Turn 28: Who Knew Blobs Could Crit
Without A Past: The Pit's Blue Metal Layer (350 Feet Down)
Tells Bad Jokes: The Pit's Blue Metal Layer (350 Feet Down)
Vengeful One: The Pit's Blue Metal Layer (350 Feet Down)
William The Red: The Pit's Blue Metal Layer (350 Feet Down)
Forges for Food: The Pit's Graveyard Layer (250 Feet Down)
Forges is out of sight of the rest of the party.
Walks With The Wind: The Pit's Blue Metal Layer (350 Feet Down)
----
Gorak, Wrestler of the River: The Pit's Blue Metal Layer (350 Feet Down)
Statblock:
► Show Spoiler
.[tabs:Braineel]
Without A Past: HP: 3/5
Resolve: 24+
Is hit on (2d6): 6+
Deals 1-3 +1 Slashing Damage
Hits on (2d6) 8+
Wielding: Two Sickle Swords (+1 Atk)
Wearing: Regular Clothes
Backpack: 8 Gold Pieces, Torch (35 turns light), two mirror shards
Satchel: Two pair of Enchanted Wristcuffs ("Cow"), 4 Bandages (Heals 2 or 3 HP), Trap Tool Kit
Satchel is now Full (Trap Tool Kit is medium sized)
[tabs:Nolandking]
Tells Bad Jokes: HP: 1/5
Resolve: 22+
Is hit on (2d6) 6+, 7+ vs Animals
Deals 1-3 +1 Piercing Damage
Hits on (2d6) 7+
Wielding: Harpoon +1, +2 vs Enemies in Water (2H), Red Sphere Ioun Stone (+2 Dex)
Wearing: Crystal Mask of Natural Stealth, Corroded Druid's Cloak (+1 Def vs Animals), Ring of Sanctuary (Displaces Aggression by 50%)
Backpack: 50' Rope, pen and ink, biscuits, water flask, Dagger (+1 to hit), Alchemist Fire (+4 Atk), Lit Torch (35 turns light)
Satchel: Empty
Curse of Mudhoney: Tells Polymorphs into a badger if he drinks or touches mudhoney.
[tabs:Chuck]
Vengeful One: HP: 5/5
Resolve: 20+
Is hit on (2d6): 7+
Deals 1-3 +2 Piercing, Fire Damage
Hits on (2d6) 6+
Wielding: Flaming Trident (+2 Atk, deals Fire Damage, extinguishes in water), Gnomish Spotlight
Wearing: Leather Armor (+1 Def), Pirate Captain's Hat
Backpack: Throwing Axe (+1 Atk), two maces (+2 ATK, one of them is lead-weighted and breaks bones on a critical), Torch (33 turns light), 16 Silver Pieces, Brass Buckler (+1 Def)
Satchel: 4 Bandages (Heal 2-3 damage), 50' Rope w/ very fine quality grappling hook, Weighted Silver Throwing Dagger (+1 Atk, +2 Damage if thrown)
Satchel is now full
[tabs:Quarg]
William The Red: HP: 5/5
Resolve: 20+
Is hit on (2d6): 9+
Treating the Wizard Robe as reducing magic damage by 1
Deals 1-3 +2 Slashing Damage
Hits on (2d6) 6+
Wielding: Long Sword (+2 Atk), 1-handed Iron Shield (+1 Def)
Wearing: Wizards Robe (+1 MDef), Chain Mail (+2 Def), Ring of Water Form (Assume water form for 3 turns, 15 turn cooldown)
Backpack: Some Rope, 2H Shield (+1 Def), Healing Salve (+2d3 Hp), Wand of Slumber (casts Sleep, has 3 charges), Pirate Hook (+1 Atk), Bo (+1 Atk), Wealthy Family Banner (10 Gold), Amethyst (7 gold), Withering Touch, 15 medium Pressure Plates
Satchel: 4 Bandages (Heals 2 or 3 HP), 1 Medicated Bandage (Heals 4 HP), Trap Tool Kit, Torch (35 turns light)
Satchel is now Full
Withering Touch: Ranged attack, deals 1 Magic Damage, ignores Defense, 1 turn cooldown. Requires a turn to Charge. Cannot hold a charge but can overcharge; full effects of overcharging unknown.
