Ronk Bonk |
Screaming, Ronk is not weak! Ronk is not slow! Lifting his bonking stick to wave in the air but not getting it up ;) in the air.
Strength check: 1d20 - 1 ⇒ (2) - 1 = 1 I wanted to see if I would fail abysmally and the dice roller was happy to help it seems.
Growling at the stick and proceeding to kick it, repeatedly. Stupid shadows! Kick, Dumb bird! Stomp, Its not fair! More kicking and growling, Why is the world mean to Ronk.
Twitchy Boom Boom |
"We go back to Queen and she fix you," Twitchy says, "but first we have these lizards give us the information we need so we can finish our job and go home."
Home is where our ship is
Where our family will grow
Home is where we'll start our tribe anew
But now we've got a Liz
Who's telling us where to go
For now, we're doing what we must do
We'll somehow get past this
There's so much more to know
We've got hats and pets and a friend or two
Home is where our ship is
My heart tells me this is so
But it's also wherever I'm with you.
PlotBunny |
1d100 ⇒ 131d100 ⇒ 12,
1d100 ⇒ 25,1d100 ⇒ 2
“The out cropping is not too far. No the whole camp is no underwater but to get in you will have to ether climb, fly or swim. Their war camp is surrounded by tall cut rocks that go into the ground; it is surrounded by water and the inside is partially submerged. The two entrances they have are only accessed under water and the northern on can be closed by a bone gate. Each access has its own issues the south eastern access underwater and most Underbellies are a good at fighting underwater. In the air they will see you coming and try to shoot you down, and the rock walls are covered in itchy vines.”
Shadow sighs, “Great Mother has sent you. I am required to give you aid, but my report is past due. So I give you these I am sorry I can help you do her will. These are items that have helped greatly in the past hopefully they aid you.”
Party gets
x2 Potion Owl’s Wisdom
Potion Spider Climb
Potion Reduce Person
Potion Bulls Strenth
Potion Fly
Bodywrap of Mighty Strikes +1
X3 Bandages of Rapid Recovery
Bone Wand of Barkskin caster lvl 4, charges 16
Map of the Swap
Afterwards Shadow gives the party directions to their quarry and a map of the swamp.
Mortimer Paddypaws |
"We thank you for your assistance. Do you know how high up the rock walls stretch, and if the vines, besides being itchy, are poisonous as well?" Mortimer asks Shadow.
"We need to plan this." Mortimer informs the party. Mortimer finds a less mucky place in the swamp, lies down, lays his head on his paws, thinking hard. "This is not something we should undertake hastily. This involves laying siege to an entire warcamp. A well-defended one to boot."
He pauses a while, then continues, "I see three possible options. The first is that we find the underwater gates, then kill the sentries, and attack the war camp through the gates. It has the advantage that we will have a good chance of sneaking through. The problem lies that we will be fighting the lizards underwater, and without a way to breathe water, we cannot remain there for long, and will be unable to use any magic." He shakes his head. "Doesn't seem like a plan, to fight the enemy at their strongest."
"There is a second option that we could climb up the walls. If the vines give purchase, I should be able to get up there. We could probably hide in the vines themselves to conceal our approach. However, there is a good chance that the vines are poisonous. I won't know until I have seen the vines for myself. The vines should give good purchase for us to climb up the rock wall."
"The third option would be to fly over the walls, but like Shadow said earlier, it will make us living targets. There will be a problem of carrying everyone as well, since we only have 1 fly potion. Twitchy should be able to take Medge, no problem. I suggest that I take the fly potion, and try to carry Gurp and Squishy, as four leggers can carry more then you greenskins. However, I'll need to carry more then I currently can, in order to take both Gurp and Squishy. The part of us being living targets can be mitigated if any of you can summon a fog to obscure the view of the archers below, or by entangling them. Then we can quickly make our descent and attack the warcamp."
"All this requires planning, and we should scout out the area today, then prepare to assault the war camp tomorrow. Any other suggestions?"
Twitchy Boom Boom |
Twitchy almost quivers with excitement as she identifies the potions by touch. "This is exceptional work! Is your alchemist with you? I must meet her. Maybe we can exchange formulae!"
Or I could just steal her book. No, wait. These are allies.
She frowns as Shadow describes the situation. "How well do you lizards see in the dark? How's your sense of smell? We goblins are pretty good at stealth, given shadows. We're not the chameleons you are, but we do alright."
"I'm carrying ant haul now. I can make three of these a day, given a minute." Twitchy looks around. "Maybe I can create a diversion while you guys... Wait a minute. Gurp, you have powerful swamp mojo. How good are you at summoning? Can you summon in a diversion that might distract the guards, or give them something else to worry about? Or would it not last long enough to matter?"
