5th Day of Last Rain (wet season). Food 0.1. Rest in town.
Encounter 1 in 20 (once per day). 1, Yes.
Event 1 in 20 (once per day). 16, No.
Urban Adventure 1 in 20 (once per day). Not rolled, and PCs decline.
The encounter roll is Bandits, but that makes little sense in this place. Instead, illogical encounters become “Tide Spawn” which is to say some corruption caused by the red mist. As Bandits start off as humans, it could be cultists, mutants, diseased folk etc. I have 6 categories, and d6=5 so that is “Stretched Ones”. They arrive at noon.
The group report their findings to Duke Rolf and the other “nobles”, and some plans are made. Reinforce the north where the Giants might approach. Do not light fires when winds blow from the south. It is a quiet day, but late that afternoon, a hue and cry is heard from the outer ruins. The PCs disperse to retrieve their weapons and armour, and Rolf heads to where the alarm originated, calling for guardsmen to fall in with him.
Stretched One - humanoids with limbs and torsos stretched to vast length. Treasure = none.
AC15, HD1, Att Claws or Chain, Dmg 1-4/1-4, Move 40, App 2/d10x2, Save F1, ML12, XP37
Special: Work in pairs. Chain ends in a butcher hook and has a long reach, 1d6 damage.
When the PCs arrive, they see 6 pairs of human sized Stretched Ones. Rising above are 2 larger specimens over 7 feet tall, probably once bugbears but all now lost to the Tide. The Stretched Bugbears have HD3 and +1 damage. All former enmity is gone, and they share a common purpose to destroy all life.
How many guards are defending? 1d4+1 = 2.
How many pairs have chains? 1d6+1 = 5. So 2 of the human pairs only have claws.
How close are they now to the guards? 1 = melee, 2-4 = that number -1 rounds away. 2.
Guard bow attacks at Long range (Need 17): 1 hit. At Medium Range (Need 15): 1 hit.
The group arrives to see the 2 bowmen have scored 2 hits, one on a Bugbear and another on a mutated woman who is slashing the air in front of her with claws at the end of impossibly long arms. The stretched ones are charging across the rubble of the Old Ruins, coming straight forward and entering short range for bows. Next round they will be upon the guardsmen. Rolf arrives from the other direction bringing with him (d4+1=) 5 more guards.
Stretched One Bugbear B1-B2, 15HP (B1 on 12)
Stretched One S1-S12, 5HP (S3 on 1HP)
Human Guard H1-H7, 4 HP (Leather Armour, Shield, Spear, Short Bow)
Morgan bellows orders in his Sergeant voice. “You five, with me! Get in front and ground those spears! Jeddak, take the right! The rest of you, fire at will!”
The Stretched Ones are now Charging and will be in melee this round. Initiative will determine if the spearmen get in front of the bowmen and can form their defensive line.
Round 1:
Initiative:
H(uman Guards) = 6
Je(ddak) = 5
Mo(rgan) (-1) = 5
Ch(ipper) (+2) = 4
Gh(ost) = 3 / B(ugbear Stretched) = 3
S(tretched Ones) = 2
Morgan has barely finished his sentence when the fresh guards sprint in front of their comrades, grounding their spears and shouting curses at the approaching monstrosities. The 2 bowmen shoot at the mob (H1/H2 hit S5, -1HP, on 4HP) while Jeddak and Morgan flank the spear-line, shields held braced. Chipper looses an arrow into the crowd, which barely grazes the shin of an unarmed foe. (Ch hit S4, -1HP, on 4HP) Ghost intones a protective charm (Protection from Evil), the words of which are still being uttered when the Bugbear Stretched Ones crashes into the centre of the spear-line. Working as a pair, one creature attempts to disrupt the line to let its ‘comrade’ into the ranks unimpeded. The rusty chains slash out at 2 adjacent guardsmen, disembowelling one (B1 hit H4, -8HP, on -4HP, dead) and hooking the shield of another (B1 hit H5, roll a death save to hold the line, 18=success) but the stubborn guard yanks her shield free and re-forms the line. The poor dead guard only grazed the ribs of his attacker before perishing (H4 hit B1, -2HP, on 10HP). The plucky spear-woman keeps her spear grounded for the follow-up.
Jeddak and Morgan are not restrained by set weapons, and step in to attack. Jeddak is facing unarmed opponents, and is an accomplished warrior - he chooses to attack twice (Je hit S2, -5HP, on 0HP). Morgan has to spend too long deflecting swinging hooks to make an effective attack (Mo miss).
The rest of the creatures crash into the line. The 2nd Stretched Bugbear launches its hooks into the guard who stood her ground earlier. This time she has to swing her shield quickly to defend herself at the cost of an effective counter attack (B2, H4 all miss). Jeddak is caught once by a bloody claw with deceptive reach (S1/S2 hit Je, -3HP, on 8HP) and while Morgan quickly adapts to blocking the whirling hooks, still one gets through his guard to gash his shoulder (S11/S12 hit Mo, -4HP, on 4HP).
