27 – Your New Lords

← Previous Post.
Next Post. →
↓ Skip to comments.

(All of you are on the arena floor (Map Area #6), except for Vash, who remains in the concession (Map Area #8). Cormac’s charred corpse lies smoking in your midst, and the unconscious Lord Sogor lies crumpled in front of the citadel (Map Area #11). There about a half-dozen mongoliant guards scattered around the arena at medium and long range from your party. There are also about a dozen chained slaves in the arena, who are taking this opportunity to rise against their captors. The stands are filled with ‘civilian’ mongos, who are still trying to figure out what the heck is going on.)

(Everyone was stunned by the flash-bang grenade, so let’s take this opportunity to reroll initiative. Vash gets 11 + 1 = 12, Cobb 9 + 2 = 11, Kronic 8 + 2 = 10, Jumrak 9, and Thrakazog 6. The mongoliant guards roll 14 – 1 = 13, and the slaves roll 6 – 2 = 4.)

Stadium Map

With ears still ringing and stars in your eyes, you survey the arena as you move towards Lord Sogor.

The chained humanoid slaves, wielding their archaic weapons, have started to move against the trio of guards adjacent to them. The three mongoliants, each armed with Ancient polearms of some sort (with electricity sparking from the tips), prod at the group before the slaves are able to attack. (Mongoliants attack rolls are 7 + 7 = 14, 6 + 7 = 13, and 2 + 7 = 9. Two hits, for 11 + 14 stun and 14 + 8 stun.) Two of the slaves are skewered (while simultaneously being electrocuted) before they even reach the mongoliants.

Meanwhile, two other mongoliant guards armed with greataxes charge towards your group. (They weren’t as affected by the stun grenade and have recovered more quickly than the PCs.) You hustle away from them, surrounding their fallen Lord. (I assume your entire group – minus Vash – will withdraw in the direction of the Citadel to avoid melee this round)

On the far side of the arena, two other mongoliants rush from their posts by the main entrance (Map Area #3) towards the slave and sheep pens (Map Areas #4 and #5) to calm and/or intimidate the frightened livestock and caged slaves.

The Tide Turns

From his hidey-hole in the concession, Vash witnesses the mongoliants approach his allies, blocking the route to the rest of the group. He decides that his best plan at this point may be to arm himself appropriately, and loads his black powder flintlock rifle, then waits patiently for an opportunity to present itself…

Rushing forward towards the stunned Lord Sogor, Cobb kneels beside the fallen giant and grabs the device from his belt. As his hand gets near Sogor, there’s an odd sensation, like a magnetic force pushing him away. It seems, however, that the field is intended to protect against faster-moving objects, and Cobb is able to grab the device from Sogor’s belt. It’s about the size of a brick, and covered with buttons and blinking lights. There’s a audible ‘pop’ as Cobb removes it, and the field of force vanishes. The lights on the device also stop blinking. (Cobb has used all his actions to move up and loot Sogor; he can’t spear him this round.)

Kronic’s vision is clear enough now that he can act normally. Feeling a little sheepish at his panic moments ago, he motions to his friends that he’s okay, then moves in to filch Sogor’s pistol. (Again, he’s used all his actions to move and loot; he can shoot next round if he wants.)

After making sure that Kronic has snapped out of his daze, Jumrak hefts his mighty fire axe and covers the party – making sure that he’s in between his allies and the oncoming mongoliants. (Readied action to attack first foe coming into melee range.)

Getting caught up in the heat of the moment, Thrakazog sees Cobb and Kronic disarming Sogor and moves in to make sure the mongoliant Lord makes no threatening motion. Thrak holds his attack until Cobb and Kronic are finished, dropping both his firearms to concentrate fully on raising the polearm for a killing strike. As soon as the opportunity presents itself (or what would pass for an opportunity in the current situation), Thrak moves in to impale the large mongoliant with all his strength.

(That’s a coup-de-grace attack. Automatic critical for 23 damage! Sogor survives the damage, but must still make a DC 33 Endurance save vs. death. He’ll need a Natural 20! Roll is 18 + 10 = 28. He spends a Luck Point to retry: 6 + 10 = 16. Lord Sogor is dead!)

(You’ve just taken out a CR 8 opponent! That nets 1,000 XP for each surviving PC. And since I’m in a good mood, I’ll also grant Cormac the XP posthumously. That’ll mean Vash (and Cormac) are now eligible for 3rd level.)

The crowd gasps as Thrakazog decapitates Sogor with his giant polearm. Then they scream as Thrak lifts the head of their fallen Lord in his prehensile tail and raises his weapon overhead with a roar of victory!

Your New Lords

Seeing a prime opportunity, Vash finally steps from the concession stand, his rifle in hand. Still keeping his distance from the mongoliants, he looks around at the crowd and shouts. “LADIES AND GENTLEMEN!” Vash shouts, “YOUR NEW LORDS!” indicating the assembled group around the decapitated Sogor.

(I’ll give that a DC 20 Charisma check to provide a +1 morale bonus to the chained slaves. Roll is 13 + 9 = 22; success! 25 XP for Vash.)

A cheer erupts from the slaves, and bolstered by your actions they swarm their oppressors. (Three attacks against each of the polearm guards. Rolls are 6 + 1 = 7, 9 + 1 = 10, and 17 + 1 = 18; 12 + 1 = 13, 4 + 1 = 5, and 13 + 1 = 14; 19 + 1 = 20, 9 + 1 = 10, and a Natural 20! The first guard is hit once for 2 damage, the second guard is hit twice for a total of 8 damage, and the third guard is hit twice for a total of 10 damage.) The slaves hack at the guards, and move close enough to prevent them from using their polearms!

The mongoliants are stunned and amazed – a small team of puny humanoids has managed to kill their Lord, and now the guards are outnumbered by slaves? You sense an undercurrent of fear amongst the hulking mutants that was lacking only moments ago…

What are your actions?


~ by K-Slacker on 06-Sep-07.

6 Responses to “27 – Your New Lords”

  1. Well time to settle this I guess… I am hurt so do not want to close with the mongoliants very much so I will ready my rifle (black powder rifle) and stand guard for my allies. If a shot presents itself on a mongoliant I will take it.

  2. Cobb quickly surveys Sogor’s corpse to see any pockets/pouches/etc, grabbing any ammo for the pistol and tossing it to Kronic. He’ll also double-check the belt to see if there was something he didn’t remove along with the battery to cause the unit to cease functioning.

  3. I think that we should march off the field of battle in victory, and then get out of this place. We will have march off to a place where the people are aware of our status and be able to bring some of the freed slaves with us. “Let’s march in victory towards the other exit (pointing to area 11) and bring some of our new friends (motioning towards the freed slaves) with us” I suggest to the group.

  4. We should probably search this place for provisions before we leave. I’m also curious as to whether or not that artillery can hit the slavers from here. 🙂

  5. Remember that you snagged a bunch prepackaged meals and food bars from the dock guards, enough to keep you fed for a couple days.

    You’re not sure about the range on the artillery cannon; it may or may not be able to strike at the slaver stockade from here. (50 XP to Cobb for the idea.)

  6. “Gentlemen,” Vash says to the others with a smirk. “Shall we have one of the guards inform us of the layout of this facility…at least before the freed slaves kill them all? Perhaps they would even be willing to surrender to join our..new order?” He looks to Cormac’s dead body. “We should..properly honor him.” He glances to the others as he moves to the body to carry it out of the way.

Comments are closed.

%d bloggers like this: