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Beware! A Game of Horny Monsters - Overworld

The spiders are lost in the twisting walls of the dungeon's maze. They needed to return to their broodmother, but finding the path through the maze was tricky for such creatures. The four of them are huddled together, chittering amongst each other about how to escape.

Suddenly, a war cry echoes through the maze as a pair of adventurers turn the corner. Before they know it, the fighter has rushed forward, making large sweeping cleaves with his sword. It takes every ounce of speed the spiders have to leap back and avoid his blow. He drives them backwards as he pushes forward, his huge sword cleaving the air just in front of them.

Behind him, the thief with the sharp dagger skulks to his side, waiting for an opportunity to strike an exposed member of the brood.



Garrth's goblins dice and drink in the mess hall. An argument has broken out over some cheating allegations and things are close to brewing over into a fist fight as one goblin holds another by the scruff. Suddenly, an arrow hisses by, sticking into a wooden post with a thud.

The goblins scramble as they search for weapons. The archer would be a good prize for them and their master, but first they'd have to take her down. Her second arrow narrowly grazes her target, drawing blood, but not causing any serious damage.
 
Knives, forks, legs of broken chairs, candleholders and rocks. Anything is a weapon for these guys. They quickly scramble out of the view of the ranger. The mess hall serves somewhat as a place to store all the junk the goblins finds interesting, but Garrth has no interest in. They hide behind piles of junk, in shadows cast by furniture, and under tables.

Most goblins would flee a surprise attack like this, but these goblins were loyal to Garrth, or perhaps even moreso wanted to be the first have a go at the ranger. They all hide, some better than others, and they wait for the ranger to get too close to them before they jump out and tackle her. The goal was to subdue her. Dead light-folk are no fun, and the goblins have been denied entry in the prisons. So this was their only chance before Garrth would take her away from them.

As they scramble they cackle and giggle. The tall ceiling of the room gives their sounds and ominous echo. But each go quiet when they've found the appropriate hiding spot. And the room is silent, beyond the footsteps of the archer.
 
The goblins scramble in all directions. An arrow strikes one in the leg as he falls behind a pillar wounded. The archer prowls through the room, her bow knocked and ready. A goblin leaps out to tackle her, but is quickly stopped in his tracks by her arrow. The distraction provides an opening for his comrade to leap on her back as he tries to pull her down. Other goblins come to her aid, tackling her onto the ground as they struggle on the ground.

Her bow is knocked aside as they writhe and wrestle on the mess hall's floor. She manages to snatch the dagger sheathed at her waist, and the goblins struggle to keep the dangerous blade out of their stomachs. It's a mix of limbs as goblins struggle to keep her pinned and grab control of the weapon. They have the dominant position now, but any misstep can find them in trouble. They've lost some goblins in the attack and are bloodied as a result.
 
Lost numbers mean nothing to the goblins. If the fail to guard the sanctum, they know the punishment is worse than death. They swarm the archer without the intent to kill. She's treasure after all.
One jumps her dagger arm trying to make her flinch and drop it. Everything goes dark for the archer as one of the goblins places his putrid rags over her eyes and face. The smell is overbearing, making the air feel almost as thick as tar. The rest starts deconstructing her armor. Tearing of leather and chainmail, fashioning into restraints to stop her struggling. They bite with their knife-like teeth to get her to submit and discourage further fighting.

They cordinate their effort with shouting orders at eachother. Many of them can't help but cackle manically as they tear and shred her armor.
 
Hearing the war cry, the gathered spiders are immediately surprised, but are well trained enough to jump away from the noise, not intent on letting them be cleaved in twain so easily. The arachnids let out a noise in between hissing and the chittering they'd had before. This was not an ideal spot to fight for either side. The group was frazzled, but after what seemed to the adventurers to be a shared look, three of the spiders stop their retreat and charge the man with the sword, using the walls to their advantage as they spread out so they can press the advantage of their quarters, sweeping their blade-like legs out to deal with this fighter.

The fourth spider ignores the fighter, trying to go over the battle as it seeks to harass and contest the thief. The danger with those of the light was letting them fight their way. So it simply pushed past the already assembled group which would be more annoying to interact with to try and get at the thief, hoping to press an advantage of longer reach so it could tear him apart.
Rolling Smash. Results = 4, 5 (Partial Success).
 
The goblins hastily try and strip the archer of her gear and bind her. She kicks and screams as she fights off their grimy hands. Eventually she lands a solid kick, giving her the opportunity to squirm herself away from the goblins. She races to her feet, her dagger firmly in hand as she slashes at the goblins, pushing them back. Her clothes are in tatters, and her bow is still no where to be found, but she's on her feet again. "Back! Get back you foul monsters!"