Next to Jeddak, the guardsman’s spear is brushed aside (H3 miss) and he is gutted by claws (S3/S4 hit H3, -7HP, on -3HP). One pair of Stretched Ones (S5/S6) use their chains to lash out behind the lines, scoring a critical slash through Ghost’s charm, (S5/S6 crits Gh, save vs Death success avoids crit, -6HP, on 0HP, Save vs Paralysis avoids KO). The plucky spear-woman’s run of luck continues, she avoids all incoming hits, while admittedly scoring none of her own (H5, S5/S6 all miss) - another guard in the centre is felled, as his feet are pulled out from under him (H6 miss) and he mercifully passes out as the biting starts (S9/S10 hit H6, -6 HP, on -2HP). The last guard’s spear is pulled out of his hands and he jumps back to avoid the incoming slashes (H7, S11/S2 all miss)
That could have gone better. 3/5 guards in the spear-line are down, and also 1 PC in the back lines (Ghost), with the front line PCs both injured. 1/14 Stretched Ones are down with a few injuries dished out, including to the bosses. A few checks before we continue:
Morale: Guards are at 4/7 (over half), Stretched Ones are Morale 12. No checks.
More guards arriving? (Likely) Yes, and … 50-50 5 in Leather / d4+1 in Chain. 5 in Leather.
Any townsfolk get involved? (50-50) Yes. 1d6+1= 3 with shovels, pitchforks, hoes etc
Thieves Guild emerges from the Sewer Passages? (Unlikely) No, and not in this fight.
Any spellcasting help arrives? (Very Unlikely) No, and not in this fight.
Help arrives Left, Right or Centre: Townsfolk (T1-3) Centre, Guards (H8-12) Centre.
Round 2:
Initiative:
Ch (+2) = 6
Je = 6
S = 6
H = 5
T = 5
Gh = 3 (needs Save, can only take minimal actions)
Mo (-1) = 3
B = 1
Chipper draws and sights again, taking care to avoid his comrades (-2) and in the end dares not let his arrow fly. (Ch miss). Jeddak faces the claws of his opponent, but his ineffective axe strokes leave his side exposed, and he feels their nails cut deep (S1 hit Je, -4HP, on 4HP). Out of the corner of his eye, he sees Chains swinging at his feet but leaps over them at the right time, unfortunately catching another chain hook in the head (S3/S4 hit Je, -6HP, on -2HP, 20% chance of death per round). Most of his foes are the injured ones.
2 pairs of the Stretched Ones grab their victims - one by the arms and one by the legs. They grunt and groan … and pull, stretching limbs like the poor souls were on the rack. If they weren’t dead before, they will be soon. (S5/S6 and S7/S8 stop to play with the fallen guards). The guard next to Morgan has no weapon and is backing away, pleading to the gods to save him. But the gods are not listening, and he falls to a rusty hook slashing his belly (S9/S10 hit H7, -5HP, on -1HP). Morgan is now in danger of being flanked, but his training kicks in to spare him from a killing blow, shield-arm being wrenched painfully by repeated strikes (S11/S12 hit Mo, -3HP, on 1HP).The front line is down to 2 warriors standing - the plucky spearwoman facing the Stretched Bugbears, and Morgan who is struggling to keep his shield up. The 2 bowmen with Chipper look at each other, bows shaking. But then there is a roar of voices from behind them, and Duke Rolf can be heard calling “Stay strong, help is here!”
A trio of townsfolk armed with farm tools charge to Jeddak’s aid on the right, one of them shouting “Oakhill! Oakhill! For Vasily and Rina!” as they run. 5 more guards with spears arrive and move to reinforce the left, to prevent Morgan and the Spearwoman being flanked. The bowmen can see clear targets around Jeddak now he has fallen, and turn their aim to the right, however neither strikes their mark (H1/H2 miss). The townsfolk as a mob flail their weapons at the group over Jeddak, and one of the arrow-struck creatures falls as a shovel smashes its jaw. “Oakhill!” sounds once more. (T1-T3 hit S3, -2 HP, on -1, dead).
The guards on the left charge in, spear-tips dripping rain. They spread out and attack. The spinning hooks of the Stretched Bugbears break up the centre charge, and a fierce 5-man melee ensues (H8/H9 miss). The nearby Spearwoman is focussed on defence and strikes out to no effect (H5 miss). Moving down the line a guard impales the arm of a Stretched One pulling on its victim, leaving it swinging weakly. (H10 hit S8, -4 HP, on 1HP) but is the only one to score a telling blow (H11, H12 miss).
Ghost attempts to open her backpack, but the buckles confound her weak fingers (failed save). Morgan can find no way through the whirling chains (Mo miss).
The Stretched Bugbears slash at their foes in an impossible swirling of limb, chain and blade. When the exchange of blows is over, the plucky Swordswoman lies in the mud, her head split open (B1/B2 crit H5, -8HP, on -4HP).
The entire original spear line of guards is now gone. There are 3 Townsfolk, 5 guards and Morgan, along with a back-line of 2 bowmen and Chipper. 2/14 Stretched Ones are down with a few injuries dished out, including to the bosses. A few checks before we continue:
Morale: Front Line Guards/Townies are at 8/13 (over half), No checks.
