JamesDixon
GM Extraordinaire
This is the third campaign I'm running along side the other two games. It deals with the Aliphians who are bipedal canine people. They start in the tundras of a continent near the north pole.
Beginning Scene
Day 1 Week 1 Month 6 Year 2
Upon the rugged shores of a chilly bay, the celestial beings, Dalke and Avil Kush, manifested themselves in all their divine glory. Dalke, the chaotic goddess of healing, plant, and weather, stood with a wild mane of untamed fur, her feral eyes scanning the surroundings. At her side, Avil Kush, the complex god of healing, protection, and summoning, exuded an air of innocence, his canine features softened by a trusting smile.
The Aliphians, a population of 1,000, just 15 years old in their new existence, found themselves on the frost-kissed coast with no recollection of their celestial past. Dalke, with a smirk that mirrored her capricious nature, and Avil Kush, with an earnest desire for goodness, took on the responsibility of guiding their fledgling race through this unfamiliar terrain.
The gods commenced their teachings amidst the cold, instructing the Aliphians on the basics of survival. Naked and vulnerable, the Aliphians learned to find food, build shelters, and navigate the icy wilderness that stretched before them. The gods transformed the frigid landscape into a classroom, where the Aliphians were taught to harness the resources of the wintry environment for their survival.
Once the fundamentals were mastered, the gods delved into specialized training. Fighters honed their combat skills, wizards delved into the mysteries of magic, clerics embraced the healing powers granted by Dalke, and crusaders focused on defending their kin from the harsh elements. In a clearing near the icy waters, Dalke spoke to the fighters with a raw yet empowering tone, "In the face of adversity, your strength will be the shield that protects your kin. Learn to wield your weapons with honor and courage."
Amidst the frosty plains, Avil Kush turned to the wizards, "Magic is a force to be harnessed responsibly. Channel the energies of the elements and unravel the secrets of the arcane."
Dalke continued, addressing the clerics amid the icy landscape, "Healing is a divine gift. Use it wisely to mend wounds, cure ailments, and bring comfort to those in need."
Avil Kush, focusing on the crusaders, added, "Your duty is to protect and defend. Let righteousness guide your every action, and may your courage inspire others."
As the gods guided the bards amidst the frosty plains, Dalke emphasized, "Entertainment is a powerful force. Use your talents to inspire, uplift, and bring joy to the hearts of your people."
Avil Kush, addressing the traders, concluded, "In the art of commerce, fairness and integrity are your greatest assets. Acquire resources with respect and use them for the betterment of all."
Observing their celestial charges thrive amidst the icy landscape, Dalke and Avil Kush decided it was time for the final command. Gathering the Aliphians in a clearing, they spoke with authority and wisdom. "My children," began Dalke, "You have learned the skills to survive. Now, be fruitful and multiply, creating families, communities, and civilizations amidst these frosty plains and icy shores."
Avil Kush added, "Work together, love together, and cherish the children you bring into this world. Teach them our guidance so they may thrive amidst the beauty of the frosty plains and icy shores."
The gods appointed Tabni-Ishtar, the cleric, as the Sharru among the Aliphians, signifying the beginning of their journey as a society amidst the frosty plains and icy shores.
The players asked about what they should do and where to go. Their creators told them to do what they think is best and to follow the goodness in their hearts.
With a final summoning of divine energy, Dalke and Avil Kush vanished, leaving behind their teachings ingrained in the Aliphians' hearts amidst the beauty of the frosty plains and icy shores.
Building The Capital
Days 4-28 Weeks 1-4 Month 6 Year 2
Over the course of the next 24 days in the forested tundra of the north, the Aliphians immersed themselves in the task of crafting their capital city. Guided by the appointed Tabni-Ishtar, the queen among them, they endeavored to embody the divine principles imparted by Dalke and Avil Kush.
At the heart of the city rose a majestic structure, a grand tent meticulously woven from resilient vines and adorned with leaves from the vibrant, cold-resistant flora. This central edifice served a dual purpose, acting as both a sacred space devoted to the benevolent deities and the administrative hub of their burgeoning society. The crisp fragrance of the tundra, with its cool, earthy notes, permeated the air around this consecrated tent.
Distinct districts took shape, each contributing to the overall harmony. In the Merchant District, tents formed neat rows, creating a bustling marketplace where goods and resources were exchanged. The ambient sounds of trade and lively discussions filled the icy air, fostering a dynamic and vibrant ambiance.
The Craftsman District hummed with activity as skilled artisans worked tirelessly to construct enduring structures from the resources sourced in the frost-kissed landscape. The rhythmic echoes of chisels and hammers accompanied their efforts, symbolizing the industrious spirit of the craftsmen.
The Residential District unfolded as an interconnected tapestry of tents, offering both shelter and a sense of community for the Aliphians. Laughter and shared tales reverberated through the cold air as the celestial beings embraced the bonds forged in their newfound home.
In the Arcane District, a single large tent stood as a mystical haven, adorned with intricate symbols and shimmering fabrics. Here, the mages among the Aliphians delved into the mysteries of magic, channeling the energies of the elements to create an enchanting aura.
By the month's end, the diverse districts converged around the central sacred tent, symbolizing the unity and equilibrium the Aliphians aspired to achieve. Nestled amidst the hills and the frigid forest, the tent city stood as a testament to their shared destiny.
As the sun dipped below the horizon, the Aliphians gathered in the central building, the grand tent dedicated to Dalke and Avil Kush. A sense of accomplishment and purpose filled the air as they realized that the divine teachings had taken tangible form in the unique districts of their capital city, under the guidance of their queen, Tabni-Ishtar. The night carried whispers of a promising future, where redemption and unity would continue to shape their destiny amidst the tapestry of the forested tundra of the north.
The players built their capitol right on the shores of the bay where they awoke at.
Encounter One
Day 3 Week 1 Month 7 Year 2
Doppleganger
# Appearing: 3
AC: 5
Movement: 9
HP: 23
THAC0: 17
# of Attacks: 1
Damage/Attack: 1-12
Special Attacks: Surprise
Special Defense: See below
Magic Resistance: See below
Size: M
Morale: Elite (13)
XP: 1,260
Split 18 ways: 70
Treasure:
As the moons cast an eerie glow upon the frigid landscape, Queen Tabni-Ishtar and her husband settle down in their tent, seeking respite after a day of exploration through the cold tundra. The clearing, surrounded by the dense forest, offers a brief reprieve from the icy winds that sweep across the open terrain.
Inside the tent, the queen and her husband, wrapped in furs for warmth, lay down to sleep. The rhythmic rustle of the tundra's icy breath outside creates a haunting lullaby. The glow from the moons bathes the clearing in an otherworldly radiance, casting shadows that dance across the frost-covered ground.
Unbeknownst to them, a malevolent presence lurks in the shadows. Three dopplegangers, their forms distorted and shifting like the frigid winds, emerge from the darkness. Their eyes gleam with a cold, calculating intelligence as they silently approach the slumbering couple.
None of the sentries saw the dopplegangers as the creatures rolled a 2 on their Dexterity check. It was an opposed check on the player's Intelligence.
As the husband drifts into a deep sleep, a sudden tension fills the air. The dopplegangers, sensing the vulnerability of their target, prepare to strike. The husband, in a vulnerable state, must now face a critical moment of survival.
The queen, unaware of the impending danger, continues to rest peacefully beside her husband. The moons, with their varying phases, cast an eerie light that seems to intensify the gravity of the situation.
The husband, in a state of semi-consciousness, must make a crucial save against the impending coup de grace. The dopplegangers close in, their icy breath mixing with the cold winds that sweep across the clearing.
The king failed his saving throw vs. death and was replaced by a doppleganger. The player is able to continue playing the husband, but the AC and special abilities of the doppleganger while keeping the class, saving throws, etc.. of the original character.
