Thursday 21 April 2022

Getting Blown in the Chaos Sepulchre of the Elements (Session 113)

 SESSION 113: The Chaos Sepulcher of the Elements (Part 2)

             Let the battle of AIR begin! Giant eagles then angry baby cyclones and closing with hurricane Jabba. The battle went long and there was no easy way out or around, that noise from behind was the eminent sealing of the chamber once we were pushed in. Our hobos had to defeat Team Air before escaping the chamber with the skull key. It was challenging but we showed air who is boss. At this time we were kinda beat up so rather than busting down the barrier to another elemental challenge we rested.

            Early in the rest it became apparent something(s) discovered our presence. There was some creepy/ cryptic note exchanging under the sealed door but nothing more. When we left the chamber we were greeted by a gift hanging in the door way.  A fresh skeleton/ corpse, all tissue and contents except for the hands and feet had been eaten. Perhaps it was a gift for our soup pot? Perhaps it was something altogether more sinister? Only time will tell.

            It didn’t take much time. We revelled in a singing head show when we returned to the central hub of the sepulchre. All wall of decapitated heads blocked the passage, hundreds of human and demi-human heads ranging from freshly picked to rather juicy.Coming from behind came a somewhat raspy rendition of your favourite show tunes. The performers did not present themselves and we didn’t press the matter. Instead we hammered down the barrier to investigate the lead-up to the tomb of water.                                                

We began searching the crypts that flanked the corridor leading to the elemental chamber of Water, in search of the key. We didn’t find it on this push but we did find Sloth’s least favourite things..once more triggering his extreme mummy PTSD.

There was mayhem and Steve lost use of his off-arm from some sort of freezing from beyond the grave. Initial treatments had no effect as festering blackness spread from where he had been pummelled by a super mummy. This was a good time to regroup before we pushed further.

 

ROLECALL

Carla the Green Matriarch of TMB (C8) 133492 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 123931 xp +5% <200001> CRT 1d10/III

Hobo Steve the Champion (F7) 114113 xp +5% <120,001> CRT 1d20/IV

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

Rahgnar the Dwarven Champion (D7) 89208 xp <140001> CRT 1d16/IV

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

            Critical Wound:

Raul the Traveler (MD7) 90958 xp +10% <120000> CRT 1d10/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Champion (D7) 128328 xp +10% <140001> CRT 1d16/IV

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

            Wound: Bad leg (-5’ MV)

            Multiple Injuries: lost 11 teeth

            Mental Illness: Unhinged (10% chance of lunatic behaviour)                                  

Ding-We the Peg-Legged Enchanter (W8) 236947 xp +10% <320001> CRT 1d8/I

            Critical Wound: Left leg obliterated, runs at ½ rate

Bunny the Raconteur (T8) 118716 xp <160001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Pilferer (T7) 53404 xp +5% <80001> CRT 1d16/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp

            Missing six teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Ribbits (FY6) 106735 xp <130001> CRT 1d10/III

            Moderate wound: Scar on abdomen

Sloth the Bopper (L7) 98390 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

Nara the Nearly Naked Purple Sadhaka Girl (P5) 19077 xp +5% <33200> CRT 1d6/I

 

RESERVES

empty              

Elapsed Campaign Time

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

Join us for session One-Hundred-and-fourteen when we ask the questions:

Where is the damn key of water?

Who or what were the puppeteers?

Further, what is their intentions?

Will Steve’s arm ever work again?

Tale of the Tape

Steve has a dead arm

Vibro-mace is broken

KILLS

Giant Eagles (6) 

Air Elementals (4) 

Huge Air Elemental 

Barrow Mummies (4) 

LOOT

Scarab signet ring – Sackville

Wednesday 20 April 2022

Where is the Damn Thing that We Need? (Session 112)

 SESSION 112: Unclear on the Concept (6JAN20)

            Sitting around Helix without a real plan. Dinger used this opportunity to get some research done. After realizing that MurderHobos that just sit around are more than a little useless, it was time to do what we do - Hunt for riches. Nara announced that she would stay in town with Bunny as she was losing her inner balance and required some meditation and piety rather than near death experiences.

            Back into the swamp and back to Barrowmaze. Like a broken record of misery we did not have a clear plan. At the last minute our hobos decided to return to the SE sector of the great tomb. “We knocked down a wall but never went further!”. This was the Chaos Sepulcher of the Elements. Hints of this would be remembered and revealed later.

