Bulldozer the Unchained |
Using his forearm to block out the blinding sun, Bulldozer stumbles around on the road, grumbling incoherent nonsense to pass the time. When looking up to see if he was anywhere near the next town, Bulldozer spots an old, odd looking dwarf with his bow ready to fire.
""That's close enough, greyskin. What're you doing up here on the surface? Didn't think your kind came up here much, besides for the odd baby-eating rampage...there any more of you around here?"
Knowing to speak when spoken to, Bulldozer clears his throat. A deep and gravely noise emanates from his mouth.
"And so the dwarf fled the mineral rich lands below for the surface, thinking that he can rule the surface too. Well I'll tell ya somethin'. I was born a slave and worked my way up in an arena. Every moment of my life, I'm alive because I worked for it. I'm here in these wretched lands because I'm forced to. Why? Because I killed a man. Now I'm here, toiling away and wasting my life here. If you want to buy my contract as a hired arm, fine, otherwise, get lost."
Steef Krafslayer |
Did...did you just offer to have us buy your contract? Because we must be rich and prosperous travelers, right?"
Steef gestures down at his grubby tunic.
"Look...mebbe I was a bit hard on ye. I know how it can be, gettin' kicked out, away from what you know. Especially for a young lad like yourself. You said you killed a man-chances are that means another greyskin, so cheers for that. Tell ya what-we don't have much money to pay you, but it seems like trouble finds this group of ours pretty much all the time. Chances are we're bound to get lucky and strike it rich soon enough...stick with us, leave me alone as much as you can, and don't kill or maim any of us, I don't see any reason why you shouldn't get a cut of whatever we find."
Steef lowers his bow.
"There's yer offer. Take it or leave it. I'm Steef, the mountain over there is Ezekiel, the padre's Azrin, and the furball's Moose."
Bulldozer the Unchained |
"You've got yerself a deal. Got any paper or anything to write this out? Also, what's the deal with the fellow next to ya?"
Bulldozer points to Ezekiel.
"Got anythin' to say for yerself?"
Ezekiel Andervalst |
That was posted literally like 5 minutes after I last checked this AFAIK.
"Nah, not really. I got no deal with me."
Bulldozer the Unchained |
Bulldozer stares at Ezekiel in the eyes menacingly. Then he turns to slap him on the back.
"I think we'll get along just 'bout fine."
Ezekiel Andervalst |
Utterly missing the menace - such concepts were expressed much more bluntly were he came from - Ezekiel nods. "I'm sure we will."
Rynjin |
Moving ahead while I have time to post.
Another day ahead, and about a third of the way through your 100 mile journey to Lepidstadt, you encounter a caravan.
As you get closer, it becomes apparent that this is no ordinary caravan. It consists of a total of nine covered Varisian wagons, gaudily painted. One the side of each are pictures of several people, each more strange looking than the last, and a legend reading "The Crooked Kin --- Ustalav's Greatest Traveling Cabinet Of Curiosities!".
People, presumably the performers, since all match the images on the wagons, are huddled around talking in low voices to each ther. They seem agitated.
Oh, before I forget, you could have made a Diplomacy check to Gather Info or a Knowledge: Local check before you left Ravengro to know about Lepidstadt.
Rynjin |
As Azrin gets closer, he notices two of the women, with remarkably thin heads, are crying their eyes out, while an exceptionally hairy young boy is howling like a wolf nearby.
A man missing both his arms and legs and an incredibly tall man (overtaking even Ezekiel by at least a foot and a half) with arms and legs like tree trunks are arguing with a hunched, appalingly dirty man and three clowns.
"We have to go and find her! Mount a rescue party!"
"Yes! We must help her!" the limbless man and the giant cry.
"I...I don't know, Trollblood." the hunched man says. "What if we send a rescue party and they don't come back..." he manages to get out, before you're noticed. Everyone immediately stops talking or making a sound, besides the hairy child who continues howling.
"Hello! Do you folks need help?" Azrin says, his words marring the awkward silence. Nobody answers.
The silence is soon broken, however, by a flamboyant albino man.
"Don't mind my compatriots!" he exclaims.
"I am Kaleb, the Ringmaster of the Crooked Kin, Ustalav's Greatest Traveling Cabinet of Curiosities. Most of us are understandably wary of strangers, you see. Most would pass us by without a second thought beyond 'What a bunch of mongrels I see', but I sense you might be different. We hate to ask for your assistance, but a member of our troupe, Aleece has gone missing this night. We were discussing what to do about it when you came along."
