Episode Four - In Distress

Sometimes odd things need rescuing...


(These aren't quite as "storyfied", more like fleshed out notes from here on out, mostly due to time constraints on my part.)

I've made these notes available for other GM's (especially newer GM's) so they can get an idea of what a more experienced (and hopefully halfway decent) GM is thinking and working with when running an adventure.    I decided to include this bit after another GM on a Buffy the Vampire Slayer list postively commented on Young Children and Elder Gods (which is written up mostly like this).  Even though this is D&D - Dungeons and Dragons D20, the concept and framework is purposefully left so that game mechanics are a minimal portion of the idea.  You should be able to adapt this to GURPS, MERP, or whatever you care to run.

=== 4 - In Distress ===

Prelude

Jimmy and Banunu fix the doors to the church - and put some holy water over the door as a trap for unwary nasties
They try to figure out the size and shape of  the hole from underneath the altar - without much success.
Banunu tries to figure out more about the amulet - and puts it on.
Jimmy appraises the dagger and statue that he got from the sorcerer's house - he goes to kill an animal to test out the dagger.  Unbeknownst to Jimmy, the squirrel he kills is made into a zombie...

It has been a week since Inari's Night.  Mamulius is stable.  Nothing much has been found...yet.

Where are the guards?  Jimmy has a quick scuffle with a pickpocket and takes him to the guards... except he can't find them.  How odd.

The theme begins. Click here for multimediamp3

Act I

Mamulius is lying in bed, comatose.   Emma finds a text at home referring to the spider flower.  The "spider flower"  would be found in the mountains to the north. Click here for multimediapdf   Click here for multimediartf translation  A scroll is brought to Jallarzi from Gallowsker Soakwing (hobbit bookshop owner) - and finds a tale mentioning them summoning / ripping things/reality. Click here for multimediapdf  Click here for multimediartf translation [These scrolls were written in English, then I used Babelfish  to translate them into Spanish.  I knew that the players running Emma and Jallarzi could both speak at least some Spanish, so it worked well and gave a sense of the "oldness" of the texts.]

Banunu gets his first "daytime" vision, intruding on the rest of the world:   The woods, at night.  offscreen, we hear "Hello, honey!  Hello my babies!  I'm home....  oh no!  MY BABIES!"  Rather thankfully, he immediately goes and tells Jallarzi.
They decide to go do something about it after feeding Mamulius some wine.

Jimmy goes to the guard post and speaks to Manuel.  He inquires as to why they weren't around and, when told there's a "flu", he volunteers to help with the guards (much to the DM's surprise)... and asks Pes to be a sneaky spy type while he's volunteering.

Jimmy & Banununu decide to go it alone and go outside of town to try to find the people in Banunu's vision;  Jallarzi going to guards.  She talks to Manuel - and he tells her with a bit of a nod and a wink "No security issues inside of town and definitely not outside of town.  Not outside of town.  Nope.  Definitely none tonight.  Nope."

As Jimmy and Banunu they leave the church, see a carriage rush past, with Ernesto and a stranger in it, talking animatedly.  The stranger is thin, with spectacles.

Jimmy and Banunu go outside of town.... Jimmy walks straight into poison ivy...  Jimmy had skinned the squirrel and kept the skin.  Naturally enough, the zombified squirrel decided that it might just want its skin back.  After some squirrel hackage, Banunu inquires where that dagger came from... and once he finds out, realizes that the amulet he has on might not be a great idea after all, since it's started poking around inside his mind, and has Jimmy rip it off of him.  They destroy (or at least mangle past useability) both the dagger and the amulet - in the process, Banunu revealing much in the way of magic (or at least familiarity with) to Jimmy.

Emma and Jallarzi do translations [actually done while all the above with Jimmy & Banunu is happening] - and then take the "hint" that Manuel gave Jallarzi and decide to "save the town" instead of going and doing something about the problem

Jimmy & Banununu, up in the mountains,  hear wolves and a voice crying out for help...

