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Seeing the chief's area's situation gone awry, Gilius enters in a slightly panicked state.
He spots the stealthy grung who throwed his spear in the smoke where Karnstein supposedly was.
"Argy ! Help !"

He will rush SW with his magical lantern activated in one hand and his cudgel in the other and strike the stealthy grung.

If all goes well and he defeats him, and if he spots Karnstein being gravely wounded in the smoke, he will ask Argy to handle the grung corpse and behead him if she's nearby, and immediately rush and grab Karnstein and drag him out of the spore area to the north. There, he will use his staff to command a nearby bush to provide concealment, enter it with Karnstein, and immediately apply his healing bandage on him.

Otherwise, if he can't spot him and she's not nearby, he will use his magical lantern to burn the grung until he's done and won't raise again, then he will enter the smoke to check what's inside.
Post edited October 31, 2023 by Pouyou-pouyou
Captain Baldbeard says a silent prayer for his fallen comrades, and finds something clean (on his person, or around him) to wipe the spit away. If the spit touched any of his skin, he also downs his Cure Poison if necessary.

Knowing that he might not get a chance to come back here later, he takes a quick look around the remains and carefully, avoiding/wiping away any poison or slime, takes anything that looks like it might be useful.

He ignores the stunned machete-wielding frogger a bit away in the swamp...it is likely to stay stunned longer than if he kills it and it returns as a zombie

He flashes a look of thanks to Mighty, and beckons him to follow within range of his music box.

IF he didn't need to use the Cure Poison, he goes down the path with the stunned meal gang, helps out Bellendra and Kyp as he can, suggesting to leave the stunned froggers, as again, they'd be likely to turn to zombies if dead, and likely to be stunned if left alone and dealt with later. He also gives the Cure Poison to Kyp to use, assuming that if he too gets infected, he would be helped back to the ship in time to get cured. He heads towards the Sorceress's hut and altar.

IF he needed to use the Cure Poison, and thus no longer has it, then he goes down the other path without the meal gang, towards the Sorceress and the altar.

Either way, he only deals with zombies that directly impede him, choosing to ignore them if they're out of his way, until the Sorceress is dealt with.

He his harmonica whistle to call on his hounds of the deep to seek out, disrupt and destroy the Sorceress as best they can.
Aylar swears under his breath. Then he will rush inside the hut, be it by opening acrobatics (with time of an essence, quite honestly preferred) or door, to get to the sorceress at any cost.

When inside the hut, previous post still applies: sorceress be a priority until her death, after she is dead he will only pause to loot or destroy anything dangerous only if the battle goes not disastrously for him / any more fellow Crew. At this point he be of the mind that this entire hut be best set on fire, to be honest. Naturally with the time limit drawing close he will use both of his weapons. The damn frog must be minced!
Post edited October 31, 2023 by LordKaylar
Seeing the spear suddenly protruding from the Count, and realizing how close he himself was to that fate, Grog'tial immediately blows his shell, inwardly cursing how his face covering hampers this, but not taking it off with all the spores in the air here. If there are any enemies or enemy body parts moving close to Grog'tial (zombiefied bodies, and/or body parts possibly not being susceptible to mesmerizing), he takes care of those first with his spear (moving economically so as to reduce the amount of disturbance to the spores), then if the Count is still lying there, he (remembering that the Count took a Heal Wounds bandage) finds that bandage in the Count's pockets, and applies it to the Count's wounds. If it looks like it's necessary, he'll also pour the Count's Heal or Cure Poison potion down his throat. (If, however, he notices Gilius coming to lend assistance to the Count, he will leave the Count to Gilius' care.) Throughout this all, he keeps scanning the area around himself for new threats, particularly from the smoke cloud - and also keeps up a steady stream of softly muttered dwarven invective directed toward whoever it was which caused this annoying smoke cloud to hamper his situational awareness, fully intending to feed this person to the sharks once he's back on board. (He knows it must be either Origi or Baldbeard, since next to Bellandra, those were the two other people who ordered something from Refyx.)

