Shasta Lux |
Shasta maintains the Inspire Courage, saying, "Are you boys up for another round? Time for sloppy seconds!" As she says this, she steps forward 5 feet, draws a weapon from her belt that looks like the mechanical arm of a humanoid construct (for that is what it is), and tries to club the beast nearest her.
"Clanky's arm" is a MWK club.
MWK Club, Inspire Courage: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Damage, Inspire Courage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Edit: as she hits it, she says, "Bad festrog!"
Shasta Lux |
"Are you an animal person? They seem to like you."
Marduk flurries kicks.
Boot to the head: 1d20 + 5 ⇒ (2) + 5 = 7 Bump: 1d6 + 2 ⇒ (3) + 2 = 5
Boot to the head #2: 1d20 + 5 ⇒ (19) + 5 = 24 Bump: 1d6 + 2 ⇒ (3) + 2 = 5
Remember the Inspire Courage gives +1 to hit and to damage.
GM BPC |
Marduk boots the festrog in the head, knocking it down long enough that Shasta finishes it off with a crack from a green robotic arm that brains the undead abomination, ending it.
Init Order: Round 2 (bold = up)
Buffs: Inspire Courage +1
Marduk
Shasta
Gob
Zadim
Wyeth
Blue Festrog (charged)
Hakime
Gob Master of Greed |
Gob watches Marduk, "Ahh I see you are a master of Ty Kwan Leep." the wizard says as he fires off another two magical snakes at the remaining undead.
Magic missle: 2d4 + 2 ⇒ (3, 4) + 2 = 9
Gob Master of Greed |
Sorry looked it up. I fixed the spelling to Ty Kwan Leep
GM BPC |
There are three Boot to the Head bits, all from the Frantics.
Will version (not Frantics cast, but one of the better ones I could find)
Ti Kwan Leep version (audio only)
Boot to the Head song
Gob's missiles do far more horrific damage, blasting chunks of festrog away. It still stands, hungry for flesh.
Init Order: Round 2 (bold = up)
Buffs: Inspire Courage +1
Marduk
Shasta
Gob
Zadim
Wyeth
Blue Festrog (charged)
Hakime
GM BPC |
The Phoenix Wright version is the Will version, just with the Phoenix Wright animation, still entertaining, but the same skit.
Wyeth Riceak |
One of the monstrosities dispatched before Wyeth can even swing, he steps forward again after the other charges the group. With a low sweep he tries to yank the thing off balance.
Trip Attack: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13 Oh well. And if it's on all fours versus standing that's +4 to the DC besides.
GM BPC |
This one is on all fours for now, will be switching stance next turn.
Wyeth's attempt to trip the festrog fails, but not enough to force him to lose his weapon.
Zadim is up!
-Posted with Wayfinder
Zadim Al-Shams |
Zadim curses and spits out the disgusting bile that had squirted on his face. "Sarenrae's charred ass! I swear, if I get some disease from you I'll wash out your skin and use it for an umbrella!" He spins and slashes at the other monster when that one goes down, though.
Kukri 1: 1d20 + 10 ⇒ (4) + 10 = 14
K2: 1d20 + 10 ⇒ (12) + 10 = 22
Damage K1: 1d4 + 6 ⇒ (2) + 6 = 8
DK2: 1d4 + 3 ⇒ (3) + 3 = 6
GM BPC |
Zadim slices twice, the second one cutting undead flesh away from the foul creature.
Zadim Fort vs DC 13: 1d20 + 6 ⇒ (11) + 6 = 17
Once again, more pus explodes out, but Zadim is more guarded and minimizes contact with the sickening fluid.
On two legs now, the remaining goes all out against him!
Blue bite @ Zadim: 1d20 + 6 ⇒ (4) + 6 = 10
Damage on hit: 1d6 + 5 ⇒ (6) + 5 = 11
Blue claw @ Zadim: 1d20 + 7 ⇒ (15) + 7 = 22
Damage on hit: 1d4 + 5 ⇒ (2) + 5 = 7
Blue claw @ Zadim: 1d20 + 7 ⇒ (13) + 7 = 20
Damage on hit: 1d4 + 5 ⇒ (4) + 5 = 9
16 damage to Zadim
Zadim is rended by its claws, but the rest of the party gangs up on the creature and finishes it off.
It's down to 2 HP, so at the least, Gob's magic missiles will finish it off if no one else punches it first.
The battle is now over, only the sounds of screaming and yelling from the shed break the still ambiance.
