2016-01-12

Caravan Route Under Threat! Turn 184

Costa and the pup make it back to the forge with the clay, and he sets to work sorting through it to remove any pebbles or organic matter.

Steals moves back north and strips the dead maceman of his belongings. He comes up with a knobbed mace, a black chainshirt with a cowled hood, a black padded tunic, black leather cap, black leather breeches, black leather boots, grey knitted socks, and soiled linen underclothes.

Leaves strips the unlucky spearman of his gear, yielding a light chainshirt, conical helmet, a barbed spear, a black padded tunic, leather breeches, a belt and pouch, leather boots, underclothes, and a small dart stuck in the back of his neck, seemingly constructed out of a mosquito proboscis, wood, and section of mosquito wing. He hauls all the man's gear back up to the party to have it looked over, tapping his eyes and gesturing to All.

Remedy gets naked under the cloak to switch out some of her old stolen gear for the new clothes she found, noticing that she must have missed that the now naked man had a pair of soft, tightly laced black thieve's shoes. She feel's pretty fancy in her new linen pants, even if they are ill fitting for a goblin and she needs to roll the cuffs. The hole through the front of the shirt, and the blood clinging too it doesn't make it more appealing than her current vest. She grabs the dirk and sheath as a backup to her sword. She heads to the mace guy, only to find that Steals has already stripped him naked.

(Wasn't clear to me if she was supposed to actually put on the cloak, I took it to just be shrouding her for modesty reasons.)

The goblins, minotaur and gnome head back to the field of battle, All putting on the glasses at the silent goblin's request. The only gear of the humans that she's able to see that has any aura to it are the dirk and cloak that Remedy has, both seem to be low to moderate level enchantments.

"Well, they were sent here by the same man who sent us here, and as I was trying to say before they arrived and interrupted us... it looks like we were sent here on false pretenses. We were told there were spiders attacking traders and blocking an important trade route, when clearly this isn't an important trade route at all; we found planted evidence way back at the start of the trail that looked like it was meant to frame you. And before we got here we found evidence that seems to confirm Moric, our mutual employer, was working with Mother, the swamp witch who creates the thralls, and she was behind the plan to eliminate you guys. Mantagar would have been next, probably at the hands of this group or another one like it. Then maybe even us, to cover it all up at the end, if Moric is as much of a git as he seems to be.

Frankly I've had enough of being attacked by people today, and I didn't want to give them the chance to get me before I got them. And he was annoying. And rude to my friend. So, anyway, why did Mother have such a problem with you? You acted like you weren't even sure who she was, but she certainly knew who you were."

"Well, if she was responsible for the Muddy Ones, they started blundering into our webs a while back... then arrived in greater numbers, but are none too bright, and were easily snared."

"Well, she controlled their minds, perhaps not directly, but enough that they tried to carry out her will. Maybe they weren't blundering at all? Moric wanted us to clear this path, and Mother's thralls kept throwing themselves down the path... Perhaps you have something they want."

"Perhaps… but MORIC. That name IS known to us. It figures he'd have his fingers in this somehow. I have some skill when it comes to textiles, and my friends here produce the perfect fibers to make all kinds of things. I was looking for a market, and Moric approached me, looking to partner up, apparently thinking that a stick-chewing druid would have no mind for business. His offer was far under the value of spidersilk garments, but he didn't take it kindly when I refused him and instead sold to traders like Reg instead."

"Aha...and so when he casually mentioned that there'd be extra gold for us if we recovered any "spare" silks... That sounds even more suspicious now."

"Spare silks!? HA! As if that hack would know what to do with it even if he got his hands on some! It can't be sewn together like cloth, it must be woven directly from the spider! Which is not something that many people have the skill to do... and I doubt any others that do would be able to convince the spider to cooperate… You say he was your employer? I'd say that you should have made sure to get paid up front, but then, I'm hoping that you have no intention of completing the job?"

"We might be a league of adventurers, but we're not just thugs for hire. No, we aren't going to complete the job, not now we know it's not on the level. We had our suspicions for quite a while, but now we've met you we're convinced. Still, if those guys had any paperwork from Moric on them that we could add to our pile of proof, it would help when we got back to our HQ. The boss will want to show we don't just doublecross employers or attack other adventurers no reason, it's bad for business. Can I look in their leader's pockets before your friends eat him please?"

"Hmmm, yes... though you better let me do it.", the gnome moves the the downed head henchman and begins patting him down before pulling out a curved blade and making a careful slit in the silk. She reaches her hand in and feels around, tugging out a folded piece of parchment that she hands to All.