He works swiftly with all of this, as he's well aware of the limited time window afforded to him by the mesmerizing, and he's aware that behind or in the smoke cloud, there must be at least one grung (even if unarmed), plus the sorceress in the hut. If the chanting has stopped after he's blown his shell, but he's not yet heard Aylar killing her, he mutters something about how obviously stupid it was to trust in the capabilities of other crew members, even the seemingly competent ones, opens the door to the hut, and beheads the sorceress. Then he steps outside again, and goes behead the mesmerized grung who threw the spear at the Count. Finally he takes care of any remaining bodies/body parts which weren't close to him, but which he's still aware of. (If the chanting didn't stop, or the door to the hut didn't open, he leaves the sorceress for last, but still goes to engage her, preparing for the fight of his life, and opening with a crossbow bolt - hopefully to her back.)

If after all of this Grog'tial still has time to act, he starts moving toward the exit, with priority on getting away from the spores, beheading any zombies which come too close, and assisting the Count if necessary and possible.

Throughout all of this, he also keeps a weather eye on the altar, and if that starts moving with voodoo powers or anything like it, he changes his priorities to "save yourselves, mermaids and half-dwarves first!", figuring that a whole bunch of dead Grung have to count for something, even if it isn't all of them, and that the cannibals should be able to take care of the few survivors themselves at some later point.
Post edited October 31, 2023 by gogtrial34987
Disoriented Count Karnstein instinctively reaches into his pocket, searching for healing potion and drinks it. Not touching the spear, he will start crawling towards smoke, holding saber tightly in hand, ready to use it. If possible he may try stanch bleeding with healing bandage and move further away from hut, the way he came here.

If approached by Grog'tial or Gilius, Count will ask one to lend him their blood.
Post edited October 31, 2023 by ssling
GM questions:
1. Poison resist is only useful if you use it before getting poisoned?
2. Is the platforms of the village lifted above the water in such a way that turtle won't be able to get on them?
Because if they are then that would change strategy a bit (knock enemies off the platform to where turtle can attack them in the water)
Also is turtle large enough to ride the back of? because if so potential of riding it across water is a possibility.
Argy catches up with Gilius.

If she notices any of her mateys requesting medical attention, she'll rush to help them, as she is carrying the means to heal poison, wounds or disease. Otherwise, she'll stay near Gillius, helping him getting rid of any enemies coming to them.

The crew is now too scattered around the village to safely throw cupcakes around, so Argy will rely on her trusted pan to both deal with close enemies and parry any incoming attacks. However, in case any group of zombies seems to be getting too close to the party, she'll throw the remaining cupcake to stop them before they reach the platforms.

It seems that, unless the sorceress is slain soon, this place will soon be swarming with zombies. She clenches her teeth and encourages her companions: "Arr, mateys! Slay that there witch an' I promise ye will eat all ye can on yer next meal: black puddin', fish 'eads, dwarv'n sausages, meatballs... ye name it!"
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aCyborg: GM questions:
1. Poison resist is only useful if you use it before getting poisoned?
2. Is the platforms of the village lifted above the water in such a way that turtle won't be able to get on them?
Because if they are then that would change strategy a bit (knock enemies off the platform to where turtle can attack them in the water)
Also is turtle large enough to ride the back of? because if so potential of riding it across water is a possibility.
1. Yes. Resistance Potions are sort of the D&D worlds vaccines. After you are poisoned you need a Cure Poison potion.
2. Yes they are lifted, mainly because of things like the turtles. It does not always work - like in nature sometimes things find a way. We will find out the size when we see it.

Answers to some PM questions so that all might see:
Yes - either cutting off the heads or completely crushing the skulls will stop the dead from becoming zombies.
Yes - the stunned Grung do get a roll to see if they come out of stun every turn.
Therefore - Yes - it IS better to kill the Grung you can now before they come out of stun.
Yes - kill the sorceress and the zombies will most likely 'die' - unless she completes her spell this turn.

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Lone_Scout: "Arr, mateys! Slay that there witch an' I promise ye will eat all ye can on yer next meal: black puddin', fish 'eads, dwarv'n sausages, meatballs... ye name it!"
Just as long as frog legs aren't on the menu. :P
Post edited October 31, 2023 by bjgamer
Pugwash surveys the devastation and feels powerless on his ledge. The sorceress is no doubt chanting (not that he can hear it from that distance). Still, the sorceress is hidden from view within the hut, so Pugwash can do nothing against the her.

