SESSION 179: Rinse that Necro Right Away
Day 17 (14.22/ 08005): The Crypt
A long forgotten hole in a hill that lead to a pair of large bronze doors. “Dungeons are back on the menu, dumb dumbs!”, Saffron cackled gleefully without realizing that another dungeon was also her fate. Being nuts helps sometimes. Bunny and Rammer approached the doors for assessment. It was sealed either by magic or barred, they could not determine. Ding-We hobbled his way in to present an arcane solution – Knock spell! The doors opened revealing a long stairwell gradually descending into the darkness. The stairwell went on for nearly 100’ before terminating before another pair of bronze doors, set in a gothic arch with the ‘Xavadar’ graven upon the doors in a rather bold style. They were locked for a brief time prior to the mob pushing on through to the entry chamber. A large square chamber with a high vaulted ceiling dimly illuminated by a candled chandelier. There were a bunch of options within the entry chamber: three sets of doors, a hole in the wall and a large earthen mound (20’ D x 12 H) in the corner adjacent to the entrance. After some lurking and magical detections it was determined something big was inside the mound and dreaming of eating always eating. It was decided it was best to let the sleeper undisturbed for now.
The first door led to a library where the ramblings of a now mad necromancer, Ivgah, were discovered. It seems this bad dude had a plan to take over the world with a lich army but the creation thereof was contingent on something called the Sightless Serpent to produce 12 special gems. The number twelve relates to a noble family whom he had tricked into becoming his thralls prior to drinking his special Kool-Aid and were now in a state of mummification awaiting the ascension to lichdom.
Bottom line, Necro dude is a bad guy whom through the excessive use of life extending elixirs has gone nutty. There was a secret door in the library that led into a cavern network that mostly just presented some troublesome encounters – a gelatinous cube and a pair of rust monsters. The network did however eventually lead to two things. First, an alternative entrance/ exit sinkhole. Secondly, back to the entry chamber via the hole in the wall. The next door led to a mass burial chamber absolutely packed with voracious ghouls and ghasts. Our hobos realized that if swarmed they could quickly be in dire straits so they immediately let loose massive volleys of burning death, incinerating the vast majority of undead and anything else in the chamber. Going to the final set of doors in the entry, another pair of large bronze doors that revealed another long tapestry laden corridor illuminated in a sickly green light that ended in a pair of iron doors mottled with corrosion. The tapestries were covered in mold and moss making whatever stories they once told to be lost in time. Shortly before the iron door Bunny detected a pressure plate related to a spikey wall smashing trap and directed the crew around the trigger. The iron door was both rusted shut and locked. Rammer handled the lock and Sloth, Rhags and Charles convinced the corroded hinges to move once more.
Beyond was a hexagonal chamber the statuary of the ancients. Six statues, one at each point and an inscribed granite archway (Xavadar Family Tomb) with two iron bound doors inset across the room from the entrance. Two of the statues detected magic one of which also glowed off a trap. Each appeared to have arms that could be manipulated. They fiddled. The first and not trapped resulted in a flagstone in the floor to move and reveal a tunnel. The second and trapped resulted in the chamber being filled with burning mustard gas. Why hobos cannot be satisfied with only fiddling with one thing I will never know. They entered the tunnel into darkness. A long twisting and descending corridor. There was a couple of traps and a gross effigy of some demon toad thing before the gang discovered a revolving wall that lead to the actual Xavadar family tomb.
They were getting tired and decided to grab a quick rest and power snack before pressing on.
Team Gormandia (TG): Steve, Carla, Boris, Nara, Dolec, Gurn, Mason, Felix, Wendul, Willy and Sasha along with Brett & Germaine
Team Denethix (TD): Ding-We, Saffron, Rahgnar, Raul, Bunny, Ramrod, Bimbles, Sloth, Biff, Bob, Charles and Camillus
ROLECALL
Carla the Green High Priestess of TMB (C9) 263154 xp +10% <300001> CRT 1d12/III
Scars: permanent loss left index finger and scarring on arm
Bimbles the High Priest of GSS (C9) 232586 xp +5% <300001> CRT 1d12/III
Lasting injury: -1 STR, mashed arm
Hobo Steve the Superhero (F8) 225737 xp +5% <240,001> CRT 1d24/V
Brain Damaged: reduced mental capacity (tough night on the town)
Touched from Beyond the Grave (Sloth): Eating disorder (x2 food) -5’ mve
Blessing of Orcus (Consumption -1 CON)
Rahgnar the Dwarven Superhero (D8) 194659 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)
Missing thirteen teeth
Raul the Voyager (MD8) 206613 xp +10% <240000> CRT 1d12/III
Serious wound: permanent loss of CHA -4,
Removed one of his own nostrils.