Encounter Two
Day 4 Week 1 Month 7 Year 2
Sheep
# Appearing: 60 (5 rams and 55 ewes)
AC: 7
Movement: 12
HP: 8
THAC0: 19
# of Attacks: 1
Damage/Attack: 1-4
Special Attacks: Charge
Special Defense: Nil
Magic Resistance: Nil
Size: M (5’ long)
Morale: Unreliable (3)
XP: 2,100
Split 18 ways: 117
Treasure:
As the party confidently journeys through the forested tundra on the following day, the landscape changes, revealing a large glade bathed in the soft light of two suns. A gentle breeze carries the scent of pine and the distant aroma of wildflowers, with the earthy undertones of the partially frozen soil beneath their boots. The suns, one yellow and larger, the other blue and smaller, cast a unique duality of shadows over the scene.
Unknown to the creatures inhabiting the glade, the party observes the picturesque scene at the edge of the forest. The air is filled with the earthy scent of grass, intermingled with the sweet fragrance of moss and lichen that carpets the rocks scattered around the pond. The ground beneath their boots feels slightly damp, evidence of the recent snowmelt from the night before. The occasional crunch of frost-dusted leaves breaks the silence as the party approaches the clearing.
The glade is a symphony of sounds. The gentle babble of the creek blends with the soft rustling of the wind through the pine needles. The rhythmic munching and occasional bleats of the sheep add a soothing melody to the natural orchestra. The party can hear the soft patter of hooves on the partially frozen ground as the rams and ewes move about.
The visual spectacle is captivating. The five rams and fifty-five ewes graze amidst the glade, their woolly coats appearing even more vibrant under the light of the dual suns. The pond reflects the surrounding forest and the cloudy sky above. The glade seems to hold its breath under the soft illumination, a moment frozen in time during the day with the two suns casting intricate patterns of light and shadow.
The chill in the air is palpable. The party feels the crisp bite of the cool breeze against their skin, a reminder of the unforgiving nature of the forested tundra. As they confidently step into the clearing, the sudden sight of the dual suns and the grazing sheep does not go unnoticed. The creatures inhabiting the glade are taken aback, surprised by the arrival of the party in the midst of their serene environment.
One of the player's rangers did animal friendship and the chief ram came up to him. The ram rubbed his head and horns on the ranger's legs showing friendship.
Encounter Three
Day 5 Week 1 Month 7 Year 2
Ogres
# Appearing: 12
AC: 5
Leader: 3
Movement: 9
HP: 27
Leader: 33
THAC0: 17
# of Attacks: 1
Damage/Attack: 1-10
Leader: 2d6+3
Special Attacks: +2 Damage
Special Defense: Nil
Magic Resistance: Nil
Size: Large (9’+)
Morale: Steady (11-12)
XP: 3,350
Split 18 ways: 186
Treasure:
On the fifth day of their journey through the forested tundra, the party finds themselves in a terrain vastly different from the serene glade. The landscape transforms into a rugged expanse of rocky outcroppings and frozen waterfalls. The air is thin, and the crunch of frost-covered snow beneath the party's boots echoes through the barren terrain. The dual suns cast long shadows across the uneven ground.
As the party advances cautiously through the inhospitable terrain, they stumble upon a group of eleven ogres and their imposing leader. The ogres, who have made this rocky landscape their dwelling, are well aware of their surroundings. The rugged terrain provides ample cover for the ogres, and they have strategically positioned themselves among the rocky outcroppings.
Unbeknownst to the party, the scent of the crisp, cold air is intensified by the acrid musk of the ogres, who seem to have adapted to the harsh environment. The rocky ground beneath the party's boots feels uneven and slippery, presenting a challenging battlefield. The distant roar of a frozen waterfall contributes to the eerie ambiance of the surroundings.
The visual spectacle is stark. The rocky outcroppings cast deep shadows, concealing the ogres as they patiently await any intruders. The dual suns illuminate the scene, creating reflections on the icy patches that dot the rocky terrain.
The encounter unfolds in silence initially, broken only by the distant echoes of the frozen waterfall and the muffled footsteps of the party on the icy ground. Suddenly, the party becomes aware of the looming presence of the ogres. The regular ogres, led by their formidable chieftain, remain hidden among the rocky terrain, revealing themselves only as the party's surprise becomes evident.