            We returned to our original ‘secret entrance’ that we had not used for some time and weaseled our way through the labyrinth decimating some skeletons on the way. As we neared the target location it was remembered that there was a crypt housing some brown mold that could not previously be neutralized. We spent a LONG time screwing about with it to no gain. Eventually, and I do mean eventually, they gave up and made haste for the unknown passageway. 

            Stepping through, there was a landing before steps leading further down into the abyss. Descending the steps we came to a junction were we faced a single stone door, at least 15-feet tall in front of them. The door is sealed at the edges. In the center of the door are four skull-shaped depressions, each of them with a special symbol. It was unopenable at this time. Hopefully the keys were to be found somewhere along the corridors north and south of the door. There were four bricked up passageways, two in each direction and each displayed a different elemental symbol. We smashed the northern most first it was air. A crypt-lined corridor leading to another set of monolithic doors. They were locked, until we found the key. It was found in the pocket of a death shroud wearing Son of Gaxx. "Damnable worm-faces!" We had a few other challenges prior to discovering this. Mummies much to the terror of Sloth. And a preposterous two-headed snake that probably killed Carla and Ramrod if they hadn’t burned the last remnant of divine mercy they will ever receive. “The inept lie in unmarked graves”, echoing in their heads. Did they learn? Do they ever learn? Oh well, pressing on we got to the maggoty corpses and the key. Proceeding to the big door they choose the door of Air. 

Inside is a large vaulted chamber 40-feet high supported by large square columns. At the far end of the room is an altar. On the altar rests the Skull of Air with the elemental symbol engraved on its forehead. Wind swirls and gusts throughout the room from an unknown source. Before we can even move into the room a group of Giant Eagles manifest and attack. They don’t hear the howling wind building behind.

ROLECALL

Carla the Green Matriarch of TMB (C8) 131834 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 122273 xp +5% <200001> CRT 1d10/III

Hobo Steve the Champion (F7) 112445 xp +5% <120,001> CRT 1d20/IV

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

Rahgnar the Dwarven Champion (D7) 87550 xp <140001> CRT 1d16/IV

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

            Critical Wound:

Raul the Traveler (MD7) 89300 xp +10% <120000> CRT 1d10/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Champion (D7) 126670 xp +10% <140001> CRT 1d16/IV

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

            Wound: Bad leg (-5’ MV)

            Multiple Injuries: lost 11 teeth

            Mental Illness: Unhinged (10% chance of lunatic behaviour)                                  

Ding-We the Peg-Legged Enchanter (W8) 235289 xp +10% <320001> CRT 1d8/I

            Critical Wound: Left leg obliterated, runs at ½ rate

Bunny the Raconteur (T8) 118716 xp <160001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Pilferer (T7) 51746 xp +5% <80001> CRT 1d16/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp

            Missing six teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Ribbits (FY6) 105906 xp <130001> CRT 1d10/III

            Moderate wound: Scar on abdomen

Sloth the Bopper (L7) 97561 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

Nara the Nearly Naked Purple Sadhu Girl (P5) 19077 xp +5% <33200> CRT 1d6/I

 

RESERVES

empty              

Elapsed Campaign Time

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

Join us for session One-Hundred-and-thirteen when we ask the questions:

What evil lurks in the Chaos Sepulcher of the Elements?

What is behind us?

Will our group remember how to play smart?

Will we remember what our motivations are or will we be combing our hair next session?

Tale of the Tape

Maybe Carla will be more careful in the future?

Bunny and Nara decide to take some timeoff.

KILLS

Sapphire skeletons (6) 

Brown Mold – ITS UNSTOPPABLE!!

Amphisbaena 

Mummies (2) 

Sons of Gaxx (6) 

LOOT

Sapphires (8) 100 gp each

Gen encrusted funerary figures Ruby (1) & Emerald (1) 4000 gp each

Gold-lid canopic jars (2) 1000 gp each

Gold Death Mask 2000 gp

Saturday 16 April 2022

You Got Murder on my Gaxx. No, You got Gaxx on my Murder (Session 111)

 SESSION 111: What’s Over There? (16DEC19)

            We got right down to looting and interrogating the captured cultist. These guys are not the most cooperative sort, being death worshippers and all. We got the same old litany, death is the gift and it is coming for you blah blah blah… We keep trying and they keep being insane – oh well. So we tied him up and left the chamber. Working our way south we continued to clear out previously passed sections of the dungeon. 