Boris the Dwarven Lord (D9) 326721 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 25 teeth (7 remaining), drools a lot CHA -1
Serious Injury: Brain Drain -2 INT
Ding-We the Peg-Legged Sorcerer (W9) 421256 xp +10% <470001> CRT 1d10/I
Critical Wound: Left leg obliterated, runs at ½ rate (peg required)
Bunny the Thief! (T9) 201863 xp <280001> +10% CRT 1d20/II
Light wound: permanent loss of pinky finger, off hand
Ramrod the Cloned Magsman (T8) 135477 xp +5% <160001> CRT 1d20/II
Serious wound: Bad Back (-1 stone CC)
Scars: Neurological damage to hip, noticeable limp (-5’ mve)
Missing eight teeth talks with a lisp
The Henchmen
Saffron the Mad Fairy Queen of Mad Ribbits (FY7) 145428 xp <200001> CRT 1d10/III
Moderate wound: Scar on abdomen
Lasting injury: -1 STR, mashed guts
Sloth the Bopper (L7) 142397 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)
Mental Illness: Mummy-a-phobic
Missing ten teeth
Nara the Nearly Naked Purple Swami Girl (PS7) 78928 xp +5% <125000> CRT 1d16/II
Wraith Drained: -1 CON
Biff Bartley the Half-Orc Blackguard (HO7) 93463 <120000> +5% CRT 1d12/II
Lasting injury: Crushed spinal column -6”H, -5’mv, -10% thieving
Sasha Plasha the Warden (R7) 95323 xp +10% <100000> CRT 1d10/III
‘BOB’ the Deadly Shade (N7) 64817 <90000> +5% CRT 1d16/II
Felix Ignatius Hemlock the once skeletal Sleuth (I7) 45710 <80001> +5% CRT 1d16/II
Mason the Canon of Yrrrg. (C6) 43159 <50001> CRT 1d10/III
Charles in Charge the Myrmidon (F6) 51250 <64000> +10% CRT 1d16/IV
Critical Wound: Punctured lung (-2 CON)
Mostly DEAD. (-1 CON)
Gurn Hammerhand the Dwarven Swordsman (D4) 9948 <17000> +5% CRT 1d12/III
Wendul the Thaumaturgist (W5) 38297 <40000> 5% CRT 1d8/I
Dolec Da the Hero (F5) 27797 xp +10% <32000> CRT 1d16/IV
Missing five teeth
Camillus the Myrmidon (F7) 70711 <120001> +5% CRT 1d20/IV
Willy the Reformed Burglar (T5) 11302<20000>10% CRT 1d14/II
RESERVES
Yasser Imaphat the Djinn (D4) 30372 <32501> CRT 1d6/II – He didn’t want to come out of his lamp.
Greymin the Dwarven Hero (D5) 26295 <35000> +5% CRT 1D14/III – Gone Mining (Liwil)
Elapsed Campaign Time
427 days at beginning of session (also applies to recuperation)
Join us for session One-Hundred-and-Eighty when we ask the questions:
Are we going to disturb that which slumbers?
Where is Ivgah?
Tale of the Tape
Camillus and Bob are still stoned
Exploration
1) Location hex 14.22 Hex clearing dungeon (08005)
KILLS
Gelatinous cube
Rust monsters (2)
Ghouls (60)
LOOT
Large oak “Boss chair”
18 volumes of “Old Khromarium history” ~2500 gp to a sage
Scroll: animate dead
200 papyrus sheets + quills and sealed pots of squid ink
Black and violet saphires (12) 100 gp each
30 gp
4 pp
Potion: Hill giant control, heroism
Dagger +1/+3 vs. reptiles
Rope of Climbing
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