Alright Mort and Ronk what do you want to do? We can some/one of the following recruit more pcs, try to continue with just the two of you and see if Gurp and Medge come back or let the post die. I have been enjoying this post especially at the beginning, and I am willing to make it work. What do you 2 want to do?
Lizardfolk 1 throws a javelin at Twitchy
Lizardfolk 4 swings angrily at Ronk again
Lizardfolk 9 falls to the ground, though Mortimer’s claw attack did not pierce him a bit of ice covers him.
Will Save lizardfolk 6: 1d20 ⇒ 12
Attack lizardfolk 8: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Attack lizardfolk 4: 1d20 + 1 ⇒ (3) + 1 = 4
3 opens the door to hut 3 and goes in. He continues to yell inside. 4 charges Ronk with the biggest sword Ronk has ever seen.
8 and 9 from their towers throw a Javelin at Mortimer.
Mortimer takes L8 Javelin: 1d6 + 1 ⇒ (2) + 1 = 3 damage as one javelin pierces him and yet another flies by. 1, 6,7 and 10 come down off the towers. A deep baritone voice comes from Hut 2. Initiative: 1d20 + 1 ⇒ (11) + 1 = 12 Regular Lizardfolk: Hp 11, AC 17/10/17, Fort +4, Ref +0, Will +0, CMD 12
upside down numbers are dead or unconious. Map 1 Lizardfolk number 2 screams as he is lit up like a torch, and shortly later falls bady burnt ad unmoving. Lizardfolk number 3 sees this and runs screaming for one of the huts. Lizardfolk 3 thows a Javelin at Twitchy.
In his fear it goes wide. pcs are up again
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.
Gurp Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
3 Lizardfolk: Hp 11, AC 17/10/17, Fort +4, Ref +0, Will +0, CMD 12
dice: 1d100 ⇒ 73, 1d20 + 1 ⇒ (13) + 1 = 14, 1d20 + 1 ⇒ (15) + 1 = 16, 1d100 ⇒ 38,
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
kk I am rolling everybody’s perception to hear the king baby.
Giving that the bricks in-between the standing stones is shoddily done, by goblin standards there are probably holes.
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. Gurp Perception DC 13:
“Hear me Gurp, if you cannot go under or over you may go through.” a faint voice whispers it sounds familiar. wisdom check DC 14 there may be weak spots or holes on the brick.
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.
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.
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.
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
Perception
I as I said before the table … forum is always open. If you need sometime time do so, but I have never been the kind to bump someone without a better reason than that. If everyone wants to add someone great, but the door is open for you/twitchy. She still would not know if she was preggers, but someone should keep look out at the boat. ;)
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.
If there are no more questions than the lizard-folks leave.
gm dice:
1d100 ⇒ 8,1d100 ⇒ 63,
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
Afterwards Shadow gives the party directions to their quarry and a map of the swamp.
If it is just that Twitchy is goal oriented character you could have a number of short term and long term game goals. IE Short term – learn draconic, find stolen fireworks and stuff, make Ronk more comfortable with reading, Find out where Vorka body went to make sure you do not come down with a undead witch problem… OH and HAVE a honeymoon. Long term – Make this whole Dread Pirate Gobs thing work (resources? Location? Safety? More Gobs/other?), Find away to deal with the Licktoads, because they will not be happy about you all turning traitor ( Gutwad’s totes going to be cool with everything).
He looks to Twitchy, “Normally you would be right, and I would check myself. I not, a member of a small band of unattached warriors. Who have little knowledge of the factions of this swamp. To be that and to be goblins is dangerous, especially with those stupid Licktoads antagonizing everyone.” He smiles a sharp toothy smile, [b] “I am not young, and I have the allies I want. My Queen’s favor is all I want or need frankly. My scales are the mark of my ancestry and of My Queen’s favor.” He then turns to Mortimer. “I will not lie the Underbelliesss have the home front advantage.” At his mention of the Underbelly tribe a bit of his natural accent comes out but he is quick to recover. “If you plan on staying watch out for traps. Yes, I saw some scouts leave the refuge of Vorka, but she and they have had many dealings. They brought a few roughed up scouts from her ship, but that is nothing out of the ordinary. They will be going to the nearest war camp. I know the way but the entrance will be difficult to those who cannot swim. It is that way.” He point He turns to Ronk puzzled. “You seem sluggish. Are any of you in need of aid?”
