DM Iron-Dice |
DMPC-SpiderThud
Thud sees Grimlek zig, so he zags. Reaching out to catch . . .and . . .
1d20 + 2 ⇒ (15) + 2 = 17
and it's a beautiful catch.
The frogs gone wilde are croaking in admiration.
Thud now holds a small parcel of wax paper. looking inside he sees several pieces of VERY strong liquerish smelling taffy candies. Each wraped in it's own small bit of wax paper.
DM Iron-Dice |
I popped in for a quick miss last night, but I like DM-ID's rolls better.
If Thud really does catch the bag, he chortles with delight and pops one in his mouth, wax paper and all.:)
oops. How did I miss your post? Weird. Caught or missed, it's all good. The candy is not fragile. The glass potions were the main concern for catching.
When Thud pops a taffy in his mouth, the sensation is awesome. The licorice is so strong it clears your sinuses, removes any headache, dizziness, nausea and annoying runny poo poo pants you might have.
Basically, it cleares aways any natural ickies you got going on.
DM Iron-Dice |
As the cocoon like web-lair catches into a roaring fire, the foursome of Goblin heroes reflects on the loot you have accumulated from Lots-legs and her lil'legs;
Light masterwork crossbow and 11 bolts
2 potions (one vial) cure moderate wounds
cures or lessons most non-leatheal, non-magical ailments
Feel free to press on immediately, cook up the vittles, or any other business.
Please divide up the loot, and put it on your profile. Let me know if anything gets left behind.
Your about an hour away from where the map says the boom are.
Details of your further travels will be along soon . . .
DM Iron-Dice |
After traveling for an hour you find that the point indicated on Scribbleface’s map isn’t quite on the coast, but it’s close enough to hear the faint susurrus of waves crashing on an unseen swampy shoreline.
A large wrecked ship lodged in a shallow pool of swamp water. Mayhap driven aground decades ago during a particularly violent storm that flung the ship several hundred feet into the flooded swamp. The ship itself is a two-masted sailing vessel with strange, faded writing on its bow.
The ship itself is quite old. at least several decades.
The shipwreck itself is upright, held in place by the mud and sludge it now sits in and supported by thick growths of marsh gorse and other foliage. The derelict leans toward its stern at a noticeable but not unwieldy angle, and its railings are as decorated with hanging moss as they are with goblin skulls and bits of bone.
Your about 100 feet from the fence surrounding the boat, hidden by some brush.
DM Iron-Dice |
Before Grimlek can head off, and while Thud is practicing his ocean sounds, the wind shifts and the most frightening sounds a Goblin can imaging float to your pointy ears from the paddock.
Upon the breeze, from somewhere on the grounds ahead, is the sinister neighing of a large and frightening beast. Menz ride them, and gobs fear them. It's the sound of the terrible equestrian, hoved beats that stomp Goblins into moot paddies. The horse.
But wait, there more. As bone chilling as that is. There's another deeper, resonating sound traveling on the ill wind today. The thundering bawl and angry snap snap snap of a barking DOG! The fur covered hunting animal that tears Goblins to shreds, eats their flesh, and gnaws on their bones until their dust.
I think perhaps the sound of one of the heroz peeing him self can now be herd also.
DM Iron-Dice |
A two-masted ship lies mired in the mud in this clearing, its rigging thick with moss and decorated with lanterns and windchimes made from goblin skulls and bones. Strange writing is faintly visible along the ship’s prow, while the soggy, swampy “yard” that surrounds the wreck is encircled by a rickety wooden fence. A thin curl of smoke wafts up from a chimney that protrudes from an unusual
box-like structure near the ship's bow.
Ye Gob's are about 100 feet west of the paddock near the bow of the boat.
*This map* shows what you can make out from your current position.
Is it time for sneaky Goblin plans, or time to jump up all in it?
DM Iron-Dice |
Glop is so excited and scared at the same time that her perception is that same as everyone else.
The once swampy region within the fenced area has been churned into a thick morass of mud.
About 30 feet away is a vine-choked gangplank with a mossy handrail. It descends sharply from the ship’s bow to the muddy ground below. One handrail seems to be encrusted with a large ball of dried mud.
Occasional barking of distressed dogez seems to be from the far backside of the boat.
From the north(up) side of the wreckage there is now a noticeable clop. clop. clop. sound in the mud. A well worn passage between the thick tree and the hull starts to rustle.
Something wicked your way comes!
Here you are *Map-v2*
DM Iron-Dice |
Thuds stands tall upon the fence. His head is now 7 feet in the air. Taller than man-things!
In the time it took to reach this height, a dark, large and scary figure clopes into view.
First you see it's dark grey tangled mane. Next It's giant long noised face thin and dry. Lips curled up and deceased gums showing massive yellow chomping teef. It's thick and powerful neck connecting to muscled sinew, devoid of body fat due to it's lack of nutritious food. Gnarly legs ending in muddied hooves that love to stomp, stomp stomp!