"We don't have much, but I did pick up a magical trinket, a dagger I could reward you with if you'd be willing to help us find her. We hope for the best, but fear the worst for her. These fens are not known for being kind to unwary travelers."
Steef Krafslayer |
Sense Motive: 1d20 + 9 ⇒ (13) + 9 = 22
"Say no more, lad-we just had one humdinger of a time in a positively hostile place to travelers. We've got some idea of how it feels to lose one of your own. We'll find your missing girl. Let's go, men-greyback, now's your time to prove yourself."
He begins trudging off before realizing he has no idea where to go. "Say...which direction did you say you lost her?"
Rynjin |
"We're not entirely sure. She wandered off while nobody was looking."
DC 10 Survival to find the tracks. Anyone who can Take 10 and make it may read the below:
Steef Krafslayer |
Survival: 1d20 + 5 ⇒ (13) + 5 = 18
"Mate, there's tracks going into the brush like...right next to you. Literally, they're right there. These are so fresh, it looks like she made them while you were talking to us."
Ezekiel Andervalst |
"Well, no point wasting time. Let's go."
Rynjin |
The tracks lead about half a mile into the marsh before becoming difficult to follow, in the midst of a shallow bog.
Movement is at 1/4 speed.
4d20 ⇒ (14, 16, 8, 11) = 49
Ezekiel and Steef are able to find the tracks, however. It looks as though she stopped walking and was dragged at this point.
They lead another hundred yards or so into a small clearing filled with dismal looking gray flowers.
The panicked cries of a young woman ring out from the north.
Ezekiel Andervalst |
Ezekiel draws prepares his hammer.
"Something's not right about that scream. Sets my tail twitching."
Rynjin |
Ezekiel draws his hammer.
Almost immediately, a strange creature appears in front of him, a spider the size of a horse, with a woman's face, fangs dripping a thick purple liquid.
Kn. Arcana for anyone who has it.
It bites him, hard, and then disappears once again.
1d20 + 10 ⇒ (13) + 10 = 23
2d6 + 7 ⇒ (1, 6) + 7 = 14
Ezekiel Fort: 1d20 + 6 ⇒ (5) + 6 = 11
1d2 ⇒ 2
Ezekiel, take 14 damage and 2 Con damage (which is another 4 HP, off your max HP as well.
Everyone else may alter their actions appropriately if they wish.
Rynjin |
It's a Phase Spider. Azrin knows two useful pieces of information about it. 1.) It is incredibly poisonous and 2.) It can Etherally Jaunt at will (taking refuge on the Ethereal Plane just as easily as you would walk across a room). I.E. it can pop out as a Move action or as part of one (and back in as a Free).
Lemme give you a little hint on fighting this thing: Brush up on your Readied actions.
Bulldozer the Unchained |
Bulldozer grits his teeth and gets ready to give a powerful swing with his trusty Dergar as soon as the monster pops out.
Bulldozer the Unchained |
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d10 + 16 ⇒ (2) + 16 = 18
Ezekiel Andervalst |
Ezekiel readies himself to smack the spider, gritting his teeth with fury at such treacherous tactics.
1d20 + 8 ⇒ (6) + 8 = 14
3d6 + 16 ⇒ (5, 2, 2) + 16 = 25
Rynjin |
Gais pls, roll bigger or you'll die to the first encounter in this book
The Spider pops into existence next to 1d3 ⇒ 2 Bulldozer this time.
Chomp: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14
Everyone swings at the creature, but get tang;ed up in each other. No blow connects hard enough to deal any damage.
Bulldozer Fort: 1d20 + 6 ⇒ (7) + 6 = 13
Zeke Fort: 1d20 + 5 ⇒ (1) + 5 = 6
The poison does its nasty work on both of the big burly men as the Phase Spider pops out of existence once more.
2d2 ⇒ (1, 2) = 3
Bulldozer takes 1 Con damage, no ill effects yet. Ezekiel takes another 2 Con damage. 4 more HP lost off his maximum and current HP. Zeke is now at 12 Con.
Everyone's up again!
Steef Krafslayer |
Goddamn it I hate blinkers...
Steef narrows his eyes and clears his mind, waiting for the spider to come back.
Perfect Strike + Deadly Aim
Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Oh you have got to be KIDDING ME.
Bulldozer the Unchained |
This fight is worse than Houdini Splicers. At least you can stun lock them.
Bulldozer concentrates again on delivering a perfect blow, this time using accuracy and not power. He also gets ready to leap away from the spider if it happens to get too close.
Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d10 + 10 ⇒ (1) + 10 = 11
Ezekiel Andervalst |
Ezekiel repeats his previous strategy.
1d20 + 8 ⇒ (8) + 8 = 16
3d6 + 16 ⇒ (2, 5, 2) + 16 = 25
Rynjin |
Gonna go ahead because I'm pretty sure Azrin's actions won't affect matters a whole lot. If he has a spell or summat to cast that would have stopped this, he can go for it and I'll retcon this.
The Phase Spider pops back in again and bites 1d2 ⇒ 2 Steef. Everyone once again attacks, but miss, though Bulldozer and Ezekiel just narrowly do so.
Bite: 1d20 + 10 ⇒ (2) + 10 = 12
Thankfully, the attack on Steef misses. The Phase spider hisses in frustration, and blinks out again.
Bulldozer Fort: 1d20 + 6 ⇒ (19) + 6 = 25
Zeke Fort: 1d20 + 4 ⇒ (10) + 4 = 14
The poison continues to course through their veins, though Bulldozer's mighty constitution shrugs off the ill effects, for now.
1d2 ⇒ 1
1 more Con damage to Zeke, no further ill effects yet.
Bulldozer the Unchained |
Bulldozer continues with the same strategy.
Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d10 + 10 ⇒ (6) + 10 = 16
17 AC pls
Rynjin |
Azrin becomes the first person to strike a blow against the creature, to everyone's amazement, including his own.
2 HP down, 49 to go. Good crit. =p I was actually kind of expecting you to cast Bless or something and make it so your big beefy guys would hit.
Steef Krafslayer |
Steef, amazed that Azrin hit the thing before he did, resolves to hit it over twice as hard as the cleric did.
Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm?: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Ezekiel Andervalst |
1d20 + 8 ⇒ (13) + 8 = 21
3d6 + 16 ⇒ (6, 6, 3) + 16 = 31
Ezekiel eviscerates the spider. With a blunt object.
Rynjin |
When the spider pops back into existence next to Azrin, it is immediately whacked by both Zeke and Steef.
Nevertheless, it carries out its bite on Azrin and poofs out again.
1d20 + 10 ⇒ (16) + 10 = 26
2d6 + 7 ⇒ (6, 3) + 7 = 16
Azrin Fort: 1d20 + 5 ⇒ (20) + 5 = 25
Bulldozer Fort: 1d20 + 6 ⇒ (15) + 6 = 21
Ezekiel Fort: 1d20 + 4 ⇒ (1) + 4 = 5
Azrin manages to shrug off the poison, and Bulldozer's mighty constitution throws off its ill effects as well.
Ezekiel, however, is not that good.
1d2 ⇒ 2
16 damage to Azrin, and 2 more Con damage to Zeke (you know the drill, -4 current/max HP and whatnot. Oh, and Rage rounds, you should be down 3 now.).
You guys again.
Ezekiel Andervalst |
1d20 + 8 ⇒ (10) + 8 = 18
3d6 + 16 ⇒ (6, 3, 5) + 16 = 30
Ezekiel crushes the spider.
Carrion Crown Treasure Monster |
One minor mistake, Steef provoked from firing his bow.
AoO Steef: 1d20 + 10 ⇒ (6) + 10 = 16
Neat, no retcon needed.
The spider appears back in front of Ezekiel, rearing up to strike, but is laid low by the mighty Barbarian's attack.
Zeke Forts: 4d20 ⇒ (10, 1, 7, 11) = 29
4d2 ⇒ (1, 1, 1, 1) = 4
Zeke takes 4 more Con damage. He loses 8 more HP, 2 more Rage rounds, and all of his dignity as a Barbaran. Azrin's super lucky he saved on that poison, it probably would have killed him hard.
Combat over.
4d20 ⇒ (14, 1, 8, 16) = 39
Once the danger has passed, Azrin's keen eyes notice a number of trinkets lying around...as well as Aleece's body, lying not far outside the clearing. She is unmistakably dead, nearly drained of blood and a pale green foam coming from her lips.
But, on the bright side, loot:
-A potion of Fox's Cunning
-A magnifying glass with a gold handle, worth 100 gp
-A small wooden box containing a set of brass weights. With Ezekiel's help, Azrin finds that it has a flase bottom, which contains 3 silver ingots worth 100 sp (10 gp) apiece.
-A walnut traveling case, containg 3 Superior locks and their keys.
-A jar of pickled garlic cloves
-Lots of skeletal body parts.
4d20 ⇒ (18, 18, 1, 1) = 38