SESSION 209: Who’s Basement is This?
Exploration comes to an abrupt halt as wave after wave of dungeon dweller tell our hobos to get bent.
Day 127 Never Ends (12.20/ 0305): Down the nearest corridor. After passing a side branch it led to a cistern. At the bottom was a finely crafted outlet presumably a body of water somewhere beyond the long haus. Back tracking to the side branch two storage rooms were found at the end of the corridor. The second room was locked and for good reason. Beyond was the wine cellar full of barrels and casks. They returned to the marshalling area. All was quiet. Bunny crept forward to investigate the door to the south. It was a heavy spiked metal door. She pulled out her gem of seeing to look through it. It was a chamber packed full of bugbears with many of them setup around the door. Although they appear to be lanky and awkward these 7’ tall beastmen are masters of subterfuge and with keen senses – sly, watchful and patient. All strategies employed as our hobos made their way about the dungeon. Even invisible signs can be observed such as a curling plume of smoke wrapping around an unseen silhouette, or the rummaging of a bag or the lingering scent of battle one must simply utilize senses beyond sight. The bugbear on watch sensed something and as Bunny crouched before the door using the gem they activated their trap. The spikes on the door were actually spear heads that could be extended into something in front of the door. Bunny caught three about her body. Cursing she ran to warn the gang. She could hear cruel laughing and then a shrill whistle. “There onto us!” Then the war started.
Bugbears rolled in. From the southern passage they pushed along a heavy wooden table to use as cover. From behind the line came flasks of oil and torches. There was no avoiding the oil as the volley covered and slashed our about to be burning gang. Bimbles yoinked out the everfull water jug and shot a geyser overhead. He may not have put out the fires any faster but he did deter the continuance of the tactic. The bugbears were a little pissed by this but then giants started showing up. A pair of hill giants joined with the bulk of the bugbears and a trio of stone giants began hurling boulders from somewhere deep down the corridor to the north. Things were beginning to look hairy. As the tanks and secondary spell casters attempted to hold back the bugbears and hill giants an attempt at negotiating with the stone giants.
The giants were in a jovial mood and more than happy to talk as they continued to hurl boulders. This was not what Carla was hoping for. The giants were gonna do what they do until they had a tangible reason not to. This frustration lead to some menacing statements but the nuance was lost in part due to the distance between parties and the general noise of giant activity, not to mention the large battle at the other end of the chamber. Finally the giants were offered gold. Giants really like gold. 5,000 golden sheckles were offered to each. The giants were happy to accept the payment along with Carla’s tale regarding the positive outcome with the two better minder stone giants upstairs. There was however a catch, the giants were going to keep hurling boulders until they saw the money – exactly not what the hobos wanted. Once more thinly veiled threats came out but had little tangible effect beyond a bit of a razzing – “Ha ha little people we play until you pay!”. Frustrated but left without much choice Raul and Bunny assisted Carla in producing three mountainous piles of gold. This act slowed the giants down as the glint of gold caught their eyes and they didn’t want to inadvertently lose any with an errant rock. They slowly approached the siren’s call of the most adored of precious metals.
Finally, with the back pressure eased the rest of the gang were able to press into the other forces fully and in short order able to break the bugbear lines and topple the hill giants.
With the battle over and the now exiting stone giants paid off it was a time to look around.
There was a heavy steel door along the east wall that led to a small jail. Stepping over the dead buggy-jailers there was five cells four of which contained living prisoners. The first was home to a chained up madman whom thought he was an ape. In the second was a not insane man going by the handle – Joe-Bob. JB as we now call him is an engineer, how fortuitous, and immediately offered his services if he got out of this hell hole alive. The third cell contained a shackled and beaten elf he two offered his services for rescue after introducing himself as Chung-Li. We knew it was likely that he would not live his term (1 yr.) with Murderhobos incorporated as we have a well-chronicled zero survival rating for the stupid pointy ears. Boris and Raul quickly began setting the odds. The next cell contained four skeletons each wearing brass rings set with an apparent gem. “Too easy” exclaimed Bunny “Welcome to trap-ville”. Bimbles obliged and cast detect traps “Yup, it is trapped”. “And those gems is no better than coloured glass” pointed out Boris, it had not taken long to set the odds on Chung-Li’s life expectancy. The fifth and final cell held five beaten up orcs. One stepped forward and began snorting out something that Ding-We pretended to understand. Carla came forth and entered into a dialogue with the lead pigman. He was OshKosh Bu’Gosh and he was one of the leaders of the Rebellion. It seems that his whole clan had been abducted from the Black Mountains and then enslaved by the vile hill giants whom employed the bugbears to torture then something fierce. OshKosh said that he and his clan would assist in any way they could if our hobos could facilitate their escape. Carla agreed and the orcs were released. OshKosh further explained what was going on down here and where the rest of his people were held and where other members of the rebellion were stowed away. Osh was directed to collect his people in the conveniently named ‘marshalling area’ while they explored further. Chung-Li offered to stay in the jail and protect the other prisoners while the party did the exploration.
The gang moved into the bugbear barrack complex. Not much of interest to us, a handful of gems and some coin. Heading south they intersected a long corridor. To the east was a boulder barricade that appeared to be the way to the orc rebellion enclave. To the south were a trio of heavy barred doors that ended up containing more orcish slaves, they were released and we moved west down the increasingly warm corridor. Coming to a side passage that was obviously the source of the heat the hobos entered like moths to a flame. It was a strange multi-chambered room.
