SESSION 142: We are Curious Georges
Again we start with looting corpses. Steve used this time to fully sit down and have some cheese and bread. As anti-luck would have it these deader guys items were of deep and intense EVIL. This meant a shortage of super loot but it seemed that Mummy Lord of Nergal #4 was something of a fancy boy his headdress could, and was, disassembled into a nice shiny pile of components. He was like the Mr. T of the undead set wrapped in jewelry and gems. This sort of heists tend to create questions like – “I wonder what they were up to over yonder, perhaps more piles of loot?” and this leads to responses like – “Only one way to find out!” And so, we went south towards whatever the dead were doing. Why head home – right?
Trudging a hundred or so feet we discovered a sealed barrow mound. The coverstone of this mound depicted a skull over a rose in bas relief - the symbol of The Black Legion. As we have learned in our expeditions the Black Legion was Nergal’s elite force of warriors and, alongside The Chosen, formed a formidable regiment. Carla and Frankie could sense something amiss outside this mound but it was too late. Curiosity had again well gripped our horde. Out came the tools and we smashed our way in.
A stone staircase descends into this crypt. Nine small black stone statues of Nergal line the walls of this tomb. The wall frescos depict Lord Varghoulis of Nergal defeating the forces of law (In life he was a blood-thirsty dark warrior who was defeated at the cost of many good knights. His forces withdrew with his body and interred him here centuries ago-ed.). Moving to the second chamber it contained a large sarcophagus. The lid is shaped in bas relief depicting Varghoulis in full armor, and his eyes are set with large (but fake; figured out in a bit) rubies. The body in the sarcophagus was a wight in platemail. After dodging some level draining fun it became obvious that the undead creature was intended to fool would-be tomb-robbers from plundering the crypt of Varghoulis. There must be something else. Some searching later, a fair amount of time later as we were not looking in the right spot a secret door was discovered in the connecting corridor.
This is the final resting place of Lord Varghoulis, who has risen as a Death Knight. It seems that it did not take long for the hobos to find a remnant of Nergal's power.
The large tomb had a centrally located sarcophagus and two pillars slightly behind and between them stood Lord V and was bracketed by his four lieutenants. Anyone who was anyone has got them these days. Charles and Frankie charged without thought, one from lunacy and the other from a sword smarter than its wielder. V was ready and dropped a fireball on the party as his knights advanced forward.
“Oh shit” – the hobos exclaimed in unison.
Frankie was incinerated, making the chamber smell like an Outback Steakhouse. Charles also succumbed to the blast. The smell of his burning flesh made things even less pleasant. The rest of the group now had the distinct feeling that this was a bad plan after a previously poorly thought out plan.
At the same time some of our gang was in the first chamber and they were greeted by a legion of skeletons pouring in from the surface. Once again hell broke loose, and once more we were on a slippery slope. Perhaps it was Lord V’s arrogance and disdain for fragile living humans that gave us a window to turn the tide or maybe yet again my dice have betrayed me. We may never know.
The gang, more or less, survived another dance with death. Two down and a bunch more clinging to life but we may have finally finally destroyed what was left of Nergal’s infernal legions. Only time will tell. We bandaged our wounds and sealed ourselves in. A rest was necessary if we were going to attempt the journey back to Helix.
ROLECALL
Carla the Green Matriarch of TMB (C8) 135578 xp +10% <200001> CRT 1d12/III
Scars: permanent loss left index finger and scarring on arm
Bimbles the Patriarch of GSS (C8) 178998 xp +5% <200001> CRT 1d12/III
Lasting injury: -1 STR, mashed arm
Hobo Steve the Superhero (F8) 175929 xp +5% <240,001> CRT 1d24/V
Brain Damaged: reduced mental capacity (tough night on the town)
Rahgnar the Dwarven Champion (D7) 133766 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 Voyager (MD8) 158025 xp +10% <240000> CRT 1d12/III
Serious wound: permanent loss of CHA -4,
Removed one of his own nostrils.
Boris the Dwarven Lord (D9) 311984 xp +10% <400001> CRT 1d20/IV
Serious wound: permanent loss of CHA -3, carved up face
Lasting injury: -1 STR, mashed arm
Wound: Bad leg (-5’ MV)
Multiple Injuries: lost 20 teeth, drools a lot CHA -1
Ding-We the Peg-Legged Sorcerer (W9) 373775 xp +10% <470001> CRT 1d10/I
Critical Wound: Left leg obliterated, runs at ½ rate (peg required)
Bunny the Thief! (T9) 205561 xp <280001> +10% CRT 1d20/II
Light wound: permanent loss of pinky finger, off hand
Ramrod the Cloned Pilferer (T7) 77584 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 Mad Ribbits (FY7) 146938 xp <200001> CRT 1d10/III
Moderate wound: Scar on abdomen
Lasting injury: -1 STR, mashed guts
Sloth the Bopper (L7) 131593 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) 61674 xp +5% <66000> CRT 1d6/I
Biff Bartley the Half-Orc Blackguard (HO7) 66419 <120000> +5% CRT 1d12/II
‘BOB’ the Deadly Shade (N7) 59275 <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
Charles in Charge the Myrmidon (F6) 45422 <64000> +10% CRT 1d16/IV
Critical Wound: Punctured lung (-2 CON)
Yasser Imaphat the Djinn (D4) 30372 <32501> CRT 1d6/II
Gurn Hammerhand the Dwarven Swordsman (D3)
Wendul the Thaumaturgist (W5)
RESERVES
All healed up and ready to go, for now.
Elapsed Campaign Time
319 days at beginning of session (also applies to recuperation)
Join us for session One-Hundred-and-Forty-Three when we ask the questions:
Are we going to make a run for Helix yet?
What more could we find beyond that stone barrier?
If we do head back are we leaving or are we going to check out that treasure map Ding-We stuck under his mattress?
Tale of the Tape
Frankie was incinerated
Charles charged into fiery death but he was stuffed in a bag for possible later raising
KILLS
Wight
Vargoulis Black Knight of Nergal 4000
Skeletons (50) 650
Crypt Knights (4) 1900
LOOT
Lots of gems (31) 5910 gp
Jewelry in abundance (17) 7820 gp
Potions: Sweet Water, Frost giant control
+1 Shortsword
Headdress of Nergal (disassembled) 7500 gp
No comments:
Post a Comment