[tabs:Patdragon]
Forges for Food: HP 6/6
Resolve: 20+
Is hit on (2d6): 7+
Deals 1-3 +2 Blunt Damage
Hits on (2d6) 6+
Wearing: Leather Jerkin (+1 Def), "Man Purse" (Backpack)
Wielding: Mace (+2 Atk)
Backpack: Some Rope, Human(?) Bones, Guild Healing Potion (Heals 3 HP), Preserved Human Ear Necklace, 3 important looking letters, Wand of Mischevious Consequences (Adds ??? Status, 4 Charges, recharges on return to GAL), 1 Medicated Bandage, Damaged Trap Tool Kit (-1), Torch (35 turns light)
Satchel: 3 Elixir of Brittleskin (-3 Def on a hit, -1 on a splash/save, -1 Def permanently if crit), Potion of Recovery, ?Human fingerbone with two amethysts, Elixir of Healing (recovers 1d6+3 HP), 2 Bandages, ?Talker's Gold Ruby Ring, ?Jeweled Circlet (Crosshairs over eyes when worn), ?Pair of Bone Eight Sided Dice
[tabs:Gathers]
Walks With The Wind: HP 4/5 || 5/6
Resolve: 20+
Is hit on (2d6): 9+
Deals 1-3 +1 Piercing Damage
Hits on (2d6) 7+, 6+ with Axe
Wearing: Wolfskin Cloak (+1 Def, RCold), Silver Necklace (+1 HP)
Wielding: Iron Shield (+2 Def), Axe of Knockback (+2 Atk, 15% to knock opponent prone).
Backpack: Skull, Some Rope, Shortbow (10 Arrows, +1 Atk), Crossbow, Torch (25 turns), Surface Forest Branches (8)
Satchel: Bandage (Heals 2 or 3 HP), 1 Medicated Bandage (Heals 4 HP), Trap Tool Kit, 15 Small Mirror Shards, 2 Medium Mirror Shards
Satchel is now Full
[tabs:|NPC|Gorak]
Gorak, Wrestler of the River: HP 8/13
Resolve: 38+
Is hit on (2d6): 9+
Deals 3-6 Damage
Hits on (2d6) 7+
Wearing: Shoddy Rags
Wielding: Torch (33 turns remaining, +1 Atk, 5% AddFire, 10% SelfSunder), Mattock (2H, pierces armor, +1 ATK)
Dwarf Keg Pack: Stone sculpter's toolbelt (hammer, chisel, "scratching tool", thick leather gloves), beer barf towel, 4 Torches (35 turns light each)[/tabs]
Actions
William (97) does not act.
Tells' Ring of Sanctuary (50+): 22 (Nope)
The Vampiric Pudding (12/18 HP) (95) ranges a hookshot at Tells (and takes 2 damage from lingering flames from the gasbag)!
6+5 =
11 (Critical!); d8: 8 (Positive Crit); Damage (1-4): 1 +2 Critical +2 Acid +1 Negative Energy =
6
Tells' Resolve is Tested...
Resolve Roll (22+): 82 (Holds!)
If Tells is hit again, there is a 75% chance he shrugs off the damage (and Resolve will be also tested again).
Item Saving Throw (Harpoon, 10+): 11 (Safe)
Item Saving Throw (Cloak, 14+): 3 (Damaged by Acid)
Tells (67) flings an Alchemist Fire at the Vampiric Pudding!
6+6 +4 Atk =
16 (Doubles); d8: 2; Damage: 1 +2 Doubles +4 Fire =
7
Forges (58) works on getting the centerpiece loose. (9+):
1+4 -1 (Bad Quality) =
4 (nope); d8: 8 (Positive Crit)
Walks (14) attempts to splint up Gorak's injury.