Gurp of the Swamp |
Gurp contorts his face into a forced smile. "Thank you, friend lizard! You help appreciated! Gurp have no desire to kill you!"
He listens attentively to Mort and Twitchy's plans. "Gurp summons not last long, but Gurp can summon lots. If they see Gurp, we have very bad time. If they not see Gurp, Gurp can keep summoning for good while! But if Gurp summons lots, it mean less mojo for fire and healing."
Ronk Bonk |
Crossing his arms and pouting. Not rejoining the conversation until the lizards leave.
PlotBunny |
Shadow turns to Twitchy, “We do not see well in the dark on average, but the area is lit by oil lamps. Sneaking is how I know what I know.” He smiles “Mika is the mixer in our tribe you would have to see if she is interested, but she is known to trade. No see is at Great Queen's side.” He turns to Mortimer “The vines are just itchy, but that is to my kind. I do not know about your own. I know the mammals like the spicy berries. The stones go up about three lizard-folk high.”
Perception DC 12. Shadow and his companions are about 6 feet tall. The wall is about 18 feet tall.
Knowledge Nature DC 16. Lizard-folk are on average 6 to 7 feet tall. The wall could be anywhere from 18 to 21 feet tall.
If there are no more questions than the lizard-folks leave.
Mortimer Paddypaws |
While the lizards are still around, Mortimer has a big grin on his face, his eyes gleaming with amusement and seems to be shaking. Gurp trying to smile is hilarious, its like he bit into something sour he thinks to himself.
Don't let them know(bluff): 1d20 + 1 ⇒ (14) + 1 = 15
Ronk - DC 15 sense motive check.
You have a feeling Mortimer can't hold himself in much longer, and is about to roll on his back and send his feet twitching in the air. If you don't hop off the saddle in time, you'll get acquainted with the swamp.
If Ronk fails the sense motive, please assign him a ride check (I'm not sure of the DC), to hop off before he gets dumped.
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Knowledge nature: 1d20 + 4 ⇒ (11) + 4 = 15
Medge the Curious |
"New stuff! Queen Lizards are best lizards" Medge happily stows as much of the new stuff as she can
After they leave
Medge pokes Ronk "No sulking! Pirates don't sulk! Ronk gets new job; surprise attacking! We sneak into camp and if lizard gets in our way we hit them very hard so no noise. See, Ronk still have important job!"
Ronk Bonk |
Mort first off don't hold in laughter its bad for you and the Ronk is kicking his bonking stick around. currently you are not carrying me
Pointing at his muck covered bonking stick, But it wont work!
Mortimer Paddypaws |
Mortimer rolls over on his back, chortling loudly, his paws twitching in the air, splattering mud on every goblin nearby. "Oh my god, the look on Gurp was priceless. He looked like he bit a sour plum!"
Twitchy Boom Boom |
Twitchy puts the bandage on her hubby. "You need to get better." Then she turns to the group. "I just figured out what's bothering me about this mission. We're goblins. We're the sneakiest of the sneakiest, except for camouflage lizards, and who cares about camouflage lizards?"
"You know what bothers me about this mission? The Queen already has STEALTH minions, those camo-lizard guys! So why is she sending US? Because we're expendable, that's why!" Twitchy looks over the potions and says, "This is good loot, so maybe we're not totally expendable to her, but still... I think that there may be options we're overlooking here. The lizards are big. They won't see options to get in that we will. This is a town, right? They'll have deliveries. We can sneak into a cart going in and the guards will never know. Or there'll be a hole in the wall that's so small that the guards haven't bothered to repair it. My point is, we aren't limited to just the options that Shadow's given us, right? So what do you think? Shall we find our own way in? Then let's complete the mission and get out from UNDER Vorka's sister. We're the Dread Pirates! We can have allies, but let's not buckle to an Overlord, no matter how pretty or powerful!"
___
Whoa. Twitchy just got her voice back, didn't she?
Mortimer Paddypaws |
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After he recovers from his bout of laughing, Mortimer gets back on his paws.
"We need to look at what's surrounding the place. Slipping into holes might work for you greenies, but not everyone can fit in that way." as he eyes himself and Fluffer. Not sure about Squishy, since he might well be able to squeeze himself in.
Ronk Bonk |
I am glad you found your voice for Twitchy though Ronk would still be happy to practice for a baby ;)
Grinning at Twitchy finding that he rather likes being taken care of. Nodding his agreement at her words his look of contentment turns to anger and then pride. Twitchy is smart and Ronk is not expendable.
