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


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