Mines heals himself twice. "Does anyone else need healing?" [Mines +2 to 5/5 HP]

Mantagar, returning to the scene of battle with the goblins and gnome, speaks up. "When you have time, it takes more than a few pokes to slow an Ironhorn down." He uses the hem of his apron to dab at the seeping wound delivered by the smiling swordsman.

"Ah, you said you got that from Reg? He commissioned that from us a few months back, I was wondering who it was that would need an apron that large. I hope it's been working well for you."

"Oh! So it's spidersilk then? He didn't say what it was made of, he just brought it with him after I told him what I needed. Durable, fire resistant, not made of... leather. Minotaurs aren't a big fan of leather, generally."

"Yes, he did mention it needed to stand up to heat, I hope that enchantment has been holding?"

"Yup, treated me just fine so far, even kept me from getting stabbed a time or two!"

"Glad to hear it. I'm Ormila, by the way."

((I now realize that I may have neglected to mention, during times when the magic glasses were used previously, that Mantagar's apron has a glow about it... ))

character tags

Costa
Remedy
All
Steals
Leaves
Mines
Blood Song
Mantagar

BATTLEMAP

Costa

Remedy

First-of-All

Leaves No Trace

Steals

Mines Flagons

Costa : Player: Asks
Color:#005500
Gender: Male
HP: 4/5
ATT: 1
DEF: 1
STATUS:

Mudhoney Curse - if he drinks or touches mudhoney he will turn into a badger until the curse is removed.

Equipped

Head:
Face:
Body:
Back:
Neck:
Arm: Iron Bracelet: Provides minor resistance to mind altering effects.
Hand: Ghost Gloves – Allows ATT/DEF vs. ethereal creatures (2x/adventure can phase gloves through solid material for 1 round (used for this adventure).)
Rings:
Waist: Fancy Scabbard-(improves Bloodsongs mood)
Legs:
Feet:
Main-Hand:
Off-Hand:

items

ITEMS:
Mosquito Grass, unlit (10 turns remaining)
Mosquito Mouthparts (1)
Bone Blade: ATT +1
Mosquito Wings (2)
Stinky Silk (2)
Bone Shield: (+1 DEF, % chance to give attacker -1 ATT for one round)
2 small bags
Dried Bit of Meat
Skeletal Arm Wand
bucket
bowl
short knife

At the Forge:
halfling corpse
Blood Song (Current status = Wrapped and muffled in bed linens, Bloodsong is now a bulky bundle, but her screaming is much quieter. Underneath the wrapping, she is still encased in troll flesh, +0 ATT, has a % chance to cause struck opponents to become nauseous, constantly screaming - may deter easily frightened opponents)(Normal status = +3; Temporary Bonus: Blood Sense: Has a chance to deal extra damage against wounded opponents.)

Remedy : Player: Nerre
Color:#00FF00
Gender: Female
HP: 4/5
ATT: 2
DEF: 2
STATUS:

Equipped

Head: Muddy Shirt
Face:
Body: Swamp Hopper Vest
Back:
Neck: Amber and Scale Necklace (strong)
Arm:Iron Bracelet: Provides minor resistance to mind altering effects.
Hand:
Rings:
Waist: Belt and Bottomless Belt Pouch/ Iron Coated Gnomish Rope - 2m
Legs: Black Linen Pants
Feet: Dwarf Boots
Main-Hand: Iron Gladius: (+1 ATT, 1H, % chance for +1 additional ATT, Temporary Bonus: % chance to cause bleed damage at start of enemy’s next turn, triggered thrice)
Off-Hand: Bone Shield: (+1 DEF, % chance to give attacker -1 ATT for one round)

items

ITEMS:
Hide Swamp Hopper Shield: (+1 DEF, 1H, 15% chance to break)
Berserker Axe: (+3 ATT/ -2 DEF, Temporary Bonus: % chance for additional +1 ATT; % chance to reduce opponent DEF by -1)
Bone-studded Wooden Club: ATT +1, 25% to cause 1 bleed damage next round
Dark Blue Robe
Wicked Looking Dirk (low to moderate)
Dark Cloak (low to moderate)
Black Silk Shirt (bloody hole)
Slightly Dirty Dwarf Pants
Glass Sphere (very strong)
Walnut
Patch of troll hide
Human right hand
Pup paws (2)
Mosquito corpse
Yellow, Orange and Indigo snake corpses
Muddy Pants
Human teeth (6)
Soiled Underclothes
Hide Swamp Hopper Shield: (+1 DEF, 1H, 15% chance to break)
Rat Trophies (claws, teeth, tail)
Mosquito Mouthparts (13)
Mosquito Wings (15)
Mosquito Exoskeleton (6)
Human Rib Bone
Four orbs of blood on a string (moderate)
Glass Sphere (strong)