One of the player's trader had a combined reaction adjustment of +9 for 17 Charisma and 16 Appearance and decided to use a friendly approach to parlay with the incoming ogres. The ogres reacted with friendliness in return and a dialogue ensured to trade 2 of the ogre's stone clubs for 20 bleat-bleats (sheep). The group was invited to the Grun Tribe's cave and enjoyed a nice feast with the ogres.
Encounter Four
Day 10 Week 2 Month 7 Year 2
Giant Bombardier Beetles
# Appearing: 9
AC: 4
Movement: 9
HP: 17
THAC0: 19
# of Attacks: 1
Damage/Attack: 2-12
Special Attacks: Acid cloud
Special Defense: Fire cloud
Magic Resistance: Nil
Size: S (4’ long)
Morale: Elite (13)
XP: 1,080
Split 18 ways: 60
Treasure:
On the tenth day of their journey through the forested tundra, the party finds themselves in a hilly terrain draped in the verdant cloak of the forest. The landscape undulates with slopes and valleys, creating a picturesque but challenging environment. The air is filled with the earthy scent of moss and foliage, and the distant sounds of rustling leaves and chirping birds echo through the wooded expanse. The dual suns cast dappled shadows as they filter through the dense canopy above.
Unbeknownst to both the party and the creatures inhabiting this wooded haven, an encounter is about to unfold with surprising suddenness. As the party navigates the hilly terrain, they unwittingly disturb a group of nine giant bombardier beetles. Each beetle, about four feet long, blends seamlessly with the forest hues, their carapaces colored appropriately to match the terrain.
The scent of damp earth and the rich, organic fragrance of the forest fill the air. The ground beneath the party's boots feels uneven and soft, making the hilly terrain both charming and challenging to traverse. The distant murmur of a nearby stream adds to the natural symphony, while the rustle of leaves underfoot contributes to the ambient sounds of the wooded landscape.
The visual spectacle is immersive. The forested hills provide ample cover for the giant bombardier beetles, and their coloration allows them to blend seamlessly with the terrain. As the party unknowingly approaches, the beetles remain hidden among the foliage, their presence concealed by the natural contours of the land.
The beetles ran knowing that they were outnumbered.
We started encounter 5 but had to stop at the beginning of round 2 due to the time.
Beginning Scene
Day 1 Week 1 Month 6 Year 2
Upon the rugged shores of a chilly bay, the celestial beings, Dalke and Avil Kush, manifested themselves in all their divine glory. Dalke, the chaotic goddess of healing, plant, and weather, stood with a wild mane of untamed fur, her feral eyes scanning the surroundings. At her side, Avil Kush, the complex god of healing, protection, and summoning, exuded an air of innocence, his canine features softened by a trusting smile.
The Aliphians, a population of 1,000, just 15 years old in their new existence, found themselves on the frost-kissed coast with no recollection of their celestial past. Dalke, with a smirk that mirrored her capricious nature, and Avil Kush, with an earnest desire for goodness, took on the responsibility of guiding their fledgling race through this unfamiliar terrain.
The gods commenced their teachings amidst the cold, instructing the Aliphians on the basics of survival. Naked and vulnerable, the Aliphians learned to find food, build shelters, and navigate the icy wilderness that stretched before them. The gods transformed the frigid landscape into a classroom, where the Aliphians were taught to harness the resources of the wintry environment for their survival.
Once the fundamentals were mastered, the gods delved into specialized training. Fighters honed their combat skills, wizards delved into the mysteries of magic, clerics embraced the healing powers granted by Dalke, and crusaders focused on defending their kin from the harsh elements. In a clearing near the icy waters, Dalke spoke to the fighters with a raw yet empowering tone, "In the face of adversity, your strength will be the shield that protects your kin. Learn to wield your weapons with honor and courage."
Amidst the frosty plains, Avil Kush turned to the wizards, "Magic is a force to be harnessed responsibly. Channel the energies of the elements and unravel the secrets of the arcane."
Dalke continued, addressing the clerics amid the icy landscape, "Healing is a divine gift. Use it wisely to mend wounds, cure ailments, and bring comfort to those in need."
Avil Kush, focusing on the crusaders, added, "Your duty is to protect and defend. Let righteousness guide your every action, and may your courage inspire others."