  • "Here zalune zalune zalune!" - Banunu   "Don't do that."  - Jallarzi
  • "Are you willing to work long hours for little pay, all for the greater glory of Lirius?" - a guard  "For a very short while, yeah..." - Jimmy
  • "You know lying is a sin.  You are aware of that, aren't you?"  - Jallarizi
  • "If we were female, if both of us had the same piece of clothing, we'd have to be bitter enemies...but since we're not, if we have the same piece of equipment, that just means we've got excellent taste." - Banununu
  • "Damn, that thing was really attached to its skin." - Banununu
  • "It looked DEAD before I skinned it!" - Jimmy
  • "THIS dagger!  Oh, this dagger was in that evil guy's house!" - Jimmy
  • "I don't know if magic on magic is a good idea, how about a great big rock instead?"  - Jimmy
  • "And we can lift our prayers to - who's our god?" - Emma  "God." - Jallarzi

Act II

Jallarzi & Emma notice that the barracks & keep are all closed up, instead of doing something about the "non-problem" that's supposed to take place tonight.

Pes goes to Jallarzi with some tale about a guard's wives talking about how thier hubbies were gone without notice from being up in the hills - he was going to tell Jimmy, but since he's not there.... AND THEY STILL DECIDE TO STAY IN TOWN.

Jimmy and Banunu find wolves growling at the entrance of a cave, from which a female voice is crying:  "Fine, my babies are gone!  I deserve to die, you monsters!"  Jimmy goes after the alpha wolf, while Banunu starts doing lots of monk-style jumping on wolf backs (which, oddly enough, are not designed to take that kind of stress).  Afterwards, they meet the owner of the voice - a giant spider named "Flower".  She tells them how her babies (eggs) were stolen while she was hunting insects, and would help them if they'd save her babies.

Emma and Jallarzi arrange for Sobiabia (ship's captain) to lead prayer service to have them pray to keep people out of danger (that is, both praying for aid and to get them all in the church, a defendable spot) ....AND FINALLY GO OUT TO THE WOODS TO HELP THE BOYS.  [DM's note:  Sigh.  I realize that both Jallarzi and Emma are designed to be much more interested in helping with the town itself, but what happens outside the town will affect what happens inside ... ]  They meet up with the boys about halfway up the mountain (as they were coming down to get help, since they got hurt by the wolves and weren't sure they could keep going on thier own...)
  • "I try to put an arm around her chest... thorax..."  - Bannununu
  • "Enjoy your tears." - Banununu 
  • "You gotta keep bringing up the squirrel!  Can't you let dead squirrels lie!" - Jimmy
  • "I say, the second time a squirrel dies, you should just leave 'em alone!" - Jimmy
  • "I think the boys have been here, don't you?" - Jallarzi
  • "They're having omelets?" - Jallarzi
  • "Spiders are better than mosquitos why?" - Jallarzi
  • "If I have two days I can make a cure..." "I think we might be in a rush" - Jallarzi, Jimmy
  • "We can't do that standing at the bottom of the hill."  "We're at least halfway up the hill." - Jimmy/Emma

Act III

At the top of the hill, the heroes come upon the Zalune beginning to work a magic - some kind of summoning.  It has already begun, with the Zalune tossing spider babies into a massive fire.  Zombies - obviously guards who have been killed and raised - shamble about as protection.  Yes, this means the city guard Zombies are standing guard.

Unfortunately for the Zalune, Jallarzi channels the might of God, and completely obliterates the zombies.  Blasts 'em into little bits.  The two (preoccupied) Zalune aren't enough of a match for the rest of the heroes, and they manage to save most of the spider eggs... though not all.  They collect up the remaining eggs and head back down the hill.

  • "Maybe we should throw the rest of the [spell] ingredients in the fire" - Jimmy
  • "You and your 'everything magical has to be countered by magic' thing" - Jimmy
  • "Why don't you collect up personal belongings from the guards."  - Banununu  "Yeah, I'm working on that." -Jimmy "Make sure some gets to the families".  - Banununu

Postlogue

They meet back up with "Flower", and get her spider silk.  (Spider Flower, see?)... and then try sledding downhill (vaguely successfully - more of a sledge effect).

