Wednesday, June 28, 2017

The Wasteland of Gath: The Pit (Shank); White Box

Shank the Rogue (played by +Chris C.) left the bus with Kerg the Dwarf in tow. After a time, Kerg had to relieve himself and rushed forward to a massive pothole in the road to do so. Something he saw within alarmed him and he loudly exclaimed, "Jesus Christ!" There came a terrible moaning from the pit and out of it emerged three nightmare creatures.

     Despite the tar on their bodies, their pinkish-gray skin could be seen. They were about 3-4' tall with long, spindly limbs. Their fingers ended in sharp claws where the bone grew through the skin. They had dropping facial features, long floppy ears and a small mouth full of pointed teeth. Shank immediately recognized them as witch spawn, or fleshlings. On the night of a new moon, witches squat in damp holes and lay clutches of eggs. The witches often return at a later date to see how their brood has fared. The strongest are brought back to the witch's lair to serve as guards.

     Several rounds of melee ensued with Shank and Kerg doing their best to keep their distance and to rely upon missile weapons. While the melee raged, Shank encountered saw a lumpy wasteland mutant hiding in a bush. It panicked and run into the desert along a path that paralleled the road. There was no time to pursue as the monsters demanded full attention.

     Eventually the beasts were felled. Afterward, Shank investigated the pit and found it to contain quite a bit of tar. Within the tar were the skeletal remains of various humans and humanoids. He also found a bucket containing severed hands and feet that the mutant had dropped. Was that freak feeding the monsters? Also found was a skull of unusual properties. This one was about 60% bone and 40% smooth aquamarine. Kerg and Shank also investigated the car door and found a bottle of hooch with two belts remaining. The hooch has healing properties and can restore 1d4 hit points. Score!

 XP for Shank: 20 from fleshlings + 225 from treasure = 245 xp

Treasure: Aquamarine encrusted skull worth 175 gp, Healing Hooch worth 50 gp

Shank's Melee Stats 
No. of Attacks: 5
Hits: 2
Hit Percentage: 40%
Damage Inflicted: 7, 4 (11)
Average Damage per Hit: 5.5
Kills: 2
Average Kills per Hit: 1
Initiative Rolls: 6
Result(s): 2, 2, 6, 6, 3, 4
Average Initiative Roll: 3.8
Damage Sustained: 0


  1. Another great session. Excellent write-up -- and as a baseball fan, I especially dig the stats you post on these at the end. I can hear the post-game press conference with Shank and Kerg now. "Well we did okay on DPH, but we really have to bring up our AIR. You just can't win a lot of fights with an AIR so low. We got lucky this time, but with those kinds of numbers a TPK at some point down the road is inevitable."

    1. The statistical analysis is like Sabermetrics for D&D. :) . I got the idea from an article in Autoduel Quarterly in the late 80s. The idea was to keep stats on duelists to compare who was hot and who was not. :)

      I have no idea of there is any practical way to apply the stats to an in-game situation, but who knows. After enough data collection, patterns and trends might appear. :)