As the gods guided the bards amidst the frosty plains, Dalke emphasized, "Entertainment is a powerful force. Use your talents to inspire, uplift, and bring joy to the hearts of your people."
Avil Kush, addressing the traders, concluded, "In the art of commerce, fairness and integrity are your greatest assets. Acquire resources with respect and use them for the betterment of all."
Observing their celestial charges thrive amidst the icy landscape, Dalke and Avil Kush decided it was time for the final command. Gathering the Aliphians in a clearing, they spoke with authority and wisdom. "My children," began Dalke, "You have learned the skills to survive. Now, be fruitful and multiply, creating families, communities, and civilizations amidst these frosty plains and icy shores."
Avil Kush added, "Work together, love together, and cherish the children you bring into this world. Teach them our guidance so they may thrive amidst the beauty of the frosty plains and icy shores."
The gods appointed Tabni-Ishtar, the cleric, as the Sharru among the Aliphians, signifying the beginning of their journey as a society amidst the frosty plains and icy shores.
The players asked about what they should do and where to go. Their creators told them to do what they think is best and to follow the goodness in their hearts.
With a final summoning of divine energy, Dalke and Avil Kush vanished, leaving behind their teachings ingrained in the Aliphians' hearts amidst the beauty of the frosty plains and icy shores.
Building The Capital
Days 4-28 Weeks 1-4 Month 6 Year 2
Over the course of the next 24 days in the forested tundra of the north, the Aliphians immersed themselves in the task of crafting their capital city. Guided by the appointed Tabni-Ishtar, the queen among them, they endeavored to embody the divine principles imparted by Dalke and Avil Kush.
At the heart of the city rose a majestic structure, a grand tent meticulously woven from resilient vines and adorned with leaves from the vibrant, cold-resistant flora. This central edifice served a dual purpose, acting as both a sacred space devoted to the benevolent deities and the administrative hub of their burgeoning society. The crisp fragrance of the tundra, with its cool, earthy notes, permeated the air around this consecrated tent.
Distinct districts took shape, each contributing to the overall harmony. In the Merchant District, tents formed neat rows, creating a bustling marketplace where goods and resources were exchanged. The ambient sounds of trade and lively discussions filled the icy air, fostering a dynamic and vibrant ambiance.
The Craftsman District hummed with activity as skilled artisans worked tirelessly to construct enduring structures from the resources sourced in the frost-kissed landscape. The rhythmic echoes of chisels and hammers accompanied their efforts, symbolizing the industrious spirit of the craftsmen.
The Residential District unfolded as an interconnected tapestry of tents, offering both shelter and a sense of community for the Aliphians. Laughter and shared tales reverberated through the cold air as the celestial beings embraced the bonds forged in their newfound home.
In the Arcane District, a single large tent stood as a mystical haven, adorned with intricate symbols and shimmering fabrics. Here, the mages among the Aliphians delved into the mysteries of magic, channeling the energies of the elements to create an enchanting aura.
By the month's end, the diverse districts converged around the central sacred tent, symbolizing the unity and equilibrium the Aliphians aspired to achieve. Nestled amidst the hills and the frigid forest, the tent city stood as a testament to their shared destiny.
As the sun dipped below the horizon, the Aliphians gathered in the central building, the grand tent dedicated to Dalke and Avil Kush. A sense of accomplishment and purpose filled the air as they realized that the divine teachings had taken tangible form in the unique districts of their capital city, under the guidance of their queen, Tabni-Ishtar. The night carried whispers of a promising future, where redemption and unity would continue to shape their destiny amidst the tapestry of the forested tundra of the north.
The players built their capitol right on the shores of the bay where they awoke at.
Encounter One
Day 3 Week 1 Month 7 Year 2
Doppleganger
# Appearing: 3
AC: 5
Movement: 9
HP: 23
THAC0: 17
# of Attacks: 1
Damage/Attack: 1-12
Special Attacks: Surprise
Special Defense: See below
Magic Resistance: See below
Size: M
Morale: Elite (13)
XP: 1,260
Split 18 ways: 70
Treasure:
As the moons cast an eerie glow upon the frigid landscape, Queen Tabni-Ishtar and her husband settle down in their tent, seeking respite after a day of exploration through the cold tundra. The clearing, surrounded by the dense forest, offers a brief reprieve from the icy winds that sweep across the open terrain.