Back up on top of the hilll, as the heroes come back into the church, a blue flash and a ripping sound Click here for multimediamp3
And then, a voice: " 'tupidhead."

Cue the credits.  Click here for multimediamp3
  • "Like a big web rug." - Jimmy
  • "We can tell the people to go home." - Emma "They can stay a little longer!  The prayer's good for thier soul!" - Jallarzi  "That way you're not lying." - Jimmy

In Distress

Loosely based off "A What in Distress"
  Played 01/21/04
  Experience Awarded -1,250 xp each

Cast

Bannunu Tinari
portrayed by "The Rock"
played by Adam T.
Emma
portrayed by Amber Benson
played by Aubrey S.
Jimmy "The Hand" Hithon
portrayed by James Charles Leary
played by Lucas K.
Jallarzi
portrayed by Brigit T.
played by Brigit T.

Supporting Cast

Mamulius - High Priest
Pes - Little Kid
Gallowsker Soakwing - Book Shop Owner
Sobiabia - Ex-Ship's Captain

Monster Stat Blocks



Zombie - Medium: CR 0.5; Medium Undead ; HD 2d12+3;  Init -1; Spd 30ft; AC 11; ATK Slam +2 melee; DAM Slam 1d6+1; SA  ; SQ Undead, partial actions only; SV - Fort 0, Ref -1, Wil 3; Str 13, Dex 8, Con -, Int -, Wis 10, Cha -
  Skills/Feats:
None
Toughness
  Notes:
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Partial Actions Only (Ex): Zombies have poor reflexes and can perform only partial actions. Thus they can move or attack, but can only do both if they charge (a partial charge).
  Special Abilities/Qualities:


The above image is not included in the CC license.  I don't know where it came from.

Monstrous Spider - Large: CR 2; Large Vermin ; HD 4d8+4 ;  Init +3 ; Spd 30ft; AC 14; ATK Bite +4 melee ; DAM Bite 1d8+3 and poison ; SA Poison, web ; SQ Vermin ; SV - Fort 5 , Ref 4 , Wil 1 ; Str 15 , Dex 17 , Con 12 , Int - , Wis 10 , Cha 2
  Skills/Feats:
Climb +14, Hide +6, Jump +2**, Spot +7**
None
  Notes:
Poison (Ex): A monstrous scorpion that sucessfully bites another creature causes Bite damage 1d8+3 and poison, Fortitude save (DC 16); initial and secondary damage 1d6 temporary Strength.
Web (Ex): Monstrous spiders often wait in their webs or trees, then slowly lower themselves silently on silk strands and leap onto their prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.  
  Special Abilities/Qualities:
Web: Escape DC26, Break DC32, HP 12 per 5 ft. section
Hunting Spiders Move (Land 40, Climb 20)
Diameter - 10 feet*
Height - 1 1/2 feet
*The number indicates the spider's body and its legs; the actual body diameter is about a third of the total
Skills: Monstrous spiders receive a +4 racial bonus to Hide and Spot checks. *Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs. **Hunting spiders receive a +6 raciual bonus to Jump checks and a +8 racial bonus to Spot checks.
A monstrous spider can move across its own sheet web at its climb speed.
Vermin: Immune to mind-influencing effects.       


The above image is not included in the CC license.  I don't know where it came from.

Zalune - Sneaky Fiends

Name: Zalune  Click here for multimedia
Motivation:  Do Their Master's Bidding
CritterType:  Outsider - CR: 2
STR:  8     DEX:  17    CON: 10     INT:  10    WIS: 12     CHA: 10
FOR:    3  REF:  6    WIL:  4      INIT: 3
AC:   18       HP:   10      HD: 2
Special Abilities:
Damage Reduction 2/Silver   SR 5  Fire Resist 20  Regen 1
Invisibility at will
1/day-cause fear (as the spell, except that its area is a 30-foot radius from the Zalune). These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).
Can claw/claw/bite as one action

Maneuvers:
Name        +HIT    DAM    Notes
Claw x2        6    d3-1
Bite        3    d4-1

The above image is not included in the CC license. I'm not entirely sure where it came from.

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