[LPF] Scourge of the Howling Horde

Iago seems to mull it over. "Perhaps we should return to the village," he suggests. "I cannot speak for all of you, but I have exhausted supplies of some reagents and am in no rush to take on a dragon until I have had a chance to make more. And we have dealt with the goblins," he adds. "That was our contract. Perhaps if we are to take on a dragon, we should insist on a higher fee."

He gestures to the altar. "We can also get materials to open that," he adds. "There may be some weapon there of use against the dragon. I think the goblins may already have helped us on that score," he adds, holding up one of the vials recovered from the desk. "These defend against acid. I have heard of some dragons who can spray their enemies with acid, and I'll wager this Noak is one of them. The goblins were making preparations to attack the wyrm," he explains.


[sblock=Iago stat block]
Iago
Initiative: +2
AC: 16 (14 flat-footed, 12 Touch)
HP: 18 Current: 18
CMB: +3 CMD: 15
Fort: +5* Reflex: +5 Will: +0; *-+2 vs. Poisons
Current Weapon in Hand: Battleaxe

Extracts prepared:
Level 1: Shield, Cure Light Wounds, Enlarge Person

Mutagen prepared: - EXPENDED
Strength: +2 Natural Armor Bonus, +4 STR, -2 INT

Weapons:
MW Battleaxe: Attack: +4 = [BAB (01) + Strength (+2) + Misc (0) + Magic (+1, MW)]
Damage: 1d12+3, Crit: 20/x3

Falchion: Attack: +3 = [BAB (01) + Strength (+2) + Misc (0) + Magic (0)]
Damage: 2d4+3, Crit: 18-20/x2


Bomb*: Attack: +04 = [BAB (01) + Dexterity (02) + Misc (+1) + Magic (0)]
Damage: 1d6+4, Crit: 20/x2 (only 1d6 multiplied),
Special: Make 6 bombs/day

*+1 to-hit, +1 dmg w/in 30’

[/sblock]
 

log in or register to remove this ad

Sylla shrugs. "If we are going to rest before opening the lizard's door, we may as well return to the town. We should be able to make it back by dusk."



[sblock=ooc]If memory serves, we encountered the caves not long after dawn, and it's a 3-4 hour walk back to town. So assuming it's noon-ish, we can make it back.[/sblock]

[sblock=Mini Stats]Sylla the Grim
AC: 18 (14 flat-footed, 14 touch)
HP: 16/16
CMB: +3 CMD: 17
Fort: +0 Reflex: +4 Will: +3
Perception: +2
Initiative: +4

Current Weapon in Hand: Spear
Current Conditions in Effect: None
Spells Remaining (1st): 0


Boots
AC: 18 (16 flat-footed, 12 touch)
HP: 19/20
CMB: +4 CMD: 16 (20 vs. Trip)
Fort: +4 Reflex: +5 Will: +0
Perception: +5 (Scent)
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 

"That sounds fine to me." Adds Denizel. "I wouldn't mind sleeping in a proper bed before throwing myself into the mouth of a dragon."

[sblock=OOC]
[/sblock]

[sblock=Denizel's Stats]Denizel
AC: 16 (14 flat-footed, 12 Touch) (not adjusted for new armor)
HP: 14 Current: 12
CMB: 0 CMD: 12 Fort: +0 Reflex: +5 Will: +4
Speed: 20'

Current Weapon in Hand:Longsword/Wand of Cure Light Wounds 5 charges
Current Conditions in Effect:

Bardic Performance: 4/10 rounds per day

Spells Remaining: 1st level 2/3
Spells Known: 1: Charm Person (DC 15), Disguise Self, Hideous Laughter (DC 15)
0: Daze (DC 14), Detect Magic, Light, Message, Prestidigitation
[/sblock]
 

GM: Your heroic adventurers are not interested in exploring the cavern? :p Where's their sense of adventure? j/k
If the decision is to return to town, you can begin posting yourselves in that direction.
 

[sblock=ooc]
Let's break character a bit and make plans, if that's alright. I definitely want to RP the stuff when we get back to town, but maybe we could just plan at player level?

1) Grab our captive goblin mage and as much of the stuff we are planning to sell as possible. Iago is also inclined to bring the severed head of Bronk, just to make it clear there was some real fighting, but will not push it if the others find this too gruesome. Taken together, this should convince the townspeople we've dealt with the tribe.

2) Do we want to do anything with all the corpses we left littering the place? The rot in the enclosed space will make the passage back to the dragon unpleasant, and perhaps even dangerous. Also all that meat might draw spiders out of the caverns, or other monsters. And the smell could alert Noak something is wrong more quickly than he might otherwise notice. Perhaps quickly stuff the bodies into the larder?

3) Our plan for when we get back to town is to see the Dwarf moneylender again and make a report. The goblin mage told us it was Noak who prompted the tribe to fight, so the town might claim we need to defeat him to claim we have defeated the goblin menace. But I do think we should negotiate for more money. Let's put Denizel on this (hurray for bardic charisma!).

Sound like a plan?

[/sblock]
 

OOC: I think that's a good plan. Denizel will vote for stuffing the bodies into the larder, as doing anything else is just too much work and/or gross. While Denizel won't watch any head cutting he also won't stop it. It seems an economic idea.

When we get to town, I think there's still one or two things to identify as well.
 

[sblock=ooc]1a. Sylla is fine taking the head of Bronk. When Iago suggests it. does it, a little light bulb will turn on, and she'll start collecting goblin ears.

1b. I roughed out the math. I think we can get everything if we load Boots up to heavy encumbrance and the rest of us take up to medium encumbrance. That should keep us at 20' move. Assuming it's noon-ish and moving bodies doesn't take too long, we can still make it to town by dusk.

2. Bodies in kitchen sounds like a good idea. Watch the goblin rat-dog thing though. It's allergic and stuff.

3. Sylla is always happy to have someone else be diplomatic.



EDIT: The Bronk's head thing reminds me of a game I'm GMing. I'm running a semi-slapstick evil campaign, in which the PCs are in the Evil Intelligence Agency, and there's a pompous frog-demon named Balsever the Denier who's in charge of equipment requisition. Somehow, the players decided that Balsever likes trophies ... or snacks ... or something, so every time they kill a boss, they bring the head to him. I'm not sure how or why it started, but they have so much fun doing it that I've just been running with it. He's using the barghest head to make a flesh golem puppy.[/sblock]
 
Last edited:


"Back to town then?" Sylla smirks at Boots. "It looks like we'll be giving those saddlebags a workout."

"Oh come on, boss! There's like ... twenty pounds of stuff! Or more. Maybe even thirty or thirty-five!"

"And here I thought you were a big, strong darkwolf."

"Well, of course I'm a big, strong darkwolf!"

"Stronger than everyone else here?"

"Yeah, way stronger than everyone else here!"

"Glad to hear it." She turns to the party. "Since Boots is so much stronger than the rest of us, he'll be carrying most of the loot. Load him up."

"What the ... ?" Boots says. "Aw, crap."


[sblock=Mini Stats]Sylla the Grim
AC: 18 (14 flat-footed, 14 touch)
HP: 16/16
CMB: +3 CMD: 17
Fort: +0 Reflex: +4 Will: +3
Perception: +2
Initiative: +4

Current Weapon in Hand: Spear
Current Conditions in Effect: None
Spells Remaining (1st): 0


Boots
AC: 18 (16 flat-footed, 12 touch)
HP: 19/20
CMB: +4 CMD: 16 (20 vs. Trip)
Fort: +4 Reflex: +5 Will: +0
Perception: +5 (Scent)
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 


Remove ads

Top