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 ...)