Shasta Lux |
Shasta double moves over toward the shed, while keeping an eye out for more predators. "Festrogs are supposed to be created with the release of negative energy, such as from the destruction of a powerful artifact. That might be a clue as to what happened to Sharrowsmith and perhaps why the Kobolds were forced out of their caves."
GM BPC |
The miners slowly clamber out of the shed. There are three of them, two human men and a male dwarf. They have an odor of layered sweat and urine and show signs of early starvation and dehydration.
They drag out several picks of exceptional quality and a masterwork heavy shield.
"Thank... thank you!", the dwarf greets the party. All of the men have various scratches and wounds that somehow have not become infected, but still show their weakness.
"What are you doing here?", one of the humans ask. "I thought we were the only ones not captured or eaten by those... things.", looking at the slain festrog.
Marduk the Pale |
Festrogs are supposed to be created with the release of negative energy, such as from the destruction of a powerful artifact.
Marduk looks at Wyeth....
"Jungle and artifacts.....we just lack a few crazy scribes and walls."Turning to the three weakened survivors, he asks:
"Captured you say, by who, or what?
Were it kobolds, or something else?"
GM BPC |
"K-k-kobolds.", the other human stutters out, clutching his stomach. "Th-th-they have a settlement in a valley that away... 12-15 miles perhaps."
Also, as a heads up, this scenario is of interest to the Exchange
Shasta Lux |
Shasta pulls the pack mule over and begins dispensing water and food. "Kobolds, Festrogs. Sounds like a fascinating story. Start at the beginning. We're aware kobolds have been running amuck. What we need to find out is why? Any ideas?"
If they need healing, she can cast a spell or attempt mundane healing at +4 skill level. If someone else has a better heal skill, she'll aid instead.
Heal: 1d20 + 4 ⇒ (1) + 4 = 5
Heal: 1d20 + 4 ⇒ (13) + 4 = 17
Heal: 1d20 + 4 ⇒ (10) + 4 = 14
GM BPC |
@Shasta: They do, although your rolls are good enough that food and water will be necessary, or magical healing. Their bodies are too weary for mundane medical treatment to heal them alone.
"I don't speak their tongue.", the dwarf admits, although the stuttering human pipes up. "I know a little Draconic. They mentioned something for "it will be pleased" as they took the other miners."
Gob Master of Greed |
Gob ponders this new clue. "Guess we will be finding out what this 'it' is very soon." He looks at the miners. "You three are all miners correct? Looks like you might be in need of future employment too. I might have some contacts that would be willing to take you on if you are interested."
diplomacy: 1d20 + 1 ⇒ (19) + 1 = 20
Honestly have no idea what my factions motivations are this season.
Marduk the Pale |
"It..will be pleased?
Maybe they have something that leads them to do pillaging?
Necromancers maybe, looking for wealth to expand power?"
If the others look funny at him for it, Marduk shrugs.
"I read a book once, killing for resources, both of financial and 'materials'."
GM BPC |
@Gob: Ideally, make more business contacts; find information on lucrative deals, and get more business deals!
"If your contacts can get us better protection, we may be interested.", the dwarf speaking for the others. "Just keep this site hush hush, particularly from Deeptreasure, and I'll have you talk to Boss Jenkins back in Fort Bandu."
The Deeptreasure Mining Company is a powerful, if not less scrupulous multinational mining organization. They pay bounties for information on mining sites, and many of those reported eventually become Deeptreasure sites, one way or another.
Responding to Marduk, the stutter replies, "I don't know, but it sounded like more of a sacrifice than 'materials gathering'."
GM BPC |
"Aye, if you can patch up our wounds and get us some supplies, we can make the trek back to the Fort and I'll make the arrangements.", the dwarf answers back. "If you can save the others, that'll put a good impression on Jenkins.", the dwarf wistfully looking to the northwest.
Shasta Lux |
Shasta casts 3 cure light wounds on the miners from her wand.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Knowledge (Local): 1d20 + 8 ⇒ (5) + 8 = 13
"How many kobolds were there, do you reckon? Must have been a lot to cause so much death and destruction. They're pretty small and weak one at a time. Was there any other creatures fighting with them?"
She'll also ask before they leave, "We're also looking for a fellow name of Sharrowsmith. Have you met him? Probably traveling alone, archaeologist type."
GM BPC |
"They struck at night and caught us off guard. Their shouts echoed in the hills and I couldn't say how many there were. They killed most of us, and captured maybe 8 or 9 others."