Looking over at Mort, If Goblins can get in sneakily once we start the bonking then Mort and Fluffers can fly in. Mort anf Fluffers are safer that way but get to join in at the fun part
Mortimer Paddypaws |
"There are some problems. Firstly, I don't know when it would be time to join the fun part. Unless there's some kind of signal. Fireworks, whatever. Next, I can't use that potion of fly."Mortimer starts putting some muddy paw prints on Ronk while waggling his PAW in front of him. "Finally, I don't speak Vulture. I speak Cat."
Ronk Bonk |
Frowning, But Mort Kitty needs to stay safe The only retaliation Ronk offers against the paw prints is to lean in and lick Morts nose.
PlotBunny |
assuming the party is trying to sneak? I am moving us on to the lizard-folk. I am assuming that Twiching is not flying on Fluffer as not to attract attention.
Stealth once close
Gurp Stealth: 1d20 + 10 ⇒ (6) + 10 = 16
Twitchy Stealth: 1d20 + 17 ⇒ (20) + 17 = 37
Ronk Stealth: 1d20 + 12 ⇒ (18) + 12 = 30
Medge Stealth: 1d20 + 17 ⇒ (18) + 17 = 35
Mort Stealth: 1d20 + 3 ⇒ (15) + 3 = 18
Perception
Gurp Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Medge Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Mortimer Perception: 1d20 + 2 ⇒ (8) + 2 = 10
Ronk Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Twitchy Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Zeli Perception: 1d20 + 8 ⇒ (2) + 8 = 10
PlotBunny |
As the vengeful band approaches the large stones of the lizard-folk encampment the Dread Pirates make sure to hide themselves in some tall reeds.
While about 200ft from the encampment, the first thing the party notices is the oddly large standing stones. They are the biggest stones most of the band has seen, and they are not all the same height. The stones themselves glow with an eerie sickly pale green light, and the stone are decorated with odd symbols. Not all of the stones are touching, and in their crevices a crude stone and mortar fills the gap. A round most of the stones is large imposing spidery tree-like vines with red berries covering the stones.
The inside of the encampment is well lit, but outside large animal skulls turned lamps decorate the way. The North has a large skull lamp that has light pouring out the mouth.
[Spoiler=Survival DC 15] While many large animal heads decorate the eerie structure the largest is an old partly broken dragon skull lamp. [Spoiler=Survival DC 15]
Gurp sees that the west side is not actually submerged and that there is a large earthen mound there, but it is covered in the itchy plants. He would have to move to get a better look.
Medge the Curious |
Survival: 1d20 - 2 ⇒ (3) - 2 = 1
Medge searches her wealth of random knowledge for anything like those standing stones.
Using Bardic Knowledge. All her knowledge skills have the same bonus
Bardic Knowledge: 1d20 + 1 ⇒ (11) + 1 = 12
PlotBunny |
As Zeli flies around she can she while these lizard-folk are more organized then the dread pirates, but not by much, they have mostly dispersed into small groups of two. She only counts 10 lizards, but there are number of small stone buildings inside the standing stones.
Mort and Medge you are both too far away and not locals to get an idea of what the stones are. Mort normally detect magic can only work up to 60ft, but you think that the stones have some sort of necromancy energy.
Knowledge local dc 13 there are ghost stories told around gob fires that large ghosts will steal wandering gobs away to shove them into big stone monoliths that steal your soul.
Mortimer Paddypaws |
knowledge local: 1d20 + 4 ⇒ (14) + 4 = 18
"Thank you, Zeli. If we go near the green glowing stones, something bad is going to happen to us."Mortimer wrinkles his nose, as if smelling something bad from the symbolled stones. "I think the best way will be an assault from the air."
Ronk Bonk |
Goblins can't fly. And if we all on Mort and Fluffers we gonna die if they shoot.
Mortimer Paddypaws |
Mortimer lets out a low growl. "Look. I can't tell you what exactly is going to happen when we approach the green stones that are surrounding the encampment, but it's nothing good. Let's say we attempt to sneak up, the stones set off an alarm, and we have to deal with whatever that comes out of the stones, AND the lizards at the same time," Mortimer retorts. "I believe it is possible for us to approach from air without getting shot, if we get some fog or the night obscuring their vision. You can't shoot at what you can't see, afterall."
"If you have any other suggestions, I'm all ears, but if you're just out to complain..."Mortimer leaves it hanging as he bares his teeth.
Plotbunny - From what you have written, I'm thinking that the whole encampment is surrounding by those glowing green stones (with only a few small gaps), so it would not be possible to attempt to scale the wall(which is made out of those glowing green stones), without coming into contact with them. Please correct me if I am wrong about it.
