywugs or Lizardmen, the two predominant humanoids upon the Barrow Moor. Though renegade groups of each along with random trolls, creatures like snakes and lizards, even undead shufflers from the Mounds will lurk about or pass through.

He has heard of other Wugs' that operate as bandits along the Moorwash River that flows from the east though has little contact with them. He has not met any of the dwarves, elves or humans except lost adventurers. There are other Barrow Mounds a few miles away, "dangerous places" is all he says. None of your Orphidian are from Bullywug heritage. So either the lycanthropic bite is not effective or they have been bitten and died.
She asks about the wugs enemies and threats they face or fear, to know this territory.
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.
The Chief thinks this a good idea, ribbiting and croaking towards two of his guards. They hop forward, bow and then follow after Venwynn.

we can call them Blill & Blenn.

After a few hours fellowship and instituting your authority, you can withdraw, informing the charmed Chief to make his first tribute within the fortnight. While he remains charmed and friendly towards the druid Raust, the natural amphibian antipathy and xenophobia moves to a tolerated rather than openly unfriendly state as a general guide between the two tribes. As they might prosper under your guidance, that influence and social state will improve you hope.

Randomising events, you can return to your Orphidian Caves without further issue. Venwynn can produce a map covering the trail between cave and ruins.

You both return to full health and spell repertoire before you go in another expedition.

Actions, anything I haven't covered or given detail on?

I will update next with some XP awards.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#36 Post by Spearmint »

Experience Awards

While not on a grand scale, the '1st Orphidian Cartographic Moor Survey' covered roughly eight miles of meandering trail alongside the southern finger of the Merisc Delta waters from Cave to Bullywug Ruins. Concluded June 6th 1066.

Encountering along the way the Axe-beaks and the Lamprey marsh. Five Axe-beaks defeated, one charmed via an Animal Friendship, numerous Lampreys harvested. -500xp.

At the Ruins: defeating Bullis the Wugs' champion and his Bone-snapper mount. +60hp & +140hp.

Defeat a dozen Bullywug tribes-spawn. +264xp.

Charm Chief Wug, make him vassal, gain 'tolerated' status between tribes. Return with Wug scouts apprentices +100xp

The division of xp can seem a bit odd as you have the Orphidians in tow but I will split it between you and Venwynn (on a 1/2 XP share) and Orphidians (1/2 share). I think to share the mass brawls but award you the Chief & Champion xp.

764 / shares = 382xp for Raust, plus C&C 300xp, plus 10% prime requisite bonus (682+68) plus player expedition participation+100xp.

Total experience award:

Raust: +850xp
Venwynn: +191xp.

please adjust character sheet accordingly.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#37 Post by Marullus »

Nice! Thanks!

Did the information from the Wugs help populate the map? Can I get a clearer map to help me understand?

I am not sure what the likely next "explore the area" move is.

I assume that we continueon in this same thread?
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Re: Barrow Moor: Raust and the Orphidian tribe.

#38 Post by Spearmint »

Yes use the same thread for you in-character stuff, what is fine in the Cavern and any future expedition stuff.

There was an option to go further down stream. You can explore the hexes bordering the river in greater detail, back to the Wug ruins or nearby Barrows.

I will update with some interaction from settlements and also adjudicate any internal issues raised by Orphidians. You could explore deeper parts of your cave system even trace the tribe of the albino neanderthal Patra-patra. Plus creating a Herne community. You might have more out of expedition roleplay to work through.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#39 Post by Spearmint »

Raust

Returns back to the cave, injured but victorious. A dangerous but charmed adversary in the Merisc Ruins, a promise of tribute and aid. So far no internal problems in the Orphidian camp have surfaced.

actions, how do you use this first week back at the cavern. You add a training skill of choice (noted in your private thread) to Beaky Axe-Beak. Any specific Herne themed character investment? Learning new spells for example?

Provide a [4d6] vs Charisma for interactions with the Orphidians on a general community level and [3d6] with those who journeyed the expedition with you.
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Re: Barrow Moor: Raust and the Orphidian tribe.

#40 Post by Marullus »

Orphidian relations [4d6]=11 [3d6]=14

How do I learn new spells?

Otherwise, she takes her time to heal, train Beaky, and teach the Orphidians so they solidify on the pathway of Herne.

She tells of the Boglings and their current offer of peace and tribute. 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. She sends scouts to keep a wary eye on the boglings for signs of betrayal. She encourages Traliorn to train and build loyalty with his new bogling rangers by scouting southward instead of in their home territory.
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