            Running afoul of a horde of grub infested Sons of Gaxx resulted in a gory mess. We get cleaned up and then it’s a bunch of zombies and then an unrelenting black pudding. The pudding was a nasty piece of desert that we could not figure out, so we ran away. This lead to discovering a bricked up wall that we could not say no to. Beyond was the long forgotten tomb of Drambuin Hillsmith priest of a forgotten dwarven god. This 25 foot high crypt is supported by four large pillars shaped like dwarves with raised hands supporting the ceiling. In the center of the room is a beautifully carved stone sarcophagus that resembled an anvil. One of the pillars was a guardian of the tomb a dread stone golem. The bugger was a tough customer but we weren’t gonna pass up the likely treasure to be found in the sarcophagus. Drambuin was interred in a gold burial casket carved in his likeness. Inside was the armed and armored remains of the priest. Loot!

            After a quick rest we realized that we both loaded with treasure and feeling beat up. It was decided that a return to Helix was the next order of business. Of course we weren’t getting out clean. We were covered in filth and gunk so it was reasonable that we came upon another gross cleaning crew. We were now even dirtier, perhaps we should be known as the Pig Pens’ instead of MurderHobos Inc.? Running fast and quiet under the cover of darkness we made it out and across the moor returning to Helix. 

            Bunny announced that she was taking a staycation and our man Muzzah was not taking guests. The mob decided to settle in for some much needed rest and relaxation before making their next decision.

 

ROLECALL

Carla the Green Matriarch of TMB (C8) 130044 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 120483 xp +5% <200001> CRT 1d10/III

Hobo Steve the Champion (F7) 110665 xp +5% <120,001> CRT 1d20/IV

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

Rahgnar the Dwarven Champion (D7) 85760 xp <140001> CRT 1d16/IV

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

            Critical Wound:

Raul the Traveler (MD7) 87510 xp +10% <120000> CRT 1d10/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Champion (D7) 124880 xp +10% <140001> CRT 1d16/IV

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

            Wound: Bad leg (-5’ MV)

            Multiple Injuries: lost 11 teeth

            Mental Illness: Unhinged (10% chance of lunatic behaviour)                                  

Ding-We the Peg-Legged Enchanter (W8) 233499xp +10% <320001> CRT 1d8/I

            Critical Wound: Left leg obliterated, runs at ½ rate

Bunny the Raconteur (T8) 116926 xp <160001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Pilferer (T7) 49956 xp +5% <80001> CRT 1d16/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp

            Missing six teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Ribbits (FY6) 105011 xp <130001> CRT 1d10/III

            Moderate wound: Scar on abdomen

Sloth the Bopper (L7) 96666 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

Nara the Nearly Naked Purple Sadhu Girl (P5) 18182 xp +5% <33200> CRT 1d6/I

 

RESERVES

empty              

Elapsed Campaign Time

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

Join us for session One-Hundred-and-twelve when we ask the questions:

How will a delve play out with Bunny on vacation?

Will Muzzah be able to help us out with the petrified adventurers?

Why the hell has our treasure become so fragile!?!

Tale of the Tape

I keep trying…

KILLS

Sons of Gaxx (6)

Stone golem 

Ravenous Zombies (6) 

Cleaning crew 

Black pudding – we ran away

LOOT

36 pp

6256 gp

Wand of Fiery Balls 4d6 (5 charges)

Gold Drinking Horns (2) 450 gp each

Silver Coffers (8) 250 gp each

Buckle inlaid with Coral (800gp)
Jade Necklace (800gp)
Silver Pendant (400gp)
Belt inlaid with Ivory (300gp)
Silver Crown inlaid with Jade (1,100gp)
Silver Goblet (800gp)
Totem of Herne (Deer antler and Celtic type knots; store 1 1st lvl cleric or druid spell)

Platemail +1 of Fire Resistance and bears a Helm +1

Mithril Warhammer +2, +3 vs. Constructs 

Petrified Adventurer (MU? 1/2Ork?)

Thursday 14 April 2022

Put a Little Murder Sauce on it (Session 110)

 SESSION 110: Keep on Chooglin’ (11DEC19)

      Turns out it was (more) killer statues. After some fighting it seemed apparent that we needed to rest. Toughest 15 minute day that we have had in a day. This give Bimbles a chance to pray on the Big Black Mace in hopes of defining it’s nature. Unfortunately, the burden of a 15 minute day really drained old Bimbles and he fell asleep and woke up with a stiff hip rather than an epiphany. After a recharge we pressed on. Back into the antechamber, we were going to head north but the discovery of a secret door is more than enough to throw us off target.

