SESSION 109: Give Us Your Treasure Back (06DEC19)
Steve pulled up his pants and put boot to door. Revealing a large column filled chamber housing what we believe to be the last of the Necromancers of Set. We caught them off guard but their undead legion never rest. There was a line of rune-etched zombies and a golem positioned just inside and a line of JuJu zombies with bows in the back- game on! We elected to hold the door and face the macabre horde head on. Catching the human cultists unawares was a great advantage as we successfully hammered the guards and scatter the Necros. The advantage was pressed. The frontline was decimated and the Necros were largely neutralized as Nara hammered them with psionic assaults. We ended up capturing, and then releasing the Necros except for the dude who’s head could not withstand Nara’s psionic blast. Every so often we kinda remember that we are goodish hobo types and not ruthless villains. And let's be honest, the released Necros are probably to stupid to change their evil ways so we will just kill them sometime in the future.
Afterwards, we spent a lot of time reveling in our recapturing our/their treasure chests and rummaging the chamber fiddling with the large female statues in hopes of a payoff. We did find an ancient and forgotten secret door but our time wasting also allowed for another bad guy to discover the base. It was something new flanked by two undead knights that we had encountered before. The creepy mofo seemed neither living or dead with paper thin skin stretched across bone, perhaps he should have petitioned his labour union for better working conditions. Hot lunches would probably do this dude a world of good. This guy was a Necrolyte of Nergal as denoted by his ID button. Perhaps next time don't join a death cult if you want to pickup the chicks.
He was a proficient spellcaster but somebody rolled the minimum entourage size (thanks Rob…) so the Necrolyte could not annihilate us liberally with black magics while being shielded by the crypt knights. That said, he did get a fireball off which could have been devastating. Of course that would require the dice being on the DMs side which was proven not to be the case. Engulfed in a child-safe conflagration was not going to give pause to the hobo assault. The crew surrounded and mashed the forces of evil once more- screw you Nergal! After this reminder of being prepared and the necessity for time management we cracked the secret door.
It revealed a long forgotten chamber that conveniently had a chest in it. There was a thick layer of dust on the floor that hid the fact that the floor was covered with hundreds of small holes. These were pressure sensitive flamethrowers. It looked like a job for the wall-crawling Bunny. She got to the chest, identified a trap, disabled it, opened the chest and then got bitten by a clockwork cobra waiting inside on top of an exquisite black mace. See got lucky the poison did not get into her bloodstream, so she is not dead yet. After dealing with the snake, Bunny returned with the mace. We began to debate whether or whether not it was evil. No one noticed the shifting shadows directly above the deliberating horde of hobos.
ROLECALL
Carla the Green Matriarch of TMB (C8) 128340 xp +10% <200001> CRT 1d12/III
Scars: permanent loss left index finger and scarring on arm
Bimbles the Patriarch of GSS (C8) 118779 xp +5% <200001> CRT 1d10/III
Hobo Steve the Champion (F7) 108961 xp +5% <120,001> CRT 1d20/IV
Brain Damaged: reduced mental capacity (tough night on the town)
Rahgnar the Dwarven Champion (D7) 84056xp <140001> CRT 1d16/IV
Serious wound: permanent loss of an eye (-1 to missile fire)
Raul the Traveler (MD7) 85806 xp +10% <120000> CRT 1d10/III
Serious wound: permanent loss of CHA -4,
Removed one of his own nostrils.
Boris the Dwarven Champion (D7) 123176 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) 231795 xp +10% <320001> CRT 1d8/I
Critical Wound: Left leg obliterated, runs at ½ rate
Bunny the Raconteur (T8) 115222 xp <160001> +10% CRT 1d20/II
Light wound: permanent loss of pinky finger, off hand
Ramrod the Cloned Pilferer (T7) 48252 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) 104159 xp <130001> CRT 1d10/III
Moderate wound: Scar on abdomen
Sloth the Bopper (L7) 95814 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)
Mental Illness: Mummy-a-phobic
Nara the Nearly Naked Purple Sadhu Girl (P4) 16500 xp +5% <16600> CRT 1d6/I
Elapsed Campaign Time
243 days at beginning of session (also applies to recuperation)
Join us for session One-Hundred-and-ten when we ask the questions:
What is attacking us now?
How can we be surprised?
Are we going quit wasting time and get some exploration done?
Tale of the Tape
I tried but nothing.
KILLS
Runic golem
JuJus (9) Deactivated by Necro boss in exchange you his life
Necros of Set: Catch and release except for the guy who’s head blew up
Funeral pyre zombies (12)
Crypt Knights (2)
Necrolyte of Nergal
Clockwork cobra
LOOT
2934 gp
3000 sp
2234 ep
BIG BLACK MACE
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