Sunday, 4 December 2022

Meat Pounding Murderers (SESSION 155)

 SESSION 155: Scavengers of the Ruins

            Finishing up in the spider infested laboratory our hobos stepped back into the roadway. A number of interesting choices were presented: back to the forest, mold/fungus covered buildings or a couple of laneways. Biff and Bimbles seemed a little too interested in going back to the forest and the fungi building seemed to obviously be hazardous to one’s health and so we took a laneway. Ahead beyond a few more non-descript buildings were two structures of interest. A cylindrical tower with a weathered stone path encircling to the top. Further along was golden coloured pyramid that had a gleaming top, like some sort of beacon in the purple gloom. Our group decided to continue looting the general ruins since things had been rewarding thus far. 

            The first building led us right back into the weird. Inside the ancient ruin, motes of magical energy drifted through the hazy air. Through which could be seen the perfectly the preserved forms of majestic dark-skinned men with scarab beetles for heads (C. Campbell). The motes appeared to be avoidable so our crew entered. Unfortunately the whole of the ruin was a stasis chamber and we just broke the spell. The beetle-heads had long since gone insane and attacked with berserker rage. The gruesome visage of these things was too sickening for some of our more sensible hobos causing them to collapse in a petrified state. Nara was one of them, when she finally regained control of her body with a little help from Bimbles she attempted to mentally assail one of the creatures and got her second shock – they too had mind powers! She was now trapped in a psionic battle with something that had a brainscape that was like swinging through a lake of maggots. While this was going on the battle raged for a while longer until the hobos were able to dispatch the three abominations. They were rewarded with some exquisite gems and a masterwork chess set. Ding-We was feeling good the loot just kept rolling in and nobody had died for at least a couple of days. The pack away the loot, cleaned up and then pressed on.

            The next two structures presented no loot but the third was a long forgotten torture chamber and residence for the creep that once ran the operation. Steve and Rhags entered the chamber a little to cavalier for their own good. A scythe trap was triggered and both enjoyed a mighty lacerating. In fact the blade ended up being embedded in Steve’s side. “I sprung a leak!”. The clerics went to work to staunch the copious bleeding. Afterwards, we got a look at the torture chamber. There was a spiked chair upon which sat a long since desiccated corpse. On the other side of the chamber hung a cage with more corpses inside. At the back of the chamber was a living area, table, chair and bed. Throughout this room there were further destroyed and dried corpses littering the floor. An odd decorating choice but the world is full of weird shit. The horde rolled into the structure, now that the trap had been sprung, and began searching for the loot. 

            There were two stone chests underneath the bed. Bunny poked one with a stick. This triggered the next hazard. The desiccated corpses began to get juicy and then rapidly began to congeal into the horrendous and disgusting proto-giant.  This 12’ corpse amalgam came together swinging no talk all fight and fight it had. Bareknuckle mayhem it presented until it was cut down, chunk by chunk. The hobos did not have much time to catch their breath as seconds after the fight completed a patrol of Optics ran past the door. They were carrying a humanoid with an eye for a head on a stretcher clearly injured. Hide or fight? Ambush made the fight choice an even better option. The hobos got the jump on the Optics but these construct like things are somewhat indifferent to pain and suffering. The first blow was potent with flame blasting down from the heavens and then a bolt of electricity but even with the tenderization we still had to work for the win. 

            Falling back into the torture chamber we went back to the search for shiny shiny loot and tore apart the ruin. One of the aforementioned stone chests was packed full of the golden currency of the forgotten masters of this city. The other chest held a stack of scrolls, upon which sat an interesting ring with a large strange white gem. Perhaps more interestingly, wrapped and hidden inside the mattress of the bed there was a bladed weapon. Raul picked it up and unwrapped the treasure. Inside was broadsword of ancient craft, Raul gave it a swing in the air. “What’s up bitches!?! I am Fezzi-Gig and I have not laid down bloody vengeance upon the wicked spell casters of Cyfandir in ages! Kill kill kill! revenge for their wicked ways! PS I also hate regenerators they are one step away from being serpent-men and those vile Kephri!” Listening to Fezzi-Gig actually speak was both creepy and tiring. Raul tried to settle it down so the hobos could get a bit of a rest before pressing on.

 

ROLECALL

Carla the Green High Priestess of TMB (C9) 241057 xp +10% <300001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the High Priest of GSS (C8) 205297 xp +5% <300001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Superhero (F8) 202942 xp +5% <240,001> CRT 1d24/V

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

Rahgnar the Dwarven Superhero (D8) 167779 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) 179324 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) 395074 xp +10% <470001> CRT 1d10/I

            Critical Wound: Left leg obliterated, runs at ½ rate (peg required)

Bunny the Thief! (T9) 174574 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 108597 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 (FY6) 125341 xp <130001> 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 (P6) 64377 xp +5% <66000> CRT 1d6/I

Wraith Drained: -1 CON

Biff Bartley the Half-Orc Blackguard (HO7) 79822 <120000> +5% CRT 1d12/II

Lasting injury: Crushed spinal column -6”H, -5’mv, -10% thieving

Sasha Plasha the Warden (R7) 83722 xp +10% <100000> CRT 1d10/III

Dolec Da the Hero (F4) 15150 xp +10% <16000> CRT XXXX

Camillus the Myrmidon (F6)  54275 <65001> +5% CRT 1d16/IV

 

‘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: 0 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: 4 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

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

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

Where do we go next?

Do we search out the eye boss?

Will B&B sneak off back into the forest for a rendezvous?

What is in the pyramid?

What is in the topless tower?

What? What? What?

Tale of the Tape

No death, no fun..

KILLS

Kephri (3) 

Optic Patrol: Footmen (10), Sergeant (2), Quintesson 

Proto-creature giant 

LOOT

  • Fezzi-Gig the raucous broadsword of spell caster poking
  • 2 facet-cut imperial topaz (4,000gp each) 
  • 1 flawless diamond (4,000gp) 
  • A game board with 10 pieces, made of alabaster and jet, each piece set with jeweled eyes. (1,000 each or 15,000 for the set, 2 st for the game board and 1 st for the pieces) 
  • 10,000 gp
  • Ring of Invisibility
  • Scrolls (6)

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