With the realisation that stuns can wear off early coming to him in a flash of inspiration, Pugwash is filled with renewed concern for the safety of Bellandra, alone among 4 grung.

Unless Bellandra has already moved too close to the grung for Pugwash to shoot them safely, Pugwash will shoot the spear grung and machete grung pair that are furthest north on the meal platform, rapidly reloading between each shot)

If Bellandra has already moved too too close to the grung for ordinary shots, or Pugwash still has shots due to rapid reload, he will use his sharpshooter guaranteed shot ability to shoot a grung close to Bellandra.

If Pugwash is till able to shoot due to the rapid reload (and perhaps only shooting one grung near Bellandra), Pugwash will shoot the stunned grung in the swamp.

Finally, if the meal tent grung and swamp grung can't be shot, Pugwash will shoot the grung just north of the sorceress tent.

Knowing from the first mission that crossbows do nothing against zombies, Pugwash can do little else for this turn.
Post edited November 02, 2023 by Mortius1
"Dang... he tricked me... I need to get that taken care of before I die from the poison"


If Kyp is in no immediate danger (no enemies are engaging with me and there is no enemies nearby to kill or behead) he goes near Captain Baldbeard and gets the posion cure potion and drinks it. Kyp also hands him the poison resist potion to "pay" for the cure.
Note I've edited my post to add in the sharpshooter special ability use.
Mighty

Looking at fallen comrades filled Mighty with rage.
"So little time, so many skulls to crack" - Mighyt thought to himself. "Captain Baldbeard, you keep that box playing we need all those frog things killed dead! Bone, Shorty dont go nuts with those nuts we need to move!"

If Captain Baldbeard will go south to the meal area, he will join him with his Mighty Crew, he will ask them all to be close to Captain Baldbeard.

If not, he will go south hastily with cannibals.

He empowers his "Crab Claw" as they will move to Bellandra and Kyp. He will try to quickly behead the stunned grougs so that they will not raise as zombies.

If Captain Baldbeard is not near he will pass his healing potion to Kyp.

If Bellandra will not act this turn:
"Mighy is not a doc, but something is not right with Bellandra." He will try to gently pick her up and carry her to the village exit, hoping she has not eaten too many cupcakes.

If turns time will not run out, Mighy, cannibals and Bellandra will start to move quickly to the exit using the norhern bridge connecting meal area with sorcerers hut, with cannibals providing coconut support fire agains zombies.
Post edited November 02, 2023 by Sulibor
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Mortius1: Note I've edited my post to add in the sharpshooter special ability use.
Thank you for making sure I would know. :)


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Sulibor: If Bellandra will not act this turn:
"Mighy is not a doc, but something is not right with Bellandra." He will try to gently pick her up and carry her to the village exit, hoping she has not eaten too many cupcakes.
Thank you for thinking of your crewmate. As it turns out, even before your post, Bellandra was starting to become affected by the spores.
Mission 3, Grung Village Turn 4: Time to Go (Last Turn)
*CurrentTurn will end 3AM UTC, 04 November*
(Last turn - time to finish up, help any wounded or stragglers and get out of the area!)

(roll dice) The alligator snapping turtle rises from the deepest part of the swamp, causing a wave that ripples outward, (roll dice) catching several zombies by surprise and causing them to stumble and fall into the brackish waters of the swamp. (roll dice) The six foot long turtle is already crunching the head of a zombie. It catches and crunches two more as it comes towards shore.

(roll dice) Bone and Shorty have found a new form of cricket batting practice. Taking machetes, they cut off the stunned Grung's head at the pond, and any nearby Grung heads not already beheaded or crushed, and use them to knock back the zombies still approaching in the water, where the zombies are still slower. They are cheering each other on, sure they will win the trophy for Mighty's Monkeys. Shorty figures this should rack up their team score significantly!

