SESSION 221: Wet trouble, Dry Trouble, Nothing but Trouble
The hobos race against the clock looking for safe harbour from the impending high tide.
Day 158 Continued (12.20/0605): While they had been in the corridor of illusionary environment two creatures had pulled themselves from the brine. A pair of Histrix, humanoid seahorse-like things, they opened with hostility that quickly waned as they set eye on the whole hobo horde. They recognized the futility of aggression and negotiated passage back to the water after giving some very marginal information up in exchange. Strangely for aquatic creatures they did not smell good. With a pair of splooshes they were gone and our band pressed on.
Going up a flight of stairs they came to a door with an enormous shark jaw decorating it, the corridor continued further up another flight of steps going southeast. In the distance a ‘thumping’ could be heard. For the time being it was ignored and the door at hand was investigated. There was an illuminated room beyond the threshold and the subtlest of tapings could be heard. The door was full cooperative and proved to have no hidden traps. Beyond was a large chamber dominated by a massive replica of a forgotten ship, the Hellraiser, being worked on by a hooded figure that had a serious battle axe strapped to its back. Rhags drooled just a little bit more than normal. The band announced their arrival to the being it put down its tiny chisel and hammer turned around and pulled back its hood revealing a gleaming white skull. Carla was about to overreact when it spoke, “Hail there! And what are you about? I am a bit busy getting the ship sea worthy but it has been very… very long since I have had visitors”. The skeletal votary – Ulenmahr stated that he was happy to chat for a bit but please excuse his continued works things just need to get done. He was a source of knowledge but the hobos proved to be weak in the inquiry department. They did learn a thing or two. The thumping noise came from the damnable Navigator (curse him for breaking my concentration) and that the red tide is from the influence of an abyssal place known as the Sanguine Fathoms which will be conquered once he completes his ‘ship’. On this angle, the Hellraiser was clearly missing a piece, the bust. The skeleton explained that it was of a screaming maiden and was about somewhere. “Find it and bring it to me and I will reward you with this magic ring” waving a ringed finger around. He confirmed that it was “MAGIC!” and what it did with said magic was unknown to him but it was “MAGIC!”. At this point he asked the gang to shove off as they wee crowding his works. They left the chamber and took the stairs towards the thumping Navigator.
The Navigator was a fucked up mutilated thing clinging to unlife in the blackness. The entity put up quite the fight for something that had its eyes sewn shut, flesh flayed and a single woodn clog for footwear (also the likely source of the thumping). The Navigator launched magical attacks from beyond an unnatural fog bank within its magically lightless chamber. But eventually the mob did what mobs do and swarmed the horror and chopped it into tiny little pieces and countered its fog and darkness. They tossed the corpse bits out the door and then sealed it with spikes and then searched the chamber before settling in for a rest. They ended up finding some antique navigation equipment and a map that had the words “treasure be here” scrawled across it.
The map depicted another island floating upon the lightless sea. The gang deliberated before falling into their rest cycle regimes. The period ‘night’ passed smoothly. The morning however came with a wet slapping on the door. Carla, or some other twit, called out and were rewarded with a thunderous blow upon the portal nearly blowing it from the hinges. For a second time someone called out and what was beyond now would gain entry. It took two more mighty blows before the door exploded.
A giant octopoidal creature twisted and mutated by the red tide. Unnaturally long tentacles shot into the chamber in hopes of drawing a hobo into its nasty beaked maw. The fight was on. It did not take long to get the fight to ‘off’ and when Steve had his heart broken. The prospect of giant octopus made the future King of Gormandia very hungry until Bimbles pointed out that the thing was contaminated by the red tide and not likely a good source of a balanced diet.
Steve lead the trudge back to the pool hub chamber and they one more went north into the imaginary underwater experience corridor. You remember that right? The one with the kelpy skulls in alcoves. Moving down the corridor it became apparent there were four alcoves on each side and each one was populated by a skull that now had something to say….and they grabbed your ear and will to leave. A couple of the gang became enthralled listening to the jibber-jabber. Some of it was worthwhile but largely just gooh-bah-gabbah.
Getting through the nattering skulls they entered into what appeared to once be a sizable mess hall. There was two egresses from the chamber a corridor to the west and a stairwell descending to the east but perhaps more interestingly there was a lever. The lever became a point of inquiry and a cursory examination of the chamber was commenced. It didn’t take long to find the presumed function. Hanging from the ceiling were almost fifty regular old dead skeletons attached to chains by the neck. No thanks.
They proceeded to the west. The corridor ran for a ways before offering a branch or continuance to the west that ended in a door. They choose the door. It lead to a small chamber. Immediately beyond the door was a curtain of dried kelp bladders. Pushing beyond revealed a simple chamber with an open sarcophagus and two stone tables with various, likely, interesting things. Before they could get down to robbery the ghost of Luvous appeared once more for they were in the First Mate’s Tomb and that is what he was. Luvous was not all that bad of a ghost. Unfortunately, whenever a spirit appears they tend to spook folks and this resulted in a slight aging of a couple of our hobos. Luvous was actually quite happy to just chit chat for a bit and that was exactly what they did once Carla put away her ‘holy guns’.
ROLECALL
Carla the Green High Priestess of TMB (C9) 296582 xp +10% <300001> CRT 1d12/III
Scars: permanent loss left index finger and scarring on arm
Bimbles the High Priest of GSS (C9) 270698 xp +5% <300001> CRT 1d12/III
Lasting injury: -1 STR, mashed arm
Hobo Steve the Lord (F9) 282057 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) 203046 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) 238829 xp +10% <240000> CRT 1d12/III
Serious wound: permanent loss of CHA -4,
Removed one of his own nostrils.
Boris the Dwarven Lord (D9) 352754 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) 456405 xp +10% <470001> CRT 1d10/I
Critical Wound: Left leg obliterated, runs at ½ rate (peg required)
Bunny the Thief! (T9) 250189 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) 173128 xp <200001> CRT 1d10/III
Moderate wound: Scar on abdomen
Lasting injury: -1 STR, mashed guts
Sloth the Bopper (L7) 170997 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) 109599 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) 57293 <100001> CRT 1d10/III
Charles in Charge the Myrmidon (F6) 55424 <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) 40244 xp +10% <64000> CRT 1d20/IV
Missing five teeth
Camillus the Myrmidon (F7) 81443 <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-Li the Myrmidon Warlock (E6) 103411 xp <120000> +10% CRT 1d8/II
Brett & Jermaine Kobold Cooks & Eavesdroppers Extraordinaire
RESERVES
BoB is the lone lawn ornament for the Basilisk Knights.
Chung Li needs 12 weeks and a stack of coin to rewrite his lost spell book.
Elapsed: 28 days
Elapsed Campaign Time
605 days at beginning of session (also applies to recuperation)
Join us for session Two-Hundred-and-Twenty-Two when we ask the questions:
Tale of the Tape
Exploration Below
Location hex: 12.20
KILLS
Histrix (2) negotiated passage
The Navigator
Giant octopoidal scavenger
LOOT
200 pp
7000 gp
Jewelry (6) = 1300,1000,1500,1500,1000,1700 – 8000gp
Treasure Map
Sextant, spyglass, compass, diary
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