Thursday, 25 August 2022

Death's Hand (Session 125)

 SESSION 125: Why Did We Have to Find THAT?  (12Oct20)

            Locked away in our little corner of the tomb of tombs we were able to rest. It was not a nice rest by any means. We huddled in a cold mausoleum even though the stone was dry moisture sunk into our bones. The very crypt was like a vampire drawing out the warmth of life. There is no doubt that Barrowmaze hates all life and we have offended it so many times. Is Barrowmaze greater than MurderHobos? Not today. Shaking off the cold and damp we once more set out. Back to our web wall that had likely just recently crumbled into nothing. 

            Bunny took lead not quite understanding how light works struggled to determine if the Ju-Ju were still in the vicinity. The twang of bowstrings helped clear this up as she jumped back around the corner. I guess they had nothing else to do than stick around. Ding-We got a little tricky and provided ‘protection from normal missiles’ to the front line as these zombie things seemed fixated with archery. Sloth, Boris and Steve charged into the Ju-Ju line. Arrows bouncing harmlessly off them. The tanks hit the zombie line with abandon. By the time the zombies began to catch on it was too late for them to mount any viable counter strike. Victory was ours. Clean the weapons and readjust the armour and press on. 

We came to a large chamber that housed six mausoleums each adorned atop with a unique statue. There was also a big ass set of ornate bronze doors that were sealed with a rope. But first, the mausoleums. 

A couple had already been looted. Our hobos first choice for cracking was the dummy crypt, no traps no treasure, this quickly changed. The first had a diversionary trap and ended up with Steve being coated in black pudding. Black puddings are horrendous and the combat was very close to becoming a catastrophe. The next tomb contained an amber golem that came out swinging as a reward for defeating the physical exterior trap. With some tasty rewards and the mausoleums now fully looted we approached the double doors on the southern wall of the chamber. What’s up with this? 

Well, it was another trap. An insidiously funny one in my books. Our hobos were perplexed. Ding-We stepped forward after remembering that he has had a dagger at his side since forever. “I will cut this vile barrier!”. The rope did not care for this and quickly revealed its true nature – it was a rope of strangulation. Ding-We’s head quickly turned purple as rope tried to pop his head off. Never one’s to rush into danger, the rest of the group began debating the next step. Ding-We’s eyes began to rupture forth due to the pressure. The group attempted to feed him a potion but nothing was going down. Boris was then grabbed by the rope as well. Finally, but probably a mistake on my part, dispel magic was cast and the rope fell to the ground inert. Now! The horde pounced upon the rope with sword and axe chopping it into little pieces. 

Into the next chamber. It was a massive, supported by twelve 30’ pillars that were carved in the likeness of warriors at the bottom 10’. Additionally the room was lined with burial crypts that were covered with rotting yellow curtains. “We are going to be attacked!” This was true but not immediately so. Investigations began and then at the right time four of the carvings animated and attacked. Fighting followed.

            Next, onto crypt looting. Digging through the burial alcoves there was traps, tricks (Carla unexpectedly sensed an illusion) and treasure. There was some snotty slimes but they were just a passing irritation. More troubling, for some reason, was a deck of cards found clutched in the hand of a long dead adventurer. This was only the first third or so of the alcoves in the crypt. More plundering will come once we deliberated on the worrisome deck of cards. 

        Yup, if you have been around for awhile certain items raise a particular flag and warp thoughts. Sooner or later they will buckle and draw from the deck, it is inevitable. 

 

ROLECALL

Carla the Green Matriarch of TMB (C8) 155509 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 145948 xp +5% <200001> CRT 1d10/III

Hobo Steve the Superhero (F8) 140680 xp +5% <240,001> CRT 1d24/V

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

Rahgnar the Dwarven Champion (D7) 107036 xp <140001> CRT 1d16/IV

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

            Critical Wound: disembowelled less able to process poison (-1 penalty)  

Raul the Traveler (MD7) 112975 xp +10% <120000> CRT 1d10/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Champion (D7) 130345 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 Sorcerer (W9) 338526 xp +10% <470001> CRT 1d10/I

            Critical Wound: Left leg obliterated, runs at ½ rate

Bunny the Raconteur (T8) 158312 xp <160001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Pilferer (T7) 71232 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) 122315 xp <130001> CRT 1d10/III

            Moderate wound: Scar on abdomen

Sloth the Bopper (L7) 113970 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

Nara the Nearly Naked Purple Siddha Girl (P6) 56134 xp +5% <66000> CRT 1d6/I

Biff Bartley the Half-Orc Executioner (HO6) 45796 <60000> +5% CRT 1d12/II

‘BOB’ the Deadly Shade (N7) 50756 <90000> +5% CRT 1d16/II

Felix Ignatius Hemlock the previously Skeletal Sleuth (I7) 42208 <80001> +5% CRT 1d16/II

Mason the Canon of Yrrrg. (C6) 40211 <50001> CRT 1d10/III

Yasser Imaphat the Djinn (D4) 30372 <32501> CRT 1d6/II

 

 

RESERVES

Charles in Charge the Myrmidon (F6) 39982 <64000> +10% CRT 1d16/IV

            REMAINING RECUPERATION: 40 DAYS

            Critical Wound: Punctured lung (-2 CON)    

Elapsed Campaign Time

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

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

Will we see what the deck has to offer?

Is it really that?

If it is, like really that, do we have the guts?

What else are we going to find in this chamber?

Tale of the Tape

We found a deck of cards..

KILLS

Ju-Ju Zombies (10) 1000

Black Pudding 3100

Amber Golem 3100

Rope of Strangulation – HaHa.

Amber Jellies (3) 225

Greater Barrow Guardians (4) 1400

LOOT

Gem- Encrusted Platinum Chalice worth 1,800gp. 

Ring of Protection +4 

Electrum Coffers (3) 300gp each. Inside one is a lock of red hair. 

Small Flawed Rhodochrosites (2) 10gp each 

Pearl of Wisdom

Platinum Drinking Horn worth 1,150gp 

Small Flawed Bonded Agate (10gp) 

Large Finely Cut Topaz (2,000gp) 

Large Aquamarine (500gp)

Small Flawed Carnelian (40gp) 

Platinum Chalices (3) 1,200gp each

Runic tablet 

Deck of Many Things

 

 


 

 


            

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