Thursday, April 20, 2017

Swamp Walkers - Episode 3 | B2; The Keep on the Borderlands

Exploring the Swamps - Session 3; The Keep on the Borderlands

The Mission: Re-Open the Swamp Road

dungeons and dragons swamp encounters
This session of B2 - The Keep on the Borderlands began at the Keep on the Borderlands itself, with the two surviving members of the party finding a a new character to join their group. The player who oversaw the trials and tribulations of Uh-Ga rolled up his next character, and decided on another berzerker, Rig-Ra. He joined Hraf and Bimmy as another nomadic barbarian, and went with them to discuss a short mission with the sergeant at arms they had met in session 1. This officer of the watch had spoken to the castellan, a sort of manager of this large military property, and agreed to pay the party 20 gold pieces for every survivor, assuming they did in fact clear the path across the bog to the south and opened it up for trade again, as well as giving each of them a suit of ring mail from the quartermaster's office, as well as a private room for them to share at the traveler's inn in the outer bailey for the period of one month. The party attempted to negotiate to a better deal, but colossally failed their charisma checks, and the officer of the watch was unwilling to budge. A note from the DM: yes, in fact, the sergeant is getting a full payment, and will pocket the remainder if any of the party members do not return. And that, folks, is how you start a character development arc for an NPC. So sure, the Sergeant at Arms seems like a nice guy, and doesn't damage the party's ability to succeed, and will actually be very helpful, but, this now more vibrant and memorable NPC (non-player character) is well known to be out for his own profit as well.

Beetle Juice; What Creepers Live in the Swamps?

d&d fire beetle
So the party made its way back down to the old Ferryman's shack and pier, and used the raft they had crafted in the previous session, as well as the ten-foot poles that Hraf bought (his player smiled when the remainder of the party noted that she had basically become McGuyver, the only one of the trio that thinks ahead about purchasing equipment, and always has something to save the day stowed away in her character sheet). Hraf suggested to the remainder of the party that they use the poles to pilot the raft better than an oar might (picture a pole-raft), and then they could use them to stop from sinking into the bog, if they have to walk off the path again. It was very effective.

Once across the river, they marched due south, knowing that headed east pointed them back towards the bullywugs that caused such a problem last time. Once they reached night-time, they found a moss-covered tree and climbed up into it for the night, to stay away from the reaches of whatever exists under the cover of the boggy marsh. It was a wise decision, as they discovered when they watched the bog shift and move among the roots of the tree they were in. Bimmy took a piece of the cheese he had previously failed to pass off as his own to the cheesemaker's guild, and tossed it down among the leaf-litter and peat, and all looked on as large, house-cat sized beetles with glowing parts in their necks and rears came up and tore the foodstuffs apart. Fire beetles are a common swamp denizen in dungeons and dragons, and Hraf's animal lore proficiency told them all that these beetles, once killed, could be used as harmless torches for a few days afterwards, since their luminescent glands would keep glowing for some time after death. He made quick work with his shortbow until none remained, and the three climbed down out of the tree, and grabbed the beetle-kabobs, peeled off some of the exoskeletal plates to expose the glands, and marched on down the wooden planks laid over the bog.

Trolls; The Dangers of the Random Encounter Tables

A few moments after getting out of the tree, they encountered another fork in the path that was not on the Sergeant's map. Since both appeared to head in a generally southerly direction, there was no way to tell which of the two was the proper path. They took the left path, headed lightly southeast. This was not the correct path.

An hour or so later, they caught wind of a horrid, rotting smell that none, even Rig-Ra, who decided that his backstory was that he was, in fact, born on a bayou, could identify. They looked a little further down the path, and saw that eventually the wooden planks ran out. Not wanting to chance whatever the smell was, and certainly not at the same time as they would have to walk across the bog again. The trio turned around, and at the moment that their backs were turned, a large troll lunged out from his fairly well camouflaged den, and attacked the group.

Now, it should be said that under normal circumstances, a troll in d&d is by far a too tough opponent for three first level characters. Had everything gone as things usually go, all three would have died in a round or two. But, this is the Keep on the Borderlands, so what the hell, let the die roll where they lay, and play the game as that sadistic bastard Gygax intended.

It should also be said that this was the worst, most fumbling disastrous excuse for a troll that ever existed. A goblin with no arms trying to head butt his way through the full charge of heavy cavalry would probably have landed more success than this pathetic excuse for a walking turnip. Throughout the encounter, which lasted all of 4 full rounds, he only landed one hit, and for the most part remained stuck in the bog , unable to move (again, play the dice as they lay, and when it sucks, it sucks, and when the players win, they win). The best part of it was that Rig-Ra got to see what it was like to unleash his full berzerker rage on a creature. He leapt onto its back, and dismembered the thing in a few rounds.

Hraf, of course, after it began to regenerate, looked in his backpack, pulled out a set of torches and a flint and steel, and the party was able to put an end to the thing. Then, the trio looked around for its den, and found the stick, leaf and mud wattle construction, with a fair amount of loot inside. I used the fancy random treasure generator that I reviewed a few months ago, and loaded up the loot pile with things that were taken from merchants who had attempted to cross the swamp road. It will be fun to see how the party gets all of this stuff, including a winter-time sleigh with no wheels, back to the keep to get the cash out of it. That random generator also gave them a giant pile of coins, though, which will become pretty important later on.

Knowing When to Not Fight; Lizard Men in the Swamps

The last part of the swamp road ended when all three attempted to quietly sneak up on some lights they saw ahead. They failed, and were surprised a few yards later, when a series of lizard men popped out of the brush, surrounding them, forcing them to surrender. They heard a hostage ahead shouting for them not to fight, and when allowed to speak to him, the elf (yes, the elf they were originally looking for in the swamp) turned out to be a wizard, who was able to cast a spell to allow the lizards and the players to speak to one another. Before then, though, the players had to convince the lizard shaman to allow the elf to have his book back. The non-verbal communication they attempted was for the most part successful, except that when Hraf asked for the book, the shaman assumed it was an offer of trade, and he took his entire sack of cash, including Hraf's third of the troll loot.

In any case, it all worked out, as the lizard men turn out to be perfectly happy being peaceful. All they really want is to have their home back, which they were chased out of by a group of bandits who moved into the dense forest south of the swamps. They negotiated with the party to say that if the party could get the bandits to leave, either by diplomatic or violent means, then they would not only allow merchants across the road un-harassed, but they would even help as guides when need be, and ensure the maintenance of the road going forward.

Which is where we will pick up next time. Our trio of barbarians will venture into the more solid ground of the southern woods, and face off with the bandit troupe there. Until then, be excellent to one another, and party on, dudes.

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