The leader stares at Gurp blankly. “You are unworthy of speaking to.” The others sneer at Gurp, and at the mention of Vorka one actually hisses. The leader looks to Mortimer with slight interest. Looks to Medge and his eyes narrow on the trinket Medge has. His posture shifts again this one with less tension but it still has a readiness to it. He then leaves moves to where Medge is and regards her, “You are one of my Queen’s allies? Yes, you where mark. I did no such thing as to provoke him, for he provoked me … by threatening my men’s lives and my life.” He says evenly and in a perfect accent. “You must be their leader. You as their leader are responsible for their miss-steps.” He appraises Medge for a moment. “A word of warning to a young war-leader, you cannot fight and beat everyone, and a running war-leader with no destination leads only to a shallow grave. You must first know your enemies, allies and friends. Enemies are easily made and hard to lose, but allies are hard made and easily lost.” Turns to look at Mortimer and Medge, and seems to ignore Gurp. “I am a proud servant of the Queen. I have never encountered your company before, so apologies on not knowing you. I am not liberty to discuss my purpose, but my name is Shadow. It is a pleasure to meet you Medge.” He turns to Mortimer, “My Queen sent you here? You do realize you are in Underbelly territory they are not the most hospitable of hosts. They hate goblins and … well most people really.”
The largest of the lizard-folk looks at his comrades speaks, 1 “Ποιοι είναι αυτοί οι ηλίθιος καλικάντζαρους.” A smaller lizard-folk seems to shush him, “ Ήσυχο, επιτρέψτε μου να μιλήσω στα μικρά ανόητοι. The lizard-folk are among the reeds, and are very near the water Draconic:
1 Who are these idiot goblins. 2 Quiet, let me talk to the little fools. The smaller lizard-folk looks at Gurp and addresses him, “You are a rude little fool, little goblin. Even if you can match me in combat, and prove your daring. You would win nothing but a greater enemy in the slaying. You think to intimate me? As he speaks his scales shift in color to a shadowy murky color. “You are vain to claim the SWAMP wants to speak with me. You are apart of no circle and command nothing. So is words or death YOU want.”
dm dice:
S.UnS1: 1d12 + 17 ⇒ (6) + 17 = 23
S.UnS2: 1d12 + 17 ⇒ (2) + 17 = 19 S.UnS3: 1d12 + 17 ⇒ (7) + 17 = 24 Gurp Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Gurp Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Gurp and Zeli see three lizard-folk hiding in the reeds. Shockingly these lizard-folk’s scales are the exact color of their surroundings.
The pirates eat fish, and then ready themselves to track the lizard folk. As the troupe of pirates tracks their lizard folk quarry though the swamp they notice that the ground is getting softer making it easier for you to track your prey. Slowly but surely the soft ground gives way to marshes broken by the tree line a good sized stream lays in front of the group. The foot prints lead into the stream. Survival DC 14 The tracks are about a day old. Know Nature DC 14 You recall that lizard-folk are excellent swimmers.
I found out Friday my grandfather is very ill, and he is not likely to get better. He broke his hip, pneumonia, and lung cancer. Now I will try to continue to posts because I love the crazy gob crew, but I will only have access to my phone and shoddy reception. His town is in the sticks, and Wisconsin’s bluffs are not good for the Internets.
The Dread Pirates wake to beautiful sunny late afternoon. The group can hear the jumping of a few fish near the boat. if the party wants to catch the fish the party may make a profession fisherman check or an appropriate attack to catch the fish. Profession Fisherman DC 8, or AC 14(+3 dex) hp 2 Perception/Survival DC 17, to find the trail of the lizard-folk. If your character rolls and gets a 1 to 4 on the check your character finds a dummy path and believes it is the true path, but can make a Sense Motive DC 14 after the party finds the ‘real’ path. 2 Survival DC 15, afterwards to stay on the path.
As the group comes to the the boat, they all can see were the lizardfolk were tied to the mast. The rope is cut by some kind of blade, and all the lizardfolk are gone. Perception DC 16, If they look around many things seem out of place. Perception DC 18, If the group goes below deck they see the lizardfolf weapons missing and some of the more valuable loot of the ship is missing.
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