(roll dice) Pugwash surveys the devastation and feels powerless on his ledge. The sorceress is hidden from view within the hut, so Pugwash can do nothing against her. With the realization that stuns can wear off early coming to him in a flash of inspiration, Pugwash is filled with renewed concern for the safety of Bellandra, alone among 4 Grung. He aims carefully at the stunned spear Grung. (roll dice) The bolt pierces the head, and sends it flying into the red tent's side, where it stays pinned until someone can behead it. He begins a quick reload.

(roll dice) Captain Baldbeard says a silent prayer for his fallen comrades, and takes a clean cloth from his pocket to wipe the spit away. He takes a quick look around the remains (roll dice) and carefully, wiping away any slime, takes 3 silver, 3 pieces of 8 and a Rapier of +1 Parry. (roll dice) The eyepatch and head are past the needle-sharp teeth and blasted jaw of the Grung chief and he decides not to risk getting poisoned for it. Nothing else looks like it survived the blasts. Captain Baldbeard flashes a look of thanks to Mighty, and beckons him to follow within range of his music box as he proceeds to the meal area to help Bellandra and Kyp. He suggests leaving the stunned Grung so they don't become zombies, figuring to deal with them later. He gives the Cure Poison to Kyp and receives a Poison Resistance potion in return. He heads towards the sorceress's hut and altar. Bringing the harmonica to his lips, Captain Baldbeard whistles up the shark pack to hunt and deal with the sorceress. They immediately take off for the hut.

(roll dice) "Dang... he tricked me... I need to get that taken care of before I die from the poison." Kyp quickly beheads the Grung he just killed as well as Bellandra's kill on his way to help at the meal area. He gratefully takes the Cure Poison potion from Captain Baldbeard (does it really taste like caviar?) and hands the dwarf the Poison Resistance potion to "pay" for the cure. (Kyp is cured of poison.) He then helps Bellandra by killing and beheading one of the stunned machete Grung. The mushrooms here are somewhat pretty, he notices, wondering if he should plant some in his new home when he gets one.

Aylar swears under his breath. (roll dice) Leaping through the dangling leafy vines that curtain the open side of the sorceress' hut, he braces himself to encounter resistance. Instead, all he sees is the sorceress, swaying and chanting inside a muddy circle of bones in the middle of an open section of the hut. There are various mushrooms and plants growing in pots and the air is thick with the stench of the garlic grenade combined with some strange substance brewing in another pot over a small fire. (roll dice) Even with the facial covering and garlic, Aylar's fey blood screams as it tries to fight back against the hallucinogenic air and the magick. (roll dice) Captain Baldbeard's sharks enter the hut and circle the sorceress, (roll dice) but it appears the circle repels them. One after another they try to attack, but some force stops them. The circle pulses with vile malevolence as the chant begins to work its way into Aylar's head, his very bone and sinew. (roll dice) The sorceress increases the tempo of her chant.

(roll dice) Looking at fallen comrades fills Mighty with rage. So little time, so many skulls to crack Mighty thinks to himself. "Captain Baldbeard, you keep that box playing we need all those frog things killed dead! Bone, Shorty don't go nuts with those nuts we need to move!" Mighty calls over his shoulder, but Bone and Shorty are already batting heads at the zombies and don't hear him.

(roll dice) Mighty begins to feel a little woozy, but follows Captain Baldbeard south to the meal area, trying to listen to the music box. (roll dice) He is forgetting why he's supposed to listen to the music box and wondering if he should be joining the cannibals at their game when Monkey chatters loudly in his ear. Mighty blinks and returns to clearer awareness of the situation, and his rage. (roll dice) Mighty the Mighty Pirate™ does not like the spores, the frogs or this place, Mighty empowers his "Crab Claw" and uses it to snip the head off the Grung Pugwash's bolt killed by the red tent. (roll dice) He also snips off the head of the stunned machete Grung closest, which makes him feel a little better. Mighty notices Bellandra is not moving, instead she is staring at one of the coconut trees. "Mighty is not a doc, but something is not right with Bellandra." A perfect head shot takes out the Grung next to Bellandra. Mighty doesn't hesitate and snips the head. He then gently picks Bellandra up and carries her towards the exit, hoping she has not eaten too many cupcakes. Monkey monitors Mighty, ready to screech his own orders into Mighty's ear if Mighty should start to forget where he is again.

(roll dice) Seeing the spear suddenly protruding from the Count, and realizing how close he himself was to that fate, Grog'tial immediately blows his shell, inwardly cursing how his face covering hampers this, but not taking it off with all the spores in the air here. (roll dice) His breath through the shell barely blows, and Grog'tial tries his hardest again. (roll dice) Suddenly his siren appears to look at him impatiently, as if to ask just what he thinks .... (roll dice) She pauses in her ire and her eyes widen as she hears the chant. Rage shines in them as she opens her mouth to produce a pure sustained note that cuts through the vibrating chant as if it was mere air. (roll dice) The sorceress' chant stops, and the statue on the altar begins to tremble and crack. Grog'tial stares at his mermaid, (roll dice) who reaches out a hand to slap his cheek to break him out of it and points to the dazed Grung now visible by the NE corner of the hut. (roll dice) Grog'tial is about to take his spear and return the favor for the scare it gave him, when an aggravated Argy runs up and instead Grog'tial witnesses first hand a lesson on why it is not wise to anger a cook, or a halfling. (roll dice) Reconsidering just where halflings skilled with pans can reach and the damage chef knives can do, Grog'tial looks to see there are no other enemies (or parts of enemies) moving in the area. Then remembering that Count Karnstein took a Heal Wounds bandage, (roll dice) Grog'tial uses his battle instilled experience to carefully remove the spear and immediately applies the Heal Wounds bandage, maintaining pressure to stop the bleeding. He continues to scan the area around himself for new threats - and keeps up a steady stream of softly muttered dwarven invective directed toward whoever it was which caused the annoying smoke cloud which hampered his situational awareness in the first place. A person who he fully intends to feed to the sharks once he's back on board he tells himself. (roll dice) Grog'tial grabs the Count's Heal Potion and pours it down his throat. He is just about to do the same with the Cure Poison potion when Gilius arrives and Grog'tial turns the Count's care over to him.

(roll dice) Aylar's mind clears as a pure note cuts through the air and the chanting stops. (roll dice) He sees the sorceress looking dazed and angry inside the still circling spectral sharks. (roll dice) Grabbing a palm leaf broom nearby, Aylar quickly but carefully sweeps away a portion of the bones, breaking the circle. (roll dice) The sharks immediately sweep in, taking large bites. (roll dice) Aylar uses his axe to behead her anyway, leaving the rest of her to the pack. He looks around, finding nothing but bones placed in patterns, vile powders and concoctions and a crude map with seeding grounds marked for the spore producing mushrooms. It looks like the sorceress had planned to seed the island with them, bringing it entirely under her control. He glances at the brewing pot over the small fire again. At this point he be of the mind that this entire hut be best set on fire.

(Continued below ...)
Post edited November 02, 2023 by bjgamer
(... continued from above.)

(roll dice) "Argy ! Help !" Argy hears Gilius cry out to her. She clenches her teeth and encourages her companions the one way she truly knows how: "Arr, mateys! Slay that there witch an' I promise ye will eat all ye can on yer next meal: black puddin', fish 'eads, dwarv'n sausages, meatballs... ye name it!" (roll dice) As she catches up with Gilius, the chanting stops. Argy notices the zombies have also stopped, just standing in eerie stillness, waiting. She stays near Gilius, hoisting her trusted pan, ready to deal with any enemies as they run toward where they now can see one of their own is down. Gilius calls out to her to take care of the now mesmerized Grung at the corner of the sorceress' hut as he runs to help Count Karnstein. (roll dice) Argy gets there and applies her pan with gusto on the Grung who dared hurt her matey. (roll dice) An uppercut with the pan's edge to a personal part of the anatomy lifts the Grung partly off the ground with the strength of her concern and anger. Then the pan acquires another dent as she applies it to the Grung's ugly face several times. (roll dice) Now properly tenderized, Argy considers using her pepper grinder, but decides to chop the 'fresh catch of the day' first. Argy wields her butcher knife with ultimate skill. What's left isn't worth stewing.