Inside the tent, the queen and her husband, wrapped in furs for warmth, lay down to sleep. The rhythmic rustle of the tundra's icy breath outside creates a haunting lullaby. The glow from the moons bathes the clearing in an otherworldly radiance, casting shadows that dance across the frost-covered ground.
Unbeknownst to them, a malevolent presence lurks in the shadows. Three dopplegangers, their forms distorted and shifting like the frigid winds, emerge from the darkness. Their eyes gleam with a cold, calculating intelligence as they silently approach the slumbering couple.
None of the sentries saw the dopplegangers as the creatures rolled a 2 on their Dexterity check. It was an opposed check on the player's Intelligence.
As the husband drifts into a deep sleep, a sudden tension fills the air. The dopplegangers, sensing the vulnerability of their target, prepare to strike. The husband, in a vulnerable state, must now face a critical moment of survival.
The queen, unaware of the impending danger, continues to rest peacefully beside her husband. The moons, with their varying phases, cast an eerie light that seems to intensify the gravity of the situation.
The husband, in a state of semi-consciousness, must make a crucial save against the impending coup de grace. The dopplegangers close in, their icy breath mixing with the cold winds that sweep across the clearing.
The king failed his saving throw vs. death and was replaced by a doppleganger. The player is able to continue playing the husband, but the AC and special abilities of the doppleganger while keeping the class, saving throws, etc.. of the original character.
Encounter Two
Day 4 Week 1 Month 7 Year 2
Sheep
# Appearing: 60 (5 rams and 55 ewes)
AC: 7
Movement: 12
HP: 8
THAC0: 19
# of Attacks: 1
Damage/Attack: 1-4
Special Attacks: Charge
Special Defense: Nil
Magic Resistance: Nil
Size: M (5’ long)
Morale: Unreliable (3)
XP: 2,100
Split 18 ways: 117
Treasure:
As the party confidently journeys through the forested tundra on the following day, the landscape changes, revealing a large glade bathed in the soft light of two suns. A gentle breeze carries the scent of pine and the distant aroma of wildflowers, with the earthy undertones of the partially frozen soil beneath their boots. The suns, one yellow and larger, the other blue and smaller, cast a unique duality of shadows over the scene.
Unknown to the creatures inhabiting the glade, the party observes the picturesque scene at the edge of the forest. The air is filled with the earthy scent of grass, intermingled with the sweet fragrance of moss and lichen that carpets the rocks scattered around the pond. The ground beneath their boots feels slightly damp, evidence of the recent snowmelt from the night before. The occasional crunch of frost-dusted leaves breaks the silence as the party approaches the clearing.
The glade is a symphony of sounds. The gentle babble of the creek blends with the soft rustling of the wind through the pine needles. The rhythmic munching and occasional bleats of the sheep add a soothing melody to the natural orchestra. The party can hear the soft patter of hooves on the partially frozen ground as the rams and ewes move about.
The visual spectacle is captivating. The five rams and fifty-five ewes graze amidst the glade, their woolly coats appearing even more vibrant under the light of the dual suns. The pond reflects the surrounding forest and the cloudy sky above. The glade seems to hold its breath under the soft illumination, a moment frozen in time during the day with the two suns casting intricate patterns of light and shadow.
The chill in the air is palpable. The party feels the crisp bite of the cool breeze against their skin, a reminder of the unforgiving nature of the forested tundra. As they confidently step into the clearing, the sudden sight of the dual suns and the grazing sheep does not go unnoticed. The creatures inhabiting the glade are taken aback, surprised by the arrival of the party in the midst of their serene environment.
One of the player's rangers did animal friendship and the chief ram came up to him. The ram rubbed his head and horns on the ranger's legs showing friendship.