First-of-All  : Player: Nikohl
Color:#008080
Gender: Female
HP: 4/6
ATT: 3
DEF: 3 (+1 conditional from Buckler)
STATUS:

Equipped

Head:
Face: Veil of Protection – DarkVision, Immune to sight and sleep effects while worn.
Body: Chain Shirt (moderate aura)
Back:
Neck:
Arm: Turtleshell Buckler - Wearer gains +1 DEF when using ranged weapons. When using melee weapons, each round the wearer can choose to attempt to use it defensively (retains +1 DEF, but attacks are made at -1 ATT), or attempt to fight offensively ( +1 DEF bonus is lost, but attack is made without penalty).
Iron Bracelet: Provides minor resistance to mind altering effects.
Hand: Runed Leather Gloves (moderate aura)
Rings:
Waist:
Legs:
Feet:
Main-Hand: Dreamers bow (+2 ATT 2H)(+25% chance of causes sleep to target even if target was not damaged.)
Off-Hand: Iron Tipped Swamp Hopper Spears (10)

items

ITEMS:
Mother’s Twisted Staff (moderate)

Swamp Hopper Spears (5)
Echo Mace (+3ATT 2H) (Damage from Mace vs. creature happens again automatically on next round, regardless of attack)
Elegant Rapier: +2
Magical Glasses - Allows you to see magical Auras
Lumpy Pouch (contains knotted bundle of herbs and dried meat)
bowl o' gruel
big paw pups (2)
Burning wand -This does 2 Damage, ignores Armour (not Def) -This wand has 3 charges and cannot be recharged as every use will make the stick burn away.
Blue, Green and Red snake corpses (magic-ish)
Iron Tip x 3
Small Hard Purple Berries (6)
Speaker stone (complete)
Mangled Mosquito Corpse
Wrung out mosquito corpse
elf thrall’s wooden staff (faint)
1 Anger berry
Bronze Dagger (5) (+1 ATT; 5% to break)
1 small bags
Grey Mushroom, small
Large Right Paw
Left Forelimb and Large Paw
green potion (low to moderate)
pink potion (moderate)
blue potion (low)
two stoppered vials (low)
grey triangular potion (moderately strong)
flask of clear liquid
flask of amber liquid
parchment letter
box of blades (7 assorted small bronze blades)
stoneware crock of mudhoney (low)

Leaves No Trace : Player: Synch
Color: #747474
Gender: Male
HP:4/5
ATT: 3/2
DEF: 2 (+1 conditional)
STATUS:

Equipped

Head:
Face:
Body: Muddy Black Leathers (+1 DEF; additional +1 if vs melee)
Back: White Rat Cloak
Neck:
Arm:Iron Bracelet: Provides minor resistance to mind altering effects.
Hand:
Rings: Ring of Identification
Waist: Mother’s Leather Wrap (moderately strong)
Legs: Muddy Black Leathers (see “Body”)
Feet:
Main-Hand: Dagger (+1 ATT, Temporary Bonus: % chance to bypass some of target’s DEF, triggered twice)
Off-Hand: Dagger (+1 ATT, Temporary Bonus: % chance to cause target to lose 1 HP before their next turn, triggered thrice)
[spoiler= items]ITEMS:
Short Bone Blade, +1 ATT
Acorn

Purple mushroom with white spots (2)
Crossbow (Ranged)(2-handed) (Can be used to bludgeon someone for +1 ATT)
Bundle of Iron-Tipped Bolts (x6)(+2 ATT)(Once shot, cannot be recovered & Reused)
Swamp Hopper Vest
Violet snake corpse
dried jerky
dirty, bloody rags
2-handed shield (+1 Def)
-Grey Mushrooms: 1 large, 1 small
-Small Hard Purple Berries (2)
Assorted Bronze Blades (7)
- Mosquito Mouthparts (2)
- Stinky Silk (large swath)
Ring of Identification - God ring with blue stone: fueled by the blood of heroes, it grants the wearer the ability to identify the nature of one magical item with a touch. The wearer is subject to a temporary HP penalty, the duration of which gets longer with each use of the ring per quest. Following activation, the ring drops from the wearer’s finger, unless its uses/quest have been exceeded, in which case it will remain on the finger as a mundane ring.
leather pouch
walnut

Steals : Player: Theis2
Color:#8000FF
Gender: Definitely a male goblin.
HP: 5/5
ATT: 3 (% chance for burn damage)
DEF: 4 (75% for additional +1)
STATUS:

Mudhoney Blessing: Slight Blink: can be activated once per adventure, for 10 consecutive rounds, has a 10% chance for attacks by and against to miss.