The spiders focus their attention on the fighter as one of them occupies the thief. The fighter is a master with his weapon, and taking him on is a struggle. A spider takes a horrendous wound from his blade as he slashes its legs. The other spiders are on him, slashing at his legs as he whirls around in a counterattack. The spiders are left bloodied by his strikes, but they've managed to get a few hits in of their own.

Before the spiders recover, the fighter presses after them with a series of devastating, precise blows.
 
Laughter echoes through through the mess hall. The goblins slink back into the shadows. The archer has to get close to them now, but they want the jump on her again. The weapon was their target now. A defenceless human was a treat they couldn't resist.

While hiding the goblins change out their preferred weapons. No longer needing to cut through armor, blunt trauma would do more to slow her down. Furniture, rocks and other heavy things would do, as well as rope, chains, shackles, and other tools to restrain her. They didn't want to know her out, she had to be concious for what they were going to do to her.
 
The goblins barrage the archer with pieces of rubble, furniture, and dishes. The pelts will certainly leave her bruised, but she shrugs it off as she chases the goblins around the mess hall. A goblin wraps a chain around her neck and drags her down, but he's quickly fought off as his arm is slashed by her dagger. She grunts in a rage, clearly annoyed by the goblin's cowardly manner of fighting. Many of the goblins have been wounded in the chaos.

A healthy goblin sneaks behind her with a pair of shackles in hand. He slips one around one wrist, but she twists her way out of the second one. Before the goblin can race away and yank on her shackles, she grabs and pulls him close. The cold steel of her dagger presses against his throat. "Enough!" She shouts as the wounded goblins try and regroup. It's a dire position with one of the goblins held hostage.
 
As the fighter shows off the prowess he has, even while taking the brunt of the punishment the spiders were dealing out to both him and the thief, the spiders sustain rather heavy damage. The group was young still, and their prowess was mostly untested. That their first opponent was clearly a skilled adventurer was clearly able to show the gulf of power. They did not wish to lose their lives here, having already sustained serious wounds.

Backing away from the impressive technique the fighter was intent to show, the spiders rush along the walls back from whence they came, knowing their mother would rather them escape and lick their wounds to fight another day, rather than waste away on the first challenge. They would begin a quick journey out and away, where the adventurers would not be able to follow, so that they may recuperate. They had done their piece with the fighter, and now the adventurers would need to brave the rest of the dungeon.
 
Most of his companions are hurt. Well so is he, a deep gash in his abdomen from the archer's dagger. It would heal if he fleed. Thunk is one of Garrth's most loyal, and was not about to retreat. He wrapped his arm around the foot half of a cast-iron candleholder.

The goblins were struggling. They've lost their upper hand. None of them are healthy enough to pull off another stunt like that. But the stage had been set for victory. They just needed a split second to properly shackle the human. Thunk was crouched under the long table, confident he was unseen. His plan was simple: sneak up to the human, and slam the back of her head with the candleholder.

He lurks closer. His companions are being stabbed, kicked and pushed off the human. He can see the shackle hanging around her right wrist. He did not understand the human's language, but he knew it was frustration.

No matter the outcome here, the archer that faces Garrth will be a weakened and frustrated one, so dying here wasn't a waste he thought to himself has he stepped out of his hiding spot and swung widely with his make-shift club.
 
Thunk succeeds! He smashes the archer over the back of the head, knocking her unconscious as she slumps to the floor. The spasm of her body causes her arm to jolt and slit her hostage's throat. The pyrrhic victory is short lived as the goblins succumb to their wounds and pass out.

Having dealt with the brood of spiders, the thief and fighter continue to prowl through the dungeon. Their curiosity is piqued by the room containing a chest likely to hold very valuable loot.
 
The fighter and the thief find themselves in a strangely lavish-looking room that seems better kept than the rest of the dungeon. It's not royal opulence. but it does look like an aristocrat's quarters with the fancy sofas, four-poster beds, and other furniture, though the pair of iron maidens seems a bit out of place. The large treasure chest however is their goal, and the thief sets to work doing his thing on it, but he finds the lock to be oddly studdborn. Inside, the mimic keeps itself shut as a clever distraction while its kin slowly sneak in from behind.

One of the iron maidens, one of the armchairs, and one of the four-poster beds have come alive, revealing eyes, teeth, and tentacles, as they try to sneakily attack the adventuring pair from behind!

*****

[Rolling engagement for Tier 1 Creature Lair: 2 ; *Failure*]
 
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