(roll dice) Seeing the chief's area's situation gone awry, Gilius enters into a slightly panicked state. Calling for Argy to help, he rushes SW with his magical lantern activated in one hand and his cudgel in the other, intending to strike the Grung until he sees Count Karnstein is obviously hurt. He calls to Argy to take care of the dazed Grung and is rather impressed at her ferocity and technique. Gilius turns to see Grog'tial applying a bandage to Count Karnstein, who is lying bleeding on the platform. He runs quickly over as Grog'tial pours a healing potion down the Count's throat and then hands a Cure Poison potion to him, relinquishing the Count to his care.. (roll dice) Gilius takes the potion from Grog'tial, then grabs Count Karnstein and pulls him to the north out of the disturbed spore area. (roll dice) He commands a nearby bush to provide concealment, and enters it with the Count, (roll dice) checking the proper application of the bandage and giving him the Cure Poison potion.

(roll dice) Having reloaded, Pugwash scans the area below, and also notices Bellandra not moving. Using his glass eye, Pugwash sends a bolt through the last stunned Grung near her. He sees Mighty quickly behead it, then gently pick Bellandra up and head for the exit, calling to the cannibals to join him. As the zombies are all falling back into the swamp and their fun has ceased, the cannibals listen and go to guard the way out waiting for Mighty. Wanting to be ready to cover their exit, Pugwash reloads.

(roll dice) Bellandra contemplates the palm trees, wondering if she stops time, could she chop one through with her rotating joints and Aylar's axe before time starts again and it could fall? (roll dice) She is just reaching for her sextant when she feels herself gently lifted and wonders instead if time is carrying her somewhere else.

(roll dice) Disoriented, Count Karnstein drinks the Healing Potion Grog'tial pours down his throat. (roll dice) The Heal Wounds bandage has already been applied and between the two the bleeding has stopped. Gilius arrives to drag him into a bush which conceals them, then administers the Cure Poison potion as well. (roll dice) The Count finds it interesting at how the potions actually seem to work. He feels much better, but still weak from the bloodloss. Just in case, he asks Gilius to lend him his blood. (Count Karnstein is now out of immediate danger and is healing.)

(roll dice) Now that the threat is past, the siren stops singing. (roll dice) She spins, slapping the statue on the altar with her tail. It shatters it into mere chunks of the dried mud and bits of mushroom and plant fibers it had been made of as it falls onto the ground, the magick which had been holding it together broken. She turns to Grog'tial and smiles seductively and begins to reach out to him, quite pleased with herself. Then she becomes very still and her hand drops while she stares at his dirk. With a huff, she disappears back into her shell.

The zombies stop still, then they simply fall back into the swampy depths with the death of the sorceress. The snapping turtle crunchs a few more heads, then comes ashore to feast on the freshly killed bodies, nodding to Kyp to thank him for the feast. The turtle assures Kyp that now with the sorceress dead, he will gladly eat all the tadpoles in the grotto, thus ending this infestation of Grung.

With the sorceress dead and the altar statue shattered, the feeling of the grotto begins to improve and become lighter. The spores are still heavy in the air, however, and many of the Crew are becoming affected. It is time to finish up and make sure they all help each other to leave while they still can.

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Possible loot (undamaged - can be put in Ship's stores, used for parts or possible trade goods): 5 leaf blade spears (see Grung Chief pic attached); 10 machetes; 1 blowgun; 12 needle-darts. The Grung wear no clothing or jewelry.

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Your current inventory can be found in Post 2 (loaner books are read and returned)
Argy = NE corner soceress' hut, slighty affected, 1 cupcake left
Aylar = sorceress' hut, somewhat affected
Bellandra = Northern E-W walkway meal area to socceress' hut - carried by Mighty, somewhat affected
Captain Baldbeard = E-W narrow walkway to altar platform, unaffected
Count Karnstein = hidden in bush N of altar platform w/Gilius, somewhat affected, healing
Durik = aboard Ship, ill aftereffects of the poison.
Gilius = hidden in bush N of altar platform w/Karnstein, slighty affected
Grog'tial = Altar platform, unaffected
Kyp = meal area near red tent, slightly affected, cured
Mighty = Northern E-W walkway meal area to socceress' hut - carrying Bellandra, somewhat affected
Pugwash = Ledge above village, unaffected
cannibals = N walkway near exit, on guard; becoming more affected
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Post edited November 02, 2023 by bjgamer