More guards arriving? (50-50) No, but Next Round.
Any more townsfolk get involved? (Unlikely) No, and not any more in this fight.
Any “medics” to pull out the injured? (Unlikely) No, but Next Round.
Round 3:
Initiative:
Ch (+2) = 7
Gh = 5 (needs Save, can only take minimal actions)
T = 4
B = 3
H = 2
Mo (-1) = 2
S = 1
Je = 20% chance to die, d100=66, doesn’t die.
Chipper again struggles to find a target but sees a gap open up as Morgan sidesteps his opponent - the arrow flies true and pierces the eye of a previously unwounded monstrosity (Ch hit S11, -8HP, on -3HP, dead). Morgan raises his mace in salute. Ghost lies winded, even the effort of rolling onto her side is too much. The Townsfolk attempt to repel the remaining 2 creatures near them, but get in each other’s way (all miss). The Stretched Bugbears seem to have an unseen way to communicate, they each feint against one guard then attack the other with flawless co-operation of gangling limbs, leaving both with hooks in vital organs (B1/B2 hit H8/H9 multiple times, both dead).
Morgan finds himself in a duel against one mutant, and swings an almighty uppercut, unfortunately getting his weapon tangled in a chain (Mo miss). Of the guards, many come close but their inexperience shows - however one man grounds his spear as a bloodied monster leaps at him, running it through (H10 hit S8, -8HP on -7HP, dead)
2 monsters near the centre put down the guardsman they had been stretching and run through a gap in the line, heading for Chipper, Ghost and the town bowmen. One bowmen suffers a huge gash on his forehead, but Chipper leaps away nimbly (S5/S6 hit H1, -3HP, on 1HP). One other creature playing with their victim seems to have forgotten about the battle entirely (S7 “do they keep stretching their victim?” 50-50 Yes And … forever). The 3 remaining Stretched Ones have 4 targets (H10-H12 and Morgan). The lucky fighter is H12, his mate suffers a minor cut (S9/S10 hit H10, -1HP, on 3HP.). Morgan is lucky to avoid brain injury but still goes down with blood leaking from his ears (S12 hits Mo, -2 HP, on -1HP).
Round 4:
The centre has collapsed and the back line is open. There are 3 Townsfolk and 3 guards in the front left and right flanks, 2 bowmen and Chipper are actively engaged by 2 foes. 5/14 Stretched Ones are down (or distracted) with a few injuries dished out, including to the bosses. A few checks before we continue:
Morale: All Guards/Townies are at 8/15 before reinforcements. No checks.
Guards arriving, 1d4+1 = 2
“Medics” arriving, 1d3 = 2.
Initiative:
Gh = 6 (needs Save, can only take minimal actions)
M = 6
Ch (+2) = 5
T = 5
B = 4
S = 2
H = 1
Mo (-1) = 10% chance to die, d100=22, doesn’t die.
Je = 20% chance to die, d100=43, doesn’t die.
Ghost tries to drag herself away from the melee, but collapses in the mud. The “medics” tasked with pulling the wounded to safety dart in closer and wait for an opening. Chipper casts aside his bow, desperately pulling his Short Sword (will go last for drawing a weapon). The townsfolk near Jeddak flail desperately to no avail, the cries of “Oakhill!” becoming weaker (T1-T3 miss).
The Stretched Bugbears have no target so choose (d6=) the townsfolk. Using their chains they attempt to hook a victim from range, and a man with a pitchfork is yanked off his feet (B1/B2 hit T1/T3 with knockdown attacks, T1 saves, T3 does not). The Stretched ones attack the townsfolk with slashing claws but ignore the prone farmer to attack his comrade, whose voice falters mid-battle-cry. But he only takes a scratched arm from a poorly aimed swipe (S1 hit T2, -1HP, on 3HP). Of the 2 Stretched Ones rampaging in the back line, 1 attempts to grab the downed Ghost, but slips in the mud (S5 fumble Gh) - the other breaks the bow and wrist of a guard (S6 hit H2, -2HP on 2HP). The 3 Stretched Ones near Morgan are duelling with an equal number of guards (S9 hit H10, -1HP, on 2HP) (S10 hit H11, -12HP on -8HP, dead) (S12 miss H12) but 2 hooks swing viciously and decapitate a young red-headed guardsman, to the dismay of his brothers-in-arms.
Chipper stabs down at the prone monster nearby, but it slashes out forcing him to jump back (Ch miss S5). The 2 injured bowmen grab at their spears and follow suit, and one drills the haft all the way into the monster’s spine (H2 hit S5, -4HP, on 0HP). The duelling guardsmen who remain attempt to exact revenge, and one succeeds in driving his spear into a long neck, causing a huge spray of blood (H10 hit S9, -5HP, on 0HP). On the other side of the battle, 2 guard reinforcements charge into the Bugbear Stretched Ones, but the rubble causes them to stumble (H13/H14 miss B1/B2).
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