SESSION 146: Under the Dome
Once the looting of the naga’s chamber, and a Steve break, we went back to check out the other door on this level. Beaten copper with a pentagon shaped depression in the middle and lots and lots of cables all over it. Ramrod did not let the complexity phase him. He pulled out his tools and went to work…It did not work. The door appeared to be deficient an energy component and would not open without it. Not even with Ding-We using magics to convince it. We went back downstairs to the other uninspected door. It was another ork camp inside of the structure, those guys are so dumb. Dumb but that was the extent of their commonality with your garden variety orks these guys were wild boars. Our reward was a singular strange gen the size of a blueberry that carried an unknown dweomer. We went back down the corridor this time to check out the stairs going down. Voices were heard as we approached gruff commanding tusk filled ork maws and that of presumably preferred humanoids. The orks were playing slave drivers for some sort excavation exercise. Our sneakers moved down the stairs to get a better assessment of the situation.
The entirety of the lower level was a cavernous opening, with a somewhat rickety wooden ramp system suspended above, looked sketchy but not enough to stop our gang. Below the floor resembled cooled lava, an almost smooth surface of black pitch, with odd formations here and there. The majority of the excavation was occurring roughly in the centre of the chamber. The ramp zig zagged above the main dig, in such a way to obscure those above and below. The digging was inside a great shallow pit, some thirty feet in diameter and nearly fifteen feet deep in the centre. Bunny kept onto the ramp system for a better view, three slaves could be observed digging in the pit while an uncertain number of orks barked orders from about the lip, moving in and out of site. The rest of the group moved onto the ramp network preparing to smash some pig-man.
The ambush commenced. Too bad the real leaders were hidden. As their dorks fell the big guys waged a potent counter. A wizard (?!) pointed his finger at the hobos. “CRAP!” One of those awesome burning embers that grow into fiery balls of death. The wooden ramp system was dry and woody. It burst into flame and then ash almost instantaneously. It began to rain hobos as many of our group fell to the floor of the cavern. Game on. Hobos versus super orks. Cleaning up after the slugfest it was learned that the hobos were sadly too late to save two of the slaves, strange people with owl-like features, that the brutish orks had butchered minutes before the ambush. There were three humans remaining two fighters and a rogue the remnants of a captured hobo band that were enthralled by the naga. They were Dolec Da, Fridhes the Frozen and Jogar the Nine-Fingered.
After some conversing it became apparent that they would be travelling roughly in the same direction. To the west was an area called the Basilisk Hills and there was a small settlement called Liwil that connected to a trade route. There was safety in numbers, we invited them to travel with our horde. However, much to Rhagnar’s chagrin we now had three more bodies that required mounts so he had to cut loose the many boulders he had strapped to the spares. This made the horses happy.
Day 5 (16.23 à16.22): Clear – We left the dome and rode to the west for a little while there was a used trail also heading roughly in the same direction but the theory was it would likely lead to more super orks so it was decided to head north for a few hours before turning back to the west. This did slow things down a bit but gave better cover. The day was uneventful.
Day 6 (16.22à15.22 à14.23): Cloudy – Aside from Steve getting his horse killed when he rode over and then collapsed the lid of a centipede hive. The day was fairly uneventful as we rode through the oaken forest that slowly began to transition into the rolling landscape of the Basilisk Hills (sub-hex 07003). Our travel-friends now getting their bearings within a familiar landscape figured that the settlement was 5 – 6 leagues south by south-west of our current position. We mulled this over, considering our next move.
ROLECALL
Carla the Green High Priestess of TMB (C9) 231115 xp +10% <200001> CRT 1d12/III
Scars: permanent loss left index finger and scarring on arm
Bimbles the Patriarch of GSS (C8) 190355 xp +5% <200001> CRT 1d12/III
Lasting injury: -1 STR, mashed arm
Hobo Steve the Superhero (F8) 187286 xp +5% <240,001> CRT 1d24/V
Brain Damaged: reduced mental capacity (tough night on the town)
Rahgnar the Dwarven Superhero (D8) 152123 xp <280001> CRT 1d20/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) 169382 xp +10% <240000> CRT 1d12/III
Serious wound: permanent loss of CHA -4,
Removed one of his own nostrils.
Ding-We the Peg-Legged Sorcerer (W9) 385132 xp +10% <470001> CRT 1d10/I
Critical Wound: Left leg obliterated, runs at ½ rate (peg required)
Bunny the Thief! (T9) 216918 xp <280001> +10% CRT 1d20/II
Light wound: permanent loss of pinky finger, off hand
Ramrod the Cloned Magsman (T8) 92941 xp +5% <160001> CRT 1d20/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) 152516 xp <200001> CRT 1d10/III
Moderate wound: Scar on abdomen
Lasting injury: -1 STR, mashed guts
Sloth the Bopper (L7) 135460 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)
Mental Illness: Mummy-a-phobic
Nara the Nearly Naked Purple Swami Girl (P7) 76552 xp +5% <125000> CRT 1d6/I
Biff Bartley the Half-Orc Blackguard (HO7) 71997 <120000> +5% CRT 1d12/II
Sasha Plasha the Warden (R7) 76972 xp +10% <100000> CRT 1d10/III
‘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
Yasser Imaphat the Djinn (D4) 30372 <32501> CRT 1d6/II
Gurn Hammerhand the Dwarven Swordsman (D3)
Wendul the Thaumaturgist (W5)
RESERVES
Charles in Charge the Myrmidon (F6) 45913 <64000> +10% CRT 1d16/IV
REMAINING RECUPERATION: 11 DAYS
Critical Wound: Punctured lung (-2 CON)
Mostly DEAD. (-1 CON) -ADJUSTMENT REQ’D
Boris the Dwarven Lord (D9) 319718 xp +10% <400001> CRT 1d20/IV
REMAINING RECUPERATION: 16 DAYS
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
Serious Injury: Brain Drain -2 INT
Elapsed Campaign Time
327 days at beginning of session (also applies to recuperation)
Join us for session One-Hundred-and-Forty-Seven when we ask the questions:
Were/ are these super orks actually SPACE ORKS?
Does deviating towards Liwil really matter?
Are we in a rush?
What about this trio?
Tale of the Tape
Dead orks and bugs – Boo!
KILLS
Large centipedes (20) 120
Orks (2) 20
Super Orks (4) 160
Magic Super Ork 100
Super Ork Lead Hand 50
LOOT
A weird magical gem
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