            The (secret) door was trapped it had an explosive glyph on it. Saff took care of it and Rammer found the opening mechanism. As a reward he discovered a horde of flesh crazy zombies. A couple of chambers later we were back in the area of the Necros of Set lair. We did learn a valuable lesson in respect to the nature of an ochre jelly (I wonder if anyone wrote it down or if we have a lazy bunch of assholes that will demand a skill check in the future to ‘magically’ remember?). There was a corridor that we had not previously explored to the north.

            The corridor became more and more wet and corrupted, with failures becoming more prominent. Just before this dead stop there was a bricked up wall. 

No wall has ever stopped our hobos.

An ancient necropolis slowly sinking into the earth. The final resting place of an elven princess from a time long since forgotten now twisted by the evils that rule Barrowmaze. Approaching her sarcophagus she manifested as a banshee. 

Her first scream was just a warmup for the next, that would result in the death of those that could not repel it. We were lucky, very lucky she did not get to her murderous scream before being given back her eternal slumber. There was treasure for our effort and also more hidden treasure (gems! gems! gems!) so it was all in a days work. As usual we were not expedient in our process, this lead to some vindictive Necros of Set coming upon us. Screaming about revenge and suffering for all time, blah blah blah.

We did get blasted by a fireball during the process but luckily it was from a staff so not all that potent. Again Nara caused some serious mental affliction upon the dumb dumb cultists. The steel skeletons were more challenging. Even with Sloth and Boris doing crazy aerial shit. Nevertheless, we got through it.  Covered in gore yet again we began to rummage the corpses!

 

ROLECALL

Carla the Green Matriarch of TMB (C8) 129056 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 119495 xp +5% <200001> CRT 1d10/III

Hobo Steve the Champion (F7) 109677 xp +5% <120,001> CRT 1d20/IV

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

Rahgnar the Dwarven Champion (D7) 84772 xp <140001> CRT 1d16/IV

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

            Critical Wound:

Raul the Traveler (MD7) 86522 xp +10% <120000> CRT 1d10/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Champion (D7) 123892 xp +10% <140001> CRT 1d16/IV

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

            Wound: Bad leg (-5’ MV)

            Multiple Injuries: lost 11 teeth

            Mental Illness: Unhinged (10% chance of lunatic behaviour)                                  

Ding-We the Peg-Legged Enchanter (W8) 232511xp +10% <320001> CRT 1d8/I

            Critical Wound: Left leg obliterated, runs at ½ rate

Bunny the Raconteur (T8) 115938 xp <160001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Pilferer (T7) 48968 xp +5% <80001> CRT 1d16/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp

            Missing six teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Ribbits (FY6) 104517 xp <130001> CRT 1d10/III

            Moderate wound: Scar on abdomen

Sloth the Bopper (L7) 96172 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

Nara the Nearly Naked Purple Sadhu Girl (P5) 17688 xp +5% <33200> CRT 1d6/I

 

RESERVES

empty              

Elapsed Campaign Time

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

Join us for session One-Hundred-and-eleven when we ask the questions:

So now that we have connected things, do we remember what we really wanted to find?

Who remembers all the hints?

Why do we keep seeing these guys when destroyed both of their bases?

Tale of the Tape

I keep trying…

KILLS

Caryatid column (2) 

Steel skeletons (2) 

Necros of Set (I don’t know why they keep coming) MU2 (2) MU6 

Groaning Spirit aka the Banshee 

Ravenous Zombies (12) 

Ochre Jelly 

Mongrelmen (6) just another friendly visit 

LOOT

1000 ep

Small Flawed Azurite (10gp), Small Carnelian (100gp), Small Flawed Obsidian (10gp), Small Alexandrite (100gp), Medium Amethyst (100gp), Large Pure Black Pearl (500gp), Finely Cut Fire Opal (1000gp), Medium Deep Blue Spinel (500gp), Small Flawed Tiger Eye (10gp), Small Flawed Moss Agate (10gp), Small Flawed Lapis Lazuli (10gp), Small Bloodstone (50gp), Large Topaz (500gp), Small Sardonyx (50gp), Small Flawed Malachite (10gp), Medium Aquamarine (500gp), Small Coral (100gp), Small Flawed Pink Moss Agate (10gp), and a Medium Violet Garnet (500gp).

