Might actually be better to walk |
After a few pedal turns on his trusty bike, DurBurDuke changes his mind and decides to rejoin with his troupe of comrades: Fred his owner, Chris-Tle a fellow performer in the Chef Boy-Ar-Dee circus, Lyn the Wolfoid Gnyll, Olga the silent warrioresse and the newest addition to the motley group: Topper a flying sentient hat. They have sheltered the mighty storm, winds, plasma, rain and tarnodos. On either side of the lane are overturned sleds, some filled with this seasons korn bounty, others fallow. No one sings songs, being cooped up with each other, a three eyed smooth talking zlog and the Blorgs made the idea of marching into the maw of certain death not completely unpleasant. Look, there is the gate, marking the boundary of the Blorg homestead and the road beyond!
Typical Homestead in Aanssk Desert |
The main road runs north-south, the former leading toward the “City of Diamonds” and the latter to the wall to keep civilization safe from the marauding Urks of Urkey. Just north of the gate a six wheeled articulated wagon pulled by a mangy Monodromader sits bogged down in the runoff of the storm. Two heavily cloaked figures stand next to it, arms bent, fists to their sides. The troupe yells a greeting of help, the figures look up, but ignores them. DurBurDuke realizes at this moment that his hat (apparently the first thing he ever made as a Schwartzer) is missing. He turns immediately, dons his jet boots and gloves to fly back toward the homestead to see if it fell off.
The rest of the troupe are left standing at the gate near the road. Topper decides to break away from her swarm of 3,000 Beese to fly into the back end of the cloth covered wagon. Inside she discovers five Urks with their Three Jaw Toothless Shivs drawn, ready to burst out and attack. They are not able to grab her as she zooms through. Once outside the hat exclaims “Monsters*”! Fred decides to get a better look by approaching one of the robed figures and pull its hood down. It turns out to be the massive head of a wild full-blooded Urk! In a flash the other robed figure throws its robes off...it is none other than Goo Gloptcha the Gnyll leader thought to have been left for dead in the Aanssk desert! The five Urks waiting in the wagon leap to attack.
*Note, the only "monsters" in CNC are the players, the correct term she wanted was "Creepazoid".
Urk Weapon Types |
For several Na-nutas a wild melee ensues. Five more Urks jump up, hidden in the nearby feild under upended korn sleds. Oda the terracotta warrior and Fred perform a flipping attack on the Urk leader, a might creepy with a 25 muscle power. Their attack is well performed, but in the end the mighty Urk fells Oda with one blow of his mighty Six Jaw Shamglurk. This signals a turning point in the battle, not a good one, as it looks like the troupe has met its match with these mighty Urks. Hearing sounds of a fray, DurBurDuke decides to turn around and returns just in time to see 3,000 mad Beese attack the Urks. Within seconds their leader falls and it looks like the end. Fred decides he has enough senseless violence (or thinks that the Beese will not be enough to save their sorry hides) and uses his best sideshow barker voice to get all the combatants attention and hold their weapons still while he talks. Things are suddenly quiet as Fred explains that there are a “bunch of Gnylls under their control that could show up any na-nuta and...you know”. One of the Urks steps closer to Fred and draws in the air around him, tasting it in his nasal passages. “You smell...funny. I like you. You come with us to Urkey!” After a pause Fred says “looks like I’m going to Urkey!”
Urk Six Jaw Shamglurk |
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