Lastly you see it's eyes. Standing slightly taller than Thud is now. There dark, fiery and intense. and looking straight back at you.
This flea bitten, abused, starved and mistreated horse is full of aggression and looking to take it out on something. You somethings are looking to be that patsy.
The horse attacks you!
Ramping up a muddy gallop straight towards the closest Goblin.
Horsz Init1d20 + 2 ⇒ (20) + 2 = 22
DM Iron-Dice |
The huge nag with an explosive rage charges at the group. The speed of this beast is amazing! galloping across the wide expanse at a tremendous pace. Shaking the ground and splattering mud clumps into the air.
The abused beast reaches the fence and rears up on it's hind legs. Now standing nearly twice as tall a Thud, even on the fence, it strikes out kicking with it's front two hooves attempting to knock the Goblin to the ground.
Hoove 1 1d20 - 2 ⇒ (9) - 2 = 7
Hoove 21d20 - 2 ⇒ (2) - 2 = 0
Thud did not get knocked off the fence
Filled with more anger that skill, the emaciated mare puts on a frightening display, but no real damage yet. But it looks like it would hurt when it connects!
Go go Goblins!
DM Iron-Dice |
You all remember the chilling tales as youngings about horses. How they love to cleave open Goblin skulls with a single might hoove kick, then lick out Goblin brains using there elongated ulcerous tongues. They keep the Goblins know-of-stuffs after eating the brain, and use those knows to prey on more Gobblers. The more Goblins knows it eats, the more hungry it gets for Goblins. The hu-manz call it Horse-sense, because the Hu-manz hate Goblins because they are smarter, and use horses to do their thinking for them! Evil evil horses!
Thok, Glop and Grimlek are up!
DM Iron-Dice |
Glop_Stinktoe |
Hush-a-bye don't you cry,Go to sleep-y, little Horzeee. When you wake you shall have
no gobs around you, Hush-a-bye don't you cry, Go to sleep-y, little Horzeeee.
Lullaby Spell (DC 11) - makes the horse drowsy: -5 perception checks, -2 on will saves against sleep.
[occ] cleaver gob wants the horze to sleep so we can sneak around it and no gob gets injuried [/occ]
1d20 ⇒ 18
DM Iron-Dice |
Glop starts singing a goblin ditty to make sleepy the horsey. The Horse's eyelids droop and his overall perception seem to waiver. Unfortunately, he still retains all his furry and combat ability.
Round two.
Focusing on the gob that cut him horrendously, Stomp twists his next back to his shoulders in the way a catapult tensions for release. In an violent release of energy its head snaps forward attempting ram Thud off the fence.
CMB 1d20 + 5 ⇒ (4) + 5 = 9
The AmazingSpider Thud anticipates this move, jumping straight into the air, knees bent with heals tucked allowing the violent tornado of a horse head to pass beneath him. He lands back on the beam in perfect form.
*MAP*.
Gobs go now!
DM Iron-Dice |
Ooooh! Tricky move. Clever. But tricky. Toothlizard backs up for a running start, has to jump 5 feet up and 10 feet over to clear the horse. There may be a bit extra challenge added, however, due the the sleepy spell from Glop, the horses perception is lowered so it's an even bet, meaning 15 is the number, and 15 what's you got.
Toothlizard and Grimlek hurdle the horse (see the irony there?) landing at his smelly and poo caked backside.
BITE BITE CHOMP CHOMP
Weheeeeeeeee!
Giant bloody dino teef marks drip thick red blood for the horses ass.
Although near mortally wounded, the shear meanness of the horse drives him to fight on!
DM Iron-Dice |
Glops slice tears through the horses neck severing the main artery. A thick moras of dark blood pulsates from the would sticking to Glops clothing and skin. With a last crying whinney the horses legs collapse and it's great bulk falls lifeless to the ground. Blood pooling into the mud.
DM Iron-Dice |
The stench of mud, blood and fear permeate the air.
The feverish barking of distant dogs confirms they are alerted to a disturbance in the paddock.
Ahead through the muddy ground leads to the vine-choked gangplank. It's mossy handrails descending sharply from the ship’s bow with it's large ball of dried mud encrusted near one end.
What's Gobers do?
Grimlek Longtrunk |
Grimlek smiles at the other goblins deferring to his awesome might. After all it is only right that they should do so. Toothlizard and Grimlek will go first. Youz followz.
Grimlek will then direct Toothlizard around to the northern side of the ship to get a look, if he doesn't see anything he will move to the southern side.
DM Iron-Dice |
The barking of the dogs continues as the heroes explore the ancient wreak.
Glop and Thok watch the other from a distance and criticize their movements.