Thursday, 21 April 2022

Getting Blown in the Chaos Sepulchre of the Elements (Session 113)

 SESSION 113: The Chaos Sepulcher of the Elements (Part 2)

             Let the battle of AIR begin! Giant eagles then angry baby cyclones and closing with hurricane Jabba. The battle went long and there was no easy way out or around, that noise from behind was the eminent sealing of the chamber once we were pushed in. Our hobos had to defeat Team Air before escaping the chamber with the skull key. It was challenging but we showed air who is boss. At this time we were kinda beat up so rather than busting down the barrier to another elemental challenge we rested.

            Early in the rest it became apparent something(s) discovered our presence. There was some creepy/ cryptic note exchanging under the sealed door but nothing more. When we left the chamber we were greeted by a gift hanging in the door way.  A fresh skeleton/ corpse, all tissue and contents except for the hands and feet had been eaten. Perhaps it was a gift for our soup pot? Perhaps it was something altogether more sinister? Only time will tell.

            It didn’t take much time. We revelled in a singing head show when we returned to the central hub of the sepulchre. All wall of decapitated heads blocked the passage, hundreds of human and demi-human heads ranging from freshly picked to rather juicy.Coming from behind came a somewhat raspy rendition of your favourite show tunes. The performers did not present themselves and we didn’t press the matter. Instead we hammered down the barrier to investigate the lead-up to the tomb of water.                                                

We began searching the crypts that flanked the corridor leading to the elemental chamber of Water, in search of the key. We didn’t find it on this push but we did find Sloth’s least favourite things..once more triggering his extreme mummy PTSD.

There was mayhem and Steve lost use of his off-arm from some sort of freezing from beyond the grave. Initial treatments had no effect as festering blackness spread from where he had been pummelled by a super mummy. This was a good time to regroup before we pushed further.

 

ROLECALL

Carla the Green Matriarch of TMB (C8) 133492 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 123931 xp +5% <200001> CRT 1d10/III

Hobo Steve the Champion (F7) 114113 xp +5% <120,001> CRT 1d20/IV

            Brain Damaged: reduced mental capacity (tough night on the town)

Rahgnar the Dwarven Champion (D7) 89208 xp <140001> CRT 1d16/IV

            Serious wound: permanent loss of an eye (-1 to missile fire)

            Critical Wound:

Raul the Traveler (MD7) 90958 xp +10% <120000> CRT 1d10/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Champion (D7) 128328 xp +10% <140001> CRT 1d16/IV

            Serious wound: permanent loss of CHA -3, carved up face

            Wound: Bad leg (-5’ MV)

            Multiple Injuries: lost 11 teeth

            Mental Illness: Unhinged (10% chance of lunatic behaviour)                                  

Ding-We the Peg-Legged Enchanter (W8) 236947 xp +10% <320001> CRT 1d8/I

            Critical Wound: Left leg obliterated, runs at ½ rate

Bunny the Raconteur (T8) 118716 xp <160001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Pilferer (T7) 53404 xp +5% <80001> CRT 1d16/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp

            Missing six teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Ribbits (FY6) 106735 xp <130001> CRT 1d10/III

            Moderate wound: Scar on abdomen

Sloth the Bopper (L7) 98390 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

Nara the Nearly Naked Purple Sadhaka Girl (P5) 19077 xp +5% <33200> CRT 1d6/I

 

RESERVES

empty              

Elapsed Campaign Time

251 days at beginning of session (also applies to recuperation) 

Join us for session One-Hundred-and-fourteen when we ask the questions:

Where is the damn key of water?

Who or what were the puppeteers?

Further, what is their intentions?

Will Steve’s arm ever work again?

Tale of the Tape

Steve has a dead arm

Vibro-mace is broken

KILLS

Giant Eagles (6) 

Air Elementals (4) 

Huge Air Elemental 

Barrow Mummies (4) 

LOOT

Scarab signet ring – Sackville

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