Tuesday 6 July 2021

The Nameless City (Session 76)

 SESSION 76: The Nameless City (2JULY18)

            The mist wanted to eat our souls it seems. This created a challenge that required resolution. Afterwards we made our way into the looming structure that fought the living stone for dominance. Passing through the portal we found a chamber with an ancient altar and a stairwell that descended into the stygian depths. It really did. 2000’ down the infernal stairwell levelled out into a corridor adorned with coffins and murals. The long-lost kings of the serpent people and their stories. Woulda been fine if we didn’t dick with one of their coffins. It released a long dead king of the serpent folk, a brutal mummy that hated humans even more in death than it did in life. We pressed on through an intricately inscribed bronze door. There were more damnable stairs that descended into a cavern of improbable proportion. There, of course, was a poisonous cloud that obscured the contents. Passing through we finally found the Nameless City of the serpent people. Four pyramids, two coliseums and what appeared to be two villages occupied this hidden world.

            The landscape was rocky and fungal crawling with insects of unpleasant size. Just to make it more fun there was also giant primordial reptiles and arachnae. There was a ruined pyramid to the NE that we decided would be the first point of investigation. It was categorically ruined and its sole occupant was a ghost that hated our life. Luck was on our side as we successfully sent the restless spirit to its final rest. Pressing on, we moved to investigate the adjacent village. 

            It seemed to be a place that had been ransacked ages passed. The current residents of the village were the restless dead. We learned this the near fatal way. A spectre ambushed Bunny draining her of so much vitality that she fell into a coma. This brush with mortality forced us to fall back and seek safe harbour. The dried and boulder strewn moat of the pyramid would be our cloister until we could press on, in search of the knowledge that may save our world from the tendrils of madness spreading from dread Carcosa.

 

ROLECALL

Carla the Green Lama of TMB (C7) 78335 xp +10% <100001> CRT 1d14/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Lama of GSS (C7) 76171 xp +5% <100001> CRT 1d14/III.

Hobo Steve the Champion (F7) 74509 xp +5% <120,001> CRT 1d30/V

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

Raul the Ranger (MD6) 35502 xp <50000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Champion (D7) 81451 xp +10% <140001> CRT 1d24/V

            Serious wound: permanent loss of CHA -3, carved up face

            Injury: lost 6 teeth                               

Lenardo the Engineer (S7) 65222 xp +10% <100000> CRT 1d12/I

            Light wound: permanent loss of two fingers (pinky and next) left hand

            Light wound: permanent loss of eight teeth

Ding-We the Peg-Legged Magician(W6) 59135 xp +10% <80001> CRT 1d10/I

            Critical Wound: Left leg obliterated

Bunny the Sharper (T7) 65933 xp <80001> +10% CRT 1d30/II

            Light wound: permanent loss of pinky finger, off hand

            The Henchmen

Arnd Cobblestone the Dwarven Swashbuckler (D5) 30667 xp +5% <35001> CRT 1d20/ IV

Saffron the Mad Fairy Queen of Ribbits (FY6) 83255 <130001> CRT 1d14/III

            Moderate wound: Scar on abdomen

Sloth the Roughneck (L5) 35725 <36960> CRT 1d24/IV or 1d6/G (vs. s, m)

Sasha Plasha the Guide (R6) 32865 xp +10% <50000> CRT 1d12/III

 

RESERVES

Ramrod the Cloned Burglar (T5) 19543 xp +5% <20001> CRT 1d20/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp

            Missing six teeth talks with a lisp

            Being cloned 45 days COMPLETED!?!

Rahgnar the Dwarven Myrmidon (D6) 54462 xp <70001> CRT 1d24/V

            Serious wound: permanent loss of an eye (-1 to missile fire)

            Critical Wound:

                        REMAINING RECUPERATION: 11 DAYS

 

Elapsed Campaign Time

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

Join us for session Seventy-seven when we ask the questions:

How safe is an old moat?

How long will we be in this old moat?

Tale of the Tape

KILLS

Serpent King Mummy 

Colossal Spiders (2) 

Gelatinous Cube

Ghasts (3)

Ghouls (12) 

Ghost 

Spectre 

LOOT

2000 gp

Jewelry 800 gp

SS +1, +3 vs. Magical monsters

LS +2

A bunch of potions Magic: Potion of Longevity, Potion of Fire Resistance, Potion of Clairaudience, Potion of Fire Resistance

Wand of Magic Detection

Treasure Map

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