Equipped

Head:
Face:
Body: Steel-Reinforced Leather Armour (+1 DEF, 75% to give additional +1 DEF)
Back:
Neck: Amulet of the fish - Water breathing
Arm: Iron Bracelet: Provides minor resistance to mind altering effects.
Hand:
Rings:
Waist: Belt of cool (reduces cool downs by 1) must be worn 5 round before it works.
Legs: -Lucky pants - The rather plain looking brown pants are actually quite lucky and have 3 effects -
1. 1x/adventure = Wearer may declare himself lucky, something 'lucky' happens per GM's discretion.
2. 1x/adventure = Wearer may declare someone other than himself unlucky, unluckiness happens per GM's discretion.
3. At the end of every adventure/quest a single gold piece is found in the back pocket.
Feet:
Main-Hand: Wand of Light (1 DAM, ignores DEF. 50% chance of blinding for 1 round, Cooldown 2 turns, reduced by 1 to cooldown 1 turn.)

Off-Hand: Chief Planners shield - MW Bladed Shield 1H - +2DEF or a + 2ATT weapon and lose defense on attack. 1x/adventure +1DEF to all allies in the same area for 3 turns.

items

ITEMS:
Bone Blade: +1 ATT
Hickory Nut
Ashes of a Human Female
Acorn
Burning Blade: (+2 ATT, chance to burn enemies)
A straight, slender stick
Bronze Dagger (+1 ATT; 5% to break)
Dwarf's Pendant
A crossbow
5 crossbow bolts (+1ATT)
big paw pups (2)
1 potion of shrink
Dead Pups (2)
Swamp Hopper Boss corpse
Mushroom - red with a purple edge - +1 attack for 3 round
Mushroom - Brown with darker brown rings - +1 defense for 3 rounds
Mushroom - white with black and red stripes - heals 1 hp
Mushroom - yellow with silver specks - gets you really really high and you may see things
flame shaped gem (Warm to the touch, used to get past strangler mold
insectoid creature corpse (Reg Jr.)
Purple mushroom with white spots (2)
Severed Rat Head (missing its teeth)
Mangled Mosquito Corpses (10)
Mosquito Corpse without legs, wings or mouthparts

Mines Flagons : Player: WearsHats
Color:#4080FF
Gender: Male
HP: 5/5
ATT: 2
DEF: 2 (75% for +1)
STATUS:

Equipped

Head: Pope-Peller Hat - Can heal any creature 1HP, but can only be used once per turn.
Face:
Body: Steel-Reinforced Old Leather Armour (+1 DEF, 75% to give additional +1 DEF)
Back:
Neck: Dawnstar Token(Has a calming effect)(Gain a bonus when attempting to resolve situations peacefully or calm aggressive enemies.)
Arm:Iron Bracelet: Provides minor resistance to mind altering effects.
Hand:
Rings:
Waist:Belt of Fisticuffs(+1 ATT when unarmed)
Legs:
Feet: Boot of levitation - Activation allows vert. but not Horiz. Movement (3 x height/turn; max 10 rounds/adventure, doesn't need to be consecutive. [3 remaining])
Main-Hand:
Off-Hand: Torch, lit: +1 ATT if lit and used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.

items

ITEMS:
Shoulderblade Swamp Hopper Axe (1H)
Slightly Split Iron Shod Quarterstaff: +1 ATT, 2H, 25% chance to gain +2 DEF, 10% chance to split further
Dawnstar Robe(+1 DEF) Bears the symbol of the broken god, Dawnstar
Sack of Iron Filings (1 uses remaining)
broken holy symbol of Pelor
Oilcloth wrap containing
Mangled Mosquito Corpse
Steel Reinforced Wooden Shield: +1 DEF, 50% to gain +1 DEF,
Reasonably large leaf
Mosquito Grass, unlit (1 turns remaining)
Pelvic Swamp Hopper Axe (1H)
Iron Coated Gnomish Rope, lasso: 48m long and very strong. Acid-proof for 10 turns, not flame retardant; coated with iron filings, may be effective against certain foes, but filings will wear off with use. (used a bunch?)

Statistics: Posted by spiderwrangler — Tue Jan 12, 2016 1:12 pm

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