It was an armory and smithy but we only figured out the first part so far. Great stacks of giant arms and armor balanced and propped up all over making movement worse than a drunken game of Operation. Bunny took another quaff of invisibility portion and crawled up the wall and along the increasingly hot ceiling to the next chamber. This was the smithy hot and smoky and should have been far better illuminated rather than just a sickly red glow. I suspect, and Bunny will in a moment, that it was the two fire giants nearly standing inside the forge that undermined the lighting. These two dudes were not only on guard but fully ready for battle. To make things even more challenging the two sadistic bastards also wore a bandolier of dwarves that groaned like beings well beaten into submission. “We see you little bug!”. Bunny made a hasty retreat back around the corner barley dodging a huge sword thrust to alert the rest of the hobos – “more giants big red ones that look like huge dwarves”. “Fire giants, be careful those buggers are martial experts”, barked out Boris. The mob got into formation and pressed into the smithy making an awful mess and racket working through the armory. He giants held their position in front of the forge laughing, and beating their bandoliers for a rhythmic progression of groans, at the ineptitude of the little things. They first hurled some boulders and then as the tanks attempted to close in they stormed forward smashing their shields into Steve and Sloth in hopes of knocking them across the room. S&S were able to hold their ground and duck at just the right moment when each giant followed up with an arcing swing of the sword. Getting a clear look at the giants it was obvious that they would need to use extra caution so as not to accidentally skewer a bandolier dwarf. This made things more challenging. The battle was fierce and what little magics still available to our casters kept coming up as ineffective. This was going to be a toe to toe affair. The battle was impressive luck not favouring either side. It became a matter of attrition and the hobos were able to cycle and replenish their frontline combatants. Camillus took a wicked bashing that seriously compacted her spine but that was the worst of the damage taken before the hobos were able to bring the fire giants down and only one dwarf died- amazing! We will find out if the dwarves find that stat to be as excellent next time..
ROLECALL
Carla the Green High Priestess of TMB (C9) 270110 xp +10% <300001> CRT 1d12/III
Scars: permanent loss left index finger and scarring on arm
Bimbles the High Priest of GSS (C9) 244226 xp +5% <300001> CRT 1d12/III
Lasting injury: -1 STR, mashed arm
Hobo Steve the Lord (F9) 255585 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)
Injury: -1 STR from brutal arm shatter
Rahgnar the Dwarven Superhero (D8) 200035 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) 215368 xp +10% <240000> CRT 1d12/III
Serious wound: permanent loss of CHA -4,
Removed one of his own nostrils.
Boris the Dwarven Lord (D9) 335258 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
Serious wound: permanent loss of an eye (-1 to missile fire)
Injury: -Crushed -8” H
Ding-We the Peg-Legged Sorcerer (W9) 429933 xp +10% <470001> CRT 1d10/I
Critical Wound: Left leg obliterated, runs at ½ rate (peg required)
Bunny the Thief! (T9) 223717 xp <280001> +10% CRT 1d20/II
Light wound: permanent loss of pinky finger, off hand
Ramrod the Cloned Magsman (T8) 153935 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) 159994 xp <200001> CRT 1d10/III
Moderate wound: Scar on abdomen
Lasting injury: -1 STR, mashed guts
Sloth the Bopper (L7) 159369 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) 97971 xp +5% <125000> CRT 1d16/II
Wraith Drained: -1 CON
Biff Bartley the Half-Orc Blackguard (HO7) 101166 <120000> +5% CRT 1d12/II
Lasting injury: Crushed spinal column -6”H, -5’mv, -10% thieving
Sasha Plasha the Warden (R8) 116826 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. (C7) 55787 <100001> CRT 1d10/III
Charles in Charge the Myrmidon (F6) 53918 <64000> +10% CRT 1d16/IV
Critical Wound: Punctured lung (-2 CON)
Mostly DEAD. (-1 CON)
Gurn Hammerhand the Dwarven Swashbuckler (D4) 21514 <36000> +5% CRT 1d12/III
Wendul the Magician (W6) 43262 <80000> 5% CRT 1d8/I
Dolec Da the Hero (F5) 38738 xp +10% <64000> CRT 1d20/IV
Missing five teeth
Camillus the Myrmidon (F7) 72796 <120001> +5% CRT 1d20/IV
Injury: -1 STR from brutal arm shatter
Injury: -5’mv from brutal arm shatter
Willy the Reformed Burglar (T5) 18256<20000>10% CRT 1d14/II
Chung-Lee the Myrmidon Warlock (E6) 97000 xp <120000> +10% CRT 1d8/II
Brett & Jermaine Kobold Cooks Extraordinaire
RESERVES
BoB is the lone lawn ornament for the Basilisk Knights.
Elapsed Campaign Time
575 days at beginning of session (also applies to recuperation)
Join us for session Two-Hundred-and-Ten when we ask the questions:
Is that it for giants?
What are we going to do about the copious amount of Orcs floating around?
How long will we keep this elf alive?
Will the seven dwarves overcome now only being six?
Tale of the Tape
Chung-Lee the Elf has signed on after being rescued
Joe Bob the engineer offers his services in exchange for his rescue from imminent consumption.
15,000 gold pieces lost to stone giant bribery.
Exploration
Location hex: 12.20
KILLS
Bugbears (44)
Hill Giants (2)
Stone Giants (3) – bought off.
Fire Giants (2)
LOOT
10000 gp
Gems (31) 10 gp each = 310 gp
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