PlotBunny |
The party can only see half of the camp walls. That diameter is little less than about 75 ft.
the large standing stones are rough enough to climb if you all want, but the brick gaps are quite large. They are around 10 ft across and shorter than the standing stones. I assume Zeli took 10 on perception so she would have seen the Lizard-folks touch the stones at times.
wisdom check DC 14 there may be weak spots or holes on the brick.
Mortimer Paddypaws |
So you can scale the wall without touching the green glowimg stones? Then it might be slightly different. Also need to consider if the glowing green stones are touch activated or presence activated. I'm very sure I don't want to touch them.
Ronk Bonk |
Growling at Mort, Ronk can complain all he wants!
Looking back at the wall, Lizards village not so big. We go and attack? So Pirates flying, swimming, or climbing? Or are we still standing here and Shooting Mort a dirty look, complaining.
PlotBunny |
kk I am rolling everybody’s perception to hear the king baby.
Gurp Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Medge Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Mortimer Perception: 1d20 + 2 ⇒ (8) + 2 = 10
Ronk Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Twitchy Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Zeli Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Giving that the bricks in-between the standing stones is shoddily done, by goblin standards there are probably holes.
Twitchy Boom Boom |
"Excellent!" Twitchy slips under the fence, as quietly and stealthily as possible.
Stealth: 1d20 + 7 + 8 ⇒ (11) + 7 + 8 = 26 Includes Goblin racial and size bonus
Ronk Bonk |
Patting Mort on the nose, Pirates go and kill the Lizards. Come on or you will miss all the fun.
Grinning and then moving to follow Twitchy.
Stealth: 1d20 + 12 ⇒ (1) + 12 = 13
I will not be able to hit for squat but let us go forth and kill some critters. And I am sorry for the fail. While chatting with my roommate I said lets see if I get a 13 and I did. Which is bad. He also thinks I need and axe not a bonking stick. He is mean.
Mortimer Paddypaws |
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He jinxed your dice. Tell him to make a living as a witch with evil eye hex
A little dubious about fitting into the holes, Mortimer tries to climb the vines, making sure not to touch the green glowing symbols.
Stealth: 1d20 + 3 ⇒ (9) + 3 = 12
Medge the Curious |
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Stealth: 1d20 + 17 ⇒ (5) + 17 = 22
Medge follows after Twitchy. She whispers "We gets in, rescues loots, get it safe and then maybe think about other lizard stuffs. Pretty shiny-
And then Ronk fails utterly at stealth."Run! We hide and jump lizards who come to bonk Ronk! Medge going to look for hiding place!"
Perception to see a hiding place?: 1d20 + 5 ⇒ (2) + 5 = 7
Medge is hiding behind a small tree. Her ears are clearly sticking out to each side.
Ronk Bonk |
And that is what happens when you grumble at Ronk. Its is bad luck to yell at a barbarian. Didn't you know that?
Ronk takes a moment to stick his tongue out at Medge and the resumes following Twitchy.
PlotBunny |
Gurp Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Medge Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Mortimer Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Ronk Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Twitchy Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Zeli Perception: 1d20 + 8 ⇒ (7) + 8 = 15
PlotBunny |
As the group not very stealthy gobs and cat shamble towards the tower everyone but Mortimer and Medge see a hole large enough to throught in the brick of the wall.
Twichy makes it to and through the wall.
Mortimer you are next to the wall. If you want to climb it will be Climb DC 11.
Ronk though your shadowy figure was being pointed at by a lizard-folk. Medge’s loud annoucement begins him shouting.
We are now in combat. Twitchy may have one free surprise round.
Gurp Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Medge Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Mortimer Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Ronk Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Twitchy Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Lizard-folk Initiative: 1d20 ⇒ 14
Twitchy Boom Boom |
Three lizards, clustered together? At first, Twitchy considered taking them out quietly but one was already shouting. Besides, she remembered that she was traveling with Medge and Ronk. Was quiet even going to be an option?
She grabs one of her prepared bombs, shakes it and tosses it at the center lizard.
Surprise Round
Bomb: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13
The center lizard takes 13 damage and his buddies each take 5 splash damage.
Twitchy now pauses for her team to go so they can have a chance to kill lizards too. She has precise bombs, so can ignore buddies in melee with her bomb targets.
Bomb: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d6 + 3 ⇒ (5, 2) + 3 = 10
Wow. I had forgotten how much the Paizo dice roller loves Twitchy. That's 10 damage to the main target plus 5 splash.
Ronk Bonk |
Rushing out and making sure that he is not blocking the other. Now if that sounds to logical for Ronk in a fight you would be right but the wide smile on his face is very telling. Far to excited to get angry.
Now he is in the ideal spot. If any of those Lizards move to hurt Twitchy or the others when they come though Ronk gets to Bonk.