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

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