"Keelhaul" Kaul |
Kaul's jaw hangs open as drool pools in his craw - clearly the thug is lost in his cranial caressing:
Shhhh... shcleepy tymes... no noishy pleese...
Dingus Mack |
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Sorry guys. Things went bonkers for a few days there. ? Is Dingus Invisible? He cast the spell, but I noticed that the bad guys were reaching for Dingus. If you missed that he is invisible, that's cool, I'll just save the spell slot. If he is invisible, and they can still see him... well that might change my choices a bit.
If Dingus has room for Burning Hands
5d4 ⇒ (4, 1, 1, 4, 1) = 11
If not then from the ring
5d4 + 5 ⇒ (1, 4, 3, 1, 3) + 5 = 17 VV
"Kaul". "Get up". This is no time for napping... unless you're in the mood for a dirt nap". !
Cap'n Voodoo |
Jim continues to poke at undead Vinari with his rapier to no effect. Suddenly all the plantzombies begin an eerie keening sound echoed from above.
Round 11
Jim
Dingus
Kaul
Dibbets
James "Madman Jim" Patterson |
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Jim stabs the horticulturated Hell Hound again, a little harder this time. Current AC 22.
Hopefully-more-effective stab, incl. aid and combat expertise: 1d20 + 10 + 1 - 2 ⇒ (10) + 10 + 1 - 2 = 19
Perforation of plant: 1d6 + 6 ⇒ (5) + 6 = 11
Cap'n Voodoo |
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and wrap up- Round 12
With a wry grimace, Jim targets Dallian's cousin in the head this time and the screaming dead falls silent and topples over.
Upstairs, the hovering sorcerer blasts the now defoliated woody brown trunk of the plant with a swarm of viper force bolts. It explodes spewing baked starches and all the plantimated undead upstairs and down collapse back into their proper unanimated state.
Kaul moans back into consciousness. The voice from his pouch grouses, "Should have let plant eat yo' brain. No difference for fool Apostle!"
"Keelhaul" Kaul |
Kaul rubs his noggin and looks bemused and more than a little hacked off;
"Feck's sake I've been roasted! This one o' Dibb's damned tricks again?!"
At the scolding from his Divine Idol, the thug looks forlorn...
"What did I do? Wha-who-where... did I do it?"
Dibbets |
Tallying up the meagre takings and the strange circumstances Dibbs muses "Still doesnae make any sense like... did tha plant thingy come afore or afters tha elvies? Onna right track tho... one down." doing a final reccy of the house to see if there was aught they'd missed or any interior clues of what was out there... like a map or journal.
Cap'n Voodoo |
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"What did I do? Wha-who-where... did I do it?"
"What you do?" Tum-Bobo scoffs. "You stick de head in de briar patch! Why not? You not using it for anyt'ing else."
Disappointed with their catch, the crew reckons mercenary work for the consortium doesn't pay so well or they're working for script out here where there's not much to do with your coin except gamble it away. That actually makes sense as sending payroll all this way would likely result in a lot of losses.
You did hear that there was an actual goldmine around here though which bears investigation. The crew takes a look around the rest of the station house as night falls outside. Elven drums punctuate the drone of insects in the gathering darkness.
how about some perception checks? It's too big an area to take 20.
Cap'n Voodoo |
The station house is quite large and takes a bit of time to explore. On the lower floor, you've already found the armory containing racks of swords and spears, crossbows and bolts and ominously, a barrel filled with bloody shackles.
In the kitchen you come upon a rotting corpse of another chef with a sprouted plant like the evil thing you burned upstairs. You take care of it with extreme prejudice. There is a smaller dining hall for officers and civil staff perhaps, guest rooms, more storage and servants' quarters. Stairs lead up to another section of the upper floor.
James "Madman Jim" Patterson |
Untrained Perception check: 1d20 + 1 - 2 ⇒ (8) + 1 - 2 = 7
Untrained Perception check: 1d20 + 1 - 2 ⇒ (11) + 1 - 2 = 10
Untrained Perception check: 1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Cap'n Voodoo |
Dibbets leads the way badger-like in his rambling gait, head swinging and eyes bright for sign of gold or information on the fate of the station house. The back section of the upper floor contains private bedrooms for officers and tradesmen. Furnishings are simple, but comfortable. Nothing of any particular valuable though, at least until you reach the locked office of the station manager.
Lopper brushes aside the locked door to reveal an opulently appointed office and bedroom suite. The bed posts supporting the canopy are made of great ivory tusks and the bedding consists of rich satin sheets. The desk is dark mahogany wood. Dibbets uncovers a loose tile in the washroom that hides a small cache of 4 sizeable gold nuggets, a glittering diamond the size of a halfling's fist and ruby studded dagger.
Dibbets |
Pulling out the nuggets, Dibbs gives one an enterprising chomp before reeling with smarting choppers. Wide eyed and manic he calls to the others "Bingo! Come an 'ave a lookee!"
The only item that gives him pause is the ruby studded dagger... memories still very fresh of a certain other stabber that'd led one of them astray. The oracle takes a peep through tinted sight... and turns to Dingus with an eyebrow raised to see if the slightly addled adder sorceror has any further idea.
detect magic on the dagger
Dingus Mack |
BTW... Does Dingus have the dagger still, or did Jim take it. If he did what did he do with it?
"Well it's not as nice as the one that someone stole from me..."
1d20 + 13 ⇒ (11) + 13 = 24 Bluff (He's trying to hide the fact that he has it back).
1d20 + 7 ⇒ (17) + 7 = 24 Appraise
"But it might be worth something".
Cap'n Voodoo |
Dingus eyes the other dagger apparently in need of a replacement. He figures it is worth 500 gold Sails. Dibbets reckons the nuggets could be upward of 500 apiece! The diamond, who knows?! Of course, he could be overestimating the value.
The crew returns to the lower store room to check for supplies that might be more useful at the present moment and Dibbets uncovers a metal door behind a pair of stacked boxes.
Cap'n Voodoo |
Jim gets Dibbs' special touch while Kaul batters in the metal door with Lopper. The racket drowns out even the drums beyond the jungles edge. Finally, the door falls inward clattering against the rock floor below. The (insert light source here) reveals an old mine cart and rails leading through a tunnel toward the hill behind the station house.
"Keelhaul" Kaul |
Kaul steps into the darkness, grunting in satisfaction at yet another door thwarted by his technical prowess as a lockpicker and pointman.
The brute gives pause and scans the area conscious of traps or potentially lurking foes:
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
However at the sight of the mine cart, Kaul grins and giddily makes for the vehicle:
"Hur... Whose fer a ride on the cartie hur-hur!"
Dingus Mack |
Dingus strips the satin sheets off the bed, thinking that they'll make an appropriate robe, as he seems to keep ruining them with this gang... then at a guilty look from Richard, stuffs a fine down pillow into his sack.
"Well that doesn't really look safe now does it"? "And, I'm not pushing it".
Dibbets |
"Bit o' caution laddies... end ovva long day, Dingus an me are mostly spent like an we dunno what tha feck's down there... Hows about we takes a rest like an see iffin tha elvies let us see tha mornin... then we ken bugger off down tha cart line" pleads the midgetarian oracle.