SESSION 200: Hammer Smashed Faces
Traveling through the misty forest reveals foes both gigantic and twisted aberrations. The dense forest is not willing to give up its secrets. Good pay but the day was a big circle.
Day 93 – Unusual Mist (12.19-0504/0503/0403/0404/0504): The gang awakes to a treacherous mist that has choked the forest from the ground to the canopy (at least). Moving north along the river presents the first mayhem of the day. A trio of Hill giants whom were at first undecided but were quickly convinced that mortal combat would rule the morning. Nara insightfully put up a barrier to protect the group just as the giants began lobbing stones at Mason (Note: this would be a tough day for the Lama of Yrrg) that deflected mostly harmlessly off of the psychic barrier. They were able to ground two of them but the third made a timely tactical retreat and pounded dust. The gang were not too concerned about the escapee as he chucked his treasure sack at Mason.
Moving along Sasha detected tracks – hooved and bipedal. They deliberated on the origin and figured minotaur. The truth would be revealed shortly.
Standing before the ominous mixed forest they looked for a point of entry. The trees were tight and twisted and the forest floor a tangle of brambles. They eventually found an opening, damn mist made everything more difficult. Pressing into the dense forest they moved down an alley that subtly transitioned into a cone like shape. They did not notice this, thanks to the mist that had picked up density within the twisted forest.
There was insufficient notice. Once again the mist obfuscated the details. They were pummeled by the smell of copper, no It was blood in abundance and then they were ambushed by stag-men. Our explorers had wandered into the beastmen’s lair and they had numbers. Charging and releasing ranged volleys as they tightened the noose around our hobos. This was followed be their holy stag raining lightening from above. Ramrod was invisible and outside the noose, he made towards the shaman but the going was slow as the beastmen were many in number and moving all about. Sasha was expertly camouflaged but this would only last so long. The creatures continued to squeeze while their holy stag thought it would be a good idea to start cooking some dinner and began to heat Sloth’s armour – “hot hot!”. As Sloth began to boil other injuries began to pile up and the beastmen kept piling on. Rammer and Sasha were finally in position and Boris activated his ring of jumping to join the fray with the enemy leaders. It didn’t go perfectly and Sasha was now circled but they were able to take out the chieftain and shaman. Sasha began to realize her mistake when the blood-crazed stagmen did not waiver – yet. Sloth had now collapsed nearly boiled to death. However, the fates stepped in and with mounting losses the beastman morale did break and they ran into the tangled mist-covered forest. Silly animals you were on the cusp of victory as many of our hobos were near collapse.
The opportunity was mostly utilized. The hobos could not help themselves to some looting as a stretcher was assembled for the still unconscious Sloth. Afterwards, it was decided to hightail back to where they had started today, at their camp site. Fighting their way through the forest they were once more fallen upon by a portion of the beastmen attempting a run and gun ambush. It did not work, their numbers were insufficient and the bloodied hobos dispatched them efficiently.
Returning to the camp site the day was now late and they would have to shelter until daylight. Moving at night with Sloth down was only a fool’s choice. Heck moving at night on the best of days is asking for trouble. They ate and began the rest cycle hoping for respite.
It had been a rough day but it really did pay well.
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) 240055 xp +5% <300001> CRT 1d12/III
Lasting injury: -1 STR, mashed arm
Hobo Steve the Lord (F9) 248629 xp +5% <360,001> 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) 197250 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) 211197 xp +10% <240000> CRT 1d12/III
Serious wound: permanent loss of CHA -4,
Removed one of his own nostrils.
Boris the Dwarven Lord (D9) 327719 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) 425762 xp +10% <470001> CRT 1d10/I
Critical Wound: Left leg obliterated, runs at ½ rate (peg required)
Bunny the Thief! (T9) 216716 xp <280001> +10% CRT 1d20/II
Light wound: permanent loss of pinky finger, off hand
Ramrod the Cloned Magsman (T8) 143866 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 Ribbits (FY7) 156517 xp <200001> CRT 1d10/III
Moderate wound: Scar on abdomen
Lasting injury: -1 STR, mashed guts
Sloth the Bopper (L7) 154475 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) 91685 xp +5% <125000> CRT 1d16/II
Wraith Drained: -1 CON
Biff Bartley the Half-Orc Blackguard (HO7) 98357 <120000> +5% CRT 1d12/II
Lasting injury: Crushed spinal column -6”H, -5’mv, -10% thieving
Sasha Plasha the Warden (R8) 114309 xp +10% <200000> CRT 1d10/III
‘BOB’ the Deadly Shade (N7) 64817 <90000> +5% CRT 1d16/II
Felix Ignatius Hemlock the once skeletal Sleuth (I7) 47017 <80001> +5% CRT 1d16/II
Mason the Lama of Yrrrg. (C6) 52145 <100001> CRT 1d10/III
Charles in Charge the Myrmidon (F6) 53085 <64000> +10% CRT 1d16/IV
Critical Wound: Punctured lung (-2 CON)
Mostly DEAD. (-1 CON)
Gurn Hammerhand the Dwarven Swashbuckler (D4) 19289 <36000> +5% CRT 1d12/III
Wendul the Magician (W6) 42429 <80000> 5% CRT 1d8/I
Dolec Da the Hero (F5) 36211 xp +10% <64000> CRT 1d20/IV
Missing five teeth
Camillus the Myrmidon (F7) 70711 <120001> +5% CRT 1d20/IV
Willy the Reformed Burglar (T5) 16031<20000>10% CRT 1d14/II
Brett & Jermaine Kobold Cooks Extraordinaire
RESERVES
Sloth incapacitated for 4 days.
See petrification tracking below.
Elapsed Campaign Time
541 days at beginning of session (also applies to recuperation)
Join us for session Two-Hundred-and-One when we ask the questions:
What other evils lurk in this tangled forest?
Will we make it through the night unmolested?
Can we get back to the ferry with Sloth down?
Tale of the Tape
The damn evil stag shaman roasted Sloth in his armour like a lobster in a pot.
Camillus, Bob, Charles and Felix continue to be lawn ornaments for the Basilisk Knights.
Ding-We and the other nerds enter a second round of furiously brewing enough potions to resolve the above problem.
Exploration
Location hex: 12.19
KILLS
Hill Giants (2)
Antlerin 13 + Shaman + Boss
LOOT
21170 gp
20000 sp
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