Potion of healing

Broadsword +2, +3 vs undead


Wednesday 13 April 2022

Give Us Your Treasure Back (Session 109)

 SESSION 109: Give Us Your Treasure Back (06DEC19)

            Steve pulled up his pants and put boot to door. Revealing a large column filled chamber housing what we believe to be the last of the Necromancers of Set. We caught them off guard but their undead legion never rest. There was a line of rune-etched zombies and a golem positioned just inside and a line of JuJu zombies with bows in the back- game on! We elected to hold the door and face the macabre horde head on. Catching the human cultists unawares was a great advantage as we successfully hammered the guards and scatter the Necros. The advantage was pressed. The frontline was decimated and the Necros were largely neutralized as Nara hammered them with psionic assaults. We ended up capturing, and then releasing the Necros except for the dude who’s head could not withstand Nara’s psionic blast. Every so often we kinda remember that we are goodish hobo types and not ruthless villains. And let's be honest, the released Necros are probably to stupid to change their evil ways so we will just kill them sometime in the future.

            Afterwards, we spent a lot of time reveling in our recapturing our/their treasure chests and rummaging the chamber fiddling with the large female statues in hopes of a payoff. We did find an ancient and forgotten secret door but our time wasting also allowed for another bad guy to discover the base. It was something new flanked by two undead knights that we had encountered before. The creepy mofo seemed neither living or dead with paper thin skin stretched across bone, perhaps he should have petitioned his labour union for better working conditions. Hot lunches would probably do this dude a world of good. This guy was a Necrolyte of Nergal as denoted by his ID button. Perhaps next time don't join a death cult if you want to pickup the chicks.

    He was a proficient spellcaster but somebody rolled the minimum entourage size (thanks Rob…) so the Necrolyte could not annihilate us liberally with black magics while being shielded by the crypt knights. That said, he did get a fireball off which could have been devastating. Of course that would require the dice being on the DMs side which was proven not to be the case. Engulfed in a child-safe conflagration was not going to give pause to the hobo assault. The crew surrounded and mashed the forces of evil once more- screw you Nergal! After this reminder of being prepared and the necessity for time management we cracked the secret door. 

            It revealed a long forgotten chamber that conveniently had a chest in it. There was a thick layer of dust on the floor that hid the fact that the floor was covered with hundreds of small holes. These were pressure sensitive flamethrowers. It looked like a job for the wall-crawling Bunny. She got to the chest, identified a trap, disabled it, opened the chest and then got bitten by a clockwork cobra waiting inside on top of an exquisite black mace. See got lucky the poison did not get into her bloodstream, so she is not dead yet. After dealing with the snake, Bunny returned with the mace. We began to debate whether or whether not it was evil. No one noticed the shifting shadows directly above the deliberating horde of hobos. 

 

ROLECALL

Carla the Green Matriarch of TMB (C8) 128340 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 118779 xp +5% <200001> CRT 1d10/III

Hobo Steve the Champion (F7) 108961 xp +5% <120,001> CRT 1d20/IV

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

Rahgnar the Dwarven Champion (D7) 84056xp <140001> CRT 1d16/IV

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

Raul the Traveler (MD7) 85806 xp +10% <120000> CRT 1d10/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Champion (D7) 123176 xp +10% <140001> CRT 1d16/IV

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

            Wound: Bad leg (-5’ MV)

            Multiple Injuries: lost 11 teeth

            Mental Illness: Unhinged (10% chance of lunatic behaviour)                                  

Ding-We the Peg-Legged Enchanter (W8) 231795 xp +10% <320001> CRT 1d8/I

            Critical Wound: Left leg obliterated, runs at ½ rate

Bunny the Raconteur (T8) 115222 xp <160001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Pilferer (T7) 48252 xp +5% <80001> CRT 1d16/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp

            Missing six teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Ribbits (FY6) 104159 xp <130001> CRT 1d10/III

            Moderate wound: Scar on abdomen

Sloth the Bopper (L7) 95814 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

Nara the Nearly Naked Purple Sadhu Girl (P4) 16500 xp +5% <16600> CRT 1d6/I

         

Elapsed Campaign Time

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

Join us for session One-Hundred-and-ten when we ask the questions:

What is attacking us now? 

How can we be surprised?