"Sharrowsmith...", the dwarf ponders on the second question. "Yeah, I think he was here about a month ago, headed into the valley near the kobolds, although we did warn him about those damned pests."
GM BPC |
"No, he had a small caravan with him, was heading to something else over that way. It wasn't part of our claim, so we let him be."
Hakime |
Hakime will use her lay on hands ability to help the miners as much as she can.
LOH: 1d6 ⇒ 2
LOH: 1d6 ⇒ 4
LOH: 1d6 ⇒ 6
LOH: 1d6 ⇒ 6
Wyeth Riceak |
Wow, you guys got seriously busy in the last 24 hours!
"Sounds like it's time to make 'it' hit the fan," Wyeth smirks at Marduk. "If history is any indication, 'it' will be a big ape." While speaking he unslings his pack and roots around in it.
"Here, gents. Best medicine I know," he says as he hands them two quarts of ale.
Yes, he really was carrying a gallon's worth of the stuff in his pack. Go, Cayden!
How's the healing situation? Wyeth can chip in some more if needed.
-Posted with Wayfinder
GM BPC |
@Hakime: Shasta took care of most of it, your first two Lay on Hands will cover the rest.
The dwarf happily drinks the ale, the others following suit, quenching their thirst.
Anything else you wish to do? Resting or going straight to the miners?
Shasta Lux |
Shasta will also turn her wand on Zadim's nasty wound.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
That should do it. The healing gods are smiling on us! Oops, sorry Wyeth.:)
I think Wyeth healed the other wound he took in battle.
Shasta is full up on magic, so no need to rest for her. She's in favor of moving on. She's still got 11 turns of Bardic Performance.
Gob Master of Greed |
Gob looks at the state of the miners after they are fed and healed. "If you feel you are strong enough to make it back to the fort, then we wish you well. We shall head off to find out what 'it' is and how to best deal with 'it'."
GM BPC |
"Thank ye, kindly.", the dwarf speaking for the others. If no one else has business with them, they make their trek back to Fort Bandu.
The cooler temperature of the night air makes travel far more comfortable, although the dim illumination makes staying on course more difficult.
I need a DC 16 Survival check from everyone. As long as one person passes, then you travel to the valley successfully.
Hakime |
ok thanks
Shasta Lux |
survival: 1d20 + 4 ⇒ (15) + 4 = 19
Shasta remembers a story in which some travelers kept their course true by certain constellations through the night hours.
GM BPC |
Shasta guides the party through the valley, the few visible stars of the night sky giving enough for the knowledgeable bard to work with.
The trek is long and treacherous, about 15 miles, but is uneventful. The party reaches the ancient valley nestled in the Bandu Hills is well hidden, being almost to spot from more than a mile away. Ancient megalithic stones - most of which are toppled and partly buried - ring the border of this deep valley. These stones, long since weathered by time and encrusted with vegetation, serve as the only indication that humanoids may have at one time settled this region. The thick forest canopy of the valley below hides any sign of civilization - ancient or otherwise - from outside observers.
The party is at the height of the valley, but now must make way through the dangerous terrain and descend into the depths of the jungle below.
First option is climbing down the rocky slope, although other ideas and skills could be used.
Wyeth Riceak |
Wyeth stands close to the edge and peers down the slope. "So we have to go down there, eh?"
How difficult does the descent look? For deciding if we should pursue other options. Also, I'm less concerned about the trek down than the climb back up.
GM BPC |
@Wyeth: It looks fairly steep, although perhaps a safer passage could be scouted Survival check
Shasta Lux |
Shasta's game to begin climbing. She doesn't have any ideas about how else the group might proceed. She can use Bardic Performance to inspire competence (+2 bonus) but that probably wouldn't be practical for a long stretch of climbing, so she can reserve that for a particularly sticky spot.
Gob Master of Greed |
Gob reaches into his coat pocket and pulls out a tiny bat. "Gir, I need you to go scout out the area. See if there is anything scary out there. The half orc sends the bat flying out over the valley. While he waits for his furry friend to return he looks for a better way down.
Survival: 1d20 ⇒ 6
GM BPC |
The thick canopy is too much for the bat to notice any useful paths. Not a bad idea, just poor roll!
GM BPC |
@Shasta: Yes, the Inspire Competence won't quite work in this situation. If you want to use it, I'll allow you to aid an ally with that by expending a round (basically granting its bonus), but only to one ally at a time since it would be you paying attention and activating your ability at a moment you think is critical.