Encounter Three
Day 5 Week 1 Month 7 Year 2
Ogres
# Appearing: 12
AC: 5
Leader: 3
Movement: 9
HP: 27
Leader: 33
THAC0: 17
# of Attacks: 1
Damage/Attack: 1-10
Leader: 2d6+3
Special Attacks: +2 Damage
Special Defense: Nil
Magic Resistance: Nil
Size: Large (9’+)
Morale: Steady (11-12)
XP: 3,350
Split 18 ways: 186
Treasure:
On the fifth day of their journey through the forested tundra, the party finds themselves in a terrain vastly different from the serene glade. The landscape transforms into a rugged expanse of rocky outcroppings and frozen waterfalls. The air is thin, and the crunch of frost-covered snow beneath the party's boots echoes through the barren terrain. The dual suns cast long shadows across the uneven ground.
As the party advances cautiously through the inhospitable terrain, they stumble upon a group of eleven ogres and their imposing leader. The ogres, who have made this rocky landscape their dwelling, are well aware of their surroundings. The rugged terrain provides ample cover for the ogres, and they have strategically positioned themselves among the rocky outcroppings.
Unbeknownst to the party, the scent of the crisp, cold air is intensified by the acrid musk of the ogres, who seem to have adapted to the harsh environment. The rocky ground beneath the party's boots feels uneven and slippery, presenting a challenging battlefield. The distant roar of a frozen waterfall contributes to the eerie ambiance of the surroundings.
The visual spectacle is stark. The rocky outcroppings cast deep shadows, concealing the ogres as they patiently await any intruders. The dual suns illuminate the scene, creating reflections on the icy patches that dot the rocky terrain.
The encounter unfolds in silence initially, broken only by the distant echoes of the frozen waterfall and the muffled footsteps of the party on the icy ground. Suddenly, the party becomes aware of the looming presence of the ogres. The regular ogres, led by their formidable chieftain, remain hidden among the rocky terrain, revealing themselves only as the party's surprise becomes evident.
One of the player's trader had a combined reaction adjustment of +9 for 17 Charisma and 16 Appearance and decided to use a friendly approach to parlay with the incoming ogres. The ogres reacted with friendliness in return and a dialogue ensured to trade 2 of the ogre's stone clubs for 20 bleat-bleats (sheep). The group was invited to the Grun Tribe's cave and enjoyed a nice feast with the ogres.
Encounter Four
Day 10 Week 2 Month 7 Year 2
Giant Bombardier Beetles
# Appearing: 9
AC: 4
Movement: 9
HP: 17
THAC0: 19
# of Attacks: 1
Damage/Attack: 2-12
Special Attacks: Acid cloud
Special Defense: Fire cloud
Magic Resistance: Nil
Size: S (4’ long)
Morale: Elite (13)
XP: 1,080
Split 18 ways: 60
Treasure:
On the tenth day of their journey through the forested tundra, the party finds themselves in a hilly terrain draped in the verdant cloak of the forest. The landscape undulates with slopes and valleys, creating a picturesque but challenging environment. The air is filled with the earthy scent of moss and foliage, and the distant sounds of rustling leaves and chirping birds echo through the wooded expanse. The dual suns cast dappled shadows as they filter through the dense canopy above.
Unbeknownst to both the party and the creatures inhabiting this wooded haven, an encounter is about to unfold with surprising suddenness. As the party navigates the hilly terrain, they unwittingly disturb a group of nine giant bombardier beetles. Each beetle, about four feet long, blends seamlessly with the forest hues, their carapaces colored appropriately to match the terrain.
The scent of damp earth and the rich, organic fragrance of the forest fill the air. The ground beneath the party's boots feels uneven and soft, making the hilly terrain both charming and challenging to traverse. The distant murmur of a nearby stream adds to the natural symphony, while the rustle of leaves underfoot contributes to the ambient sounds of the wooded landscape.
The visual spectacle is immersive. The forested hills provide ample cover for the giant bombardier beetles, and their coloration allows them to blend seamlessly with the terrain. As the party unknowingly approaches, the beetles remain hidden among the foliage, their presence concealed by the natural contours of the land.
The beetles ran knowing that they were outnumbered.
We started encounter 5 but had to stop at the beginning of round 2 due to the time.