Are we going quit wasting time and get some exploration done?

Tale of the Tape

I tried but nothing.

KILLS

Runic golem 

JuJus (9) Deactivated by Necro boss in exchange you his life 

Necros of Set: Catch and release except for the guy who’s head blew up 

Funeral pyre zombies (12) 

Crypt Knights (2) 

Necrolyte of Nergal 

Clockwork cobra 


LOOT

2934 gp

3000 sp

2234 ep 

BIG BLACK MACE

Tuesday 12 April 2022

Necromancers! Your treasure is Our Destiny (Session 108)

 SESSION 108: Their Treasure is our Manifest Destiny so we are Gonna Get It (22NOV19)

            Now that we stuffed that Worthless Northman longship Ormurinn langi (t down Carla’s trousers, or whatever she wears, and then ran the gauntlet of bonus encounters we fell back to Helix. The run was smooth. 

            Returning to town we pulled out our longship, giggity, and hired some random guy with a hammer to make it ship-shape. After some other preposterous behaviour and a little rest it was back into the swamp. This run was not clean and easy.   

            The moor was wetter than normal, getting close to swimming. This made for an opportune time to assail our hobos with some sort of amphibious shark thing. Unfortunately even very large teeth cannot (generally) stand up to the hobo onslaught. But I still had fun for awhile as the giant land shark still got some good bites in and was close to drowning a few goobers. They keep playing so i keep trying until we crown the one true MurderKing.

            Returning to Barrowmaze we got back on target. Time to get their treasure back, they being the Necros of Set whom absconded away with their/our treasure. The Mongrelmen had provided us with some good triangulation data last session so we would now make use of it. We did have to bash in a wall, walk into a resting horde of random zombies and fight some skeletons and then some death chickens (this could have gone wrong, but sadly it didn’t) first but that is all in a day’s murder work. This all brought us to a day that may or may not reveal the final final battle with the Necros of Set AND get us back their/ our treasure. MurderHobos charge! 

 

ROLECALL

Carla the Green Matriarch of TMB (C8) 126352 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 116791 xp +5% <200001> CRT 1d10/III

Hobo Steve the Champion (F7) 106973 xp +5% <120,001> CRT 1d20/IV

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

Rahgnar the Dwarven Champion (D7) 82068 xp <140001> CRT 1d16/IV

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

            Critical Wound:

Raul the Traveler (MD7) 83818 xp +10% <120000> CRT 1d10/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Champion (D7) 121188 xp +10% <140001> CRT 1d16/IV

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

            Wound: Bad leg (-5’ MV)

            Injury: lost 6 teeth

            Injury: lost 5 teeth

            Mental Illness: Unhinged (10% chance of lunatic behaviour)                                  

Ding-We the Peg-Legged Enchanter (W8) 229807 xp +10% <320001> CRT 1d8/I

            Critical Wound: Left leg obliterated

Bunny the Raconteur (T8) 113234 xp <160001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Pilferer (T7) 46264 xp +5% <80001> CRT 1d16/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp

            Missing six teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Ribbits (FY6) 103165 xp <130001> CRT 1d10/III

            Moderate wound: Scar on abdomen

Sloth the Bopper (L7) 94820 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

Nara the Nearly Naked Purple Sadhu Girl (P4) 15506 xp +5% <16600> CRT 1d6/I

 

RESERVES

empty              

Elapsed Campaign Time

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

Join us for session One-Hundred-and-nine when we ask the questions:

What evil lurks beyond these doors?

What evil lurks beyond the big doors?

Norse galley whoda thunk it?

Will we be able to recruit a crew?

Tale of the Tape

KILLS

Ravenous Zombies (14) 

Giant Landwalker Shark 

Sapphire skeletons (6) 

Cockatrices (2) 

Caryatid Columns (2) 

Necros of Set (4) 

LOOT

Worthless Northman Longship “Ormurinn langi” 17,000 gp

Sapphire chunks (6@ 100gp)

Gold necklace 80 gp

Topaz 100 gp

Rope of climbing

Sardonyx (250gp), Lapis Lazuli (25gp), Blue Quartz (25gp) Diadem (100gp), Platinum Ring (600gp), 

Quarterstaff +1 of Spell Storing (2 first level spells), 

magic-user scroll: Baltron’s Black Sheen, Shocking Grasp, Detect Evil, ESP, and KnockPotion of Super-Heroism, and a Potion of Undead Control

Runic Tablet