Turn 27: Tenderizing the Hamburger
Without A Past: The Pit's Blue Metal Layer (300 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)
Walks With The Wind: The Pit's Blue Metal Layer (300 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: 4/5
Resolve: 20+
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, 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), 2 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 (15)
Satchel: 3 Bandages (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 4/13
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
Without A Past (Init 95) does not act. (x2)
Tells Bad Jokes (Init 58) moves down to 350 feet.
Forges for Food (Init 53) works on dislodging the fountain centerpiece with his tools. (9+):
1+6 -1 (Bad Quality) =
6 (nope); d8: 7
Vengeful One (Init 50) shifts inventory then doublemoves down to the 350' mark where the archway is.
William The Red (Init 25) lights a torch and joins Vengeful in doublemoving.
Gorak, Wrestler of the River (Init 16) doublemoves down to 240' and with a little push, tiredly reaches Forges at 250'.
Gorak Loses His Footing (1): 1 (SHIT)
Gorak needs to make a saving throw! (14+): 1
What.
Gorak has fallen off the ledge!
Walks With The Wind (Init 1) very carefully picks out one of the fire gas bladders and drops it on the Vampiric Pudding!
5+3 =
8 (Hit!); d8: 7
Gorak can attempt to grab Vengeful's rope as he falls! (9+):
6+2 =
8 (Nope); d8: 4
Gorak falls 50 feet and takes 1-3 damage per 10' beyond 10'!: 3, 3, 2, 1 =
9
Gorak needs to make a saving throw! (13+): 1 (Full damage, extra insult)
What is WRONG with you, RNG!?
Gorak's Resolve is Tested...
Resolve Roll (38+): 47 (Resolve holds!)
The Vampiric Pudding (14/18 HP) does not act.
Light Source(s): Tells's Torch (22 Turns),
William's Torch (35 turns),
Vengeful's Gnomish Spotlight (indefinite, 60')
Can see down to: 410'
---------------------------------------------------
Forges finishes the disarming and then goes to work on the centerpiece, what with it being made of near solid gold. Unfortunately for him the tools don't help much in this regard and he's going to need some time to work on it (if he doesn't succeed next turn, nor Turn 29, he will automatically succeed on Turn 30 but moderately damage the centerpiece, reducing its value). While that goes on,
William and
Vengeful descend to the 350' mark and the archway area. They take a brief look at the ceiling to get another good look at the gears and feet, then glance at the strongboxes at the end of the corridor before shining their lights over the edge to highlight the sliminess of the blob and give something for
Walks to hit. When
Vengeful and
William got down to the ledge, the blob below ranged another shot. However, there's a "lip" of the ledge, so as long as you don't lean over or get into too much range, it can't hit you with its acidic shots.
Gorak finally reaches
Forges at the end of another doublemove, and lets go of whatever ropes were left, just to drop ten feet and land on his hooves. Before he can spit out a one-liner about if he was missed or not, the ledge beneath him gives way and he goes for a bit of a tumble Wile E Coyote style complete with little cartoon sign ("I hate gravity").
Walks drops a fire gasbag, aiming for the blob, and the flickering light of
Vengeful and
William highlight it well enough that it hits. The bag bursts and sets the blob on fire, and the ghoul that was
inside the blob laying in wait is consumed by most of the flames. This blob is vampiric; if it catches someone it's going to suck out their life force and animate the corpse. Fortunately the tendrils of itself that were climbing the walls can only reach 30 feet, so unless you descend into its range it can't hit you except with lucky shots of itself.
Gorak lands with a loud CRACK shoulder-first on the ledge where
Vengeful and
William have moved to. He's made of strong stuff though and he survived the fall, though his left shoulder and collarbone have been all but smashed by the impact. He's lost the use of his left arm and he can no longer effectively wield the mattock he was carrying (or any two handed weapons) and he can no longer climb. The medicated bandages you have will have a -slight- chance to repair or dampen the effect enough so that he can (5% per medicated bandage used) or the
Potion of Recovery that
Forges possesses will do the job.
Onward to Turn 28!
----------------------------------------------------
Sweet Merciful Maglubiyet, I hope that's the LAST of the bad luck you guys see. Maybe Gorak used it all at once.
Turn 28 Turn Order:
William (97),
The Vampiric Pudding (95),
Tells (67),
Forges (58),
Walks (14),
Gorak and
Vengeful (13),
Without (3)