Gorak (13) takes the round to recover.
Gorak gets a new saving throw from the splint (13+): 4 (Well, it's better than another damned 1...)
Vengeful (13) investigates the archway corridor.
6+4 =
10 (Success); d8: 8 (Positive Crit)
Without (3) doublemoves to the 350' ledge and to Gorak.
The Vampiric Pudding has 5 HP left. The fires currently on it will finish it off in two turns, if not next turn.
Light Source(s): Tells's Torch (21 Turns),
William's Torch (34 turns),
Vengeful's Gnomish Spotlight (indefinite, 60')
Can see down to: 410'
---------------------------------------------------
While various goblins run to
Gorak's aid after his little fall, the Vampiric Pudding ranged a shot. This one was flung straight up and "around" by letting gravity take over, as if the overgrown slimeball were trying to hook its shots. It's no laughing matter when the shot hooks over the lip, and splatters
Tells full in the front as he leans over to drop an Alchemist Fire. He's at death's door right now, but his Resolve has held and if he's hit again, there's a high likelihood of him shrugging off the damage (the Vampiric Pudding only hits on doubles or a critical). Unfortunately the shot was dead on, and has eaten away at the Druid's Cloak he wears; it is damaged but not destroyed. The defensive bonuses hold, but if it takes damage again it will be destroyed.
Tells answers the damage in kind by dropping an Alchemist Fire and striking it dead center. The fire spreads out and the Vampiric Pudding seems to almost recoil in what you might call pain; it'd flee if it had anywhere to go besides flowing down the center of the hole at the bottom of the 400' mark. However, it's too big to flow properly, and will burn to death from the lingering flames of the gasbag (1 damage next round) and the alchemist fire (2 or 3 damage) over a couple more turns. It will likely still range shots unless you climb out of range or dart down the archway corridor and away from the ledge itself.
Meanwhile,
Gorak grumbles something as he kneels on the ground, muttering something about how "The Great Horned One certainly frowned on that little move..." Then the pain hits him and he bellows
loudly; he may be a mini-minotaur, but his lungs sure work right!
Walks rushes to his aid and attempts to splint the injury; while there's surprisingly little blood you can clearly see that there are shattered fragments of bone where his shoulder used to be and a splint is going to be a makeshift help at best. Using about half the branches and two bandages (healing 4 HP in the process),
Walks rigs up a splint that gives him mobility and the ability to climb, but not enough to be effective in two handed combat without taking more damage.
Without finally reaches him after
Walks does her best.
Vengeful investigates the archway corridor. As it turns out, the visible pressure plates in the corridor are what turn the feet
off; the real trap triggers are concealed in the tiles of the hallway away from the visible plates. If the goblins jump from one visible plate to another they can avoid triggering the stomping feet, or someone can climb the wall to the gears in the ceiling and attempt to disable things. At the end of the corridor are the two strongboxes; both of them are locked with a lock in the shape of a snarling yeti head. It looks like there's space for a faceted key in the forehead of each lock, however you've seen nothing in your travels that would fit. You also recognize the pressure plates the strongboxes sit on -- it's a weighted trap; if the balance is shifted, the trap triggers. Whatever is inside the boxes is equal in weight.
Back at the centerpiece,
Forges has almost got it removed. It will be free at the end of the next round, and he thinks he can save its value rather than rip it from its housings.
Onward to Turn 29!
----------------------------------------------------
If it seems like I'm off my game the next couple of days, I got an email from NY social security raising a stink (mostly due to new people in power, new policies, "We no longer like you because you're not in the state, so FUCK OFF", etc). My (former) caseworker is looking into it but they've cut her off at the pass politically.
The keys to the strongboxes have been lost, so they'll have to be bruteforced... and Gorak is injured...
Turn 29 Turn Order:
Tells (95),
Forges (66),
Walks (46),
William (38),
Gorak (37),
Vengeful (23),
The Vampiric Pudding (19),
Without (1)