Monday 27 June 2022

Small Parts Isolated and Destroyed (Session 120)

 SESSION 120: Small Parts Isolated and Destroyed (19Aug20)

            We quickly learned that some of the gargoyles were indeed not statues. We could not determine how many of the twenty were actually creatures and so a tactical retreat was decided to be the preferred course of action. RUN! They did not pursue but we did get a few magic missiles up our butts. Their cackling laughter haunted as we returned to the main corridor and pressed on eastward. Next was a large cylindrical chamber that was the site of a collapse sometime in the ancient past. 40’ up the chamber opened to the surface and was bathed in the glow of moon light. To the north and south there were corridors and to the east a great set of double doors. The floor was covered in rubble, earth, bones and offal. Needless to say the smell suggested this was a lair. When harpies began to emerge from all over the walls we realized that it was a packed house. Combat ensued. As the chamber above filled with harpies and giant vultures it was realized that it would be a stellar time to release a fireball from the ring of FBs. This was a good choice until burning bodies began raining down on us. This ruckus attracted the attention of this faction’s leader, Vultrix, from beyond the double doors. In they charged, perhaps they could have timed things better as they met with a bolt from Ding-We. Our Hobos blew off some serious magicks and this quickly annihilated the Harpies. Feeling good we moved onto looting. Vultrix had a fine sword and shield but beyond these items actual loot was a bit thin – vile harpies! 

            After a brief rest we pressed on, down the corridor to the south. We quickly came upon two bricked up passageways and a door. We took the easy way, the door. A small chamber with a few dust covered clay pots and a ceiling covered in amber jellies. Was it worth it? Maybe the pots are full of gold or maybe they are full of dust. As the jellies began shooting mucus at us we decided to fall back and smash down the bricked up walls. There will definitely be good treasure beyond. To save time and maximize a silence spell we started hammering both walls down. It was all going fine until we opened the one to the west far enough to eat lightning bolt, from an entombed necrolyte of Nergal, that was quickly followed by ten crypt knights. We were in trouble and as such it was realized that the final charge in the ring of fireballs needed to be discharged. This was a good call as it incapacitated the necro and crippled the knights. Turning the battle in our favour and leading to victory. Beyond was a research laboratory, now somewhat aflame. Most of the equipment was destroyed by the blast but luckily the actual treasure, a spell book of new incantations, survived. There were also two singed doors in the laboratory. We decided to grab a breath in case something came tumbling out of the other smashed down barricade or one of these doors. 

ROLECALL

Carla the Green Matriarch of TMB (C8) 150173 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 140612 xp +5% <200001> CRT 1d10/III

Hobo Steve the Superhero (F8) 136794 xp +5% <240,001> CRT 1d24/V

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

Rahgnar the Dwarven Champion (D7) 105889 xp <140001> CRT 1d16/IV

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

            Critical Wound:

Raul the Traveler (MD7) 107639 xp +10% <120000> CRT 1d10/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Champion (D7) 125009 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) 253628 xp +10% <320001> CRT 1d8/I

            Critical Wound: Left leg obliterated, runs at ½ rate

Bunny the Raconteur (T8) 140194 xp <160001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Pilferer (T7) 70085 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) 116979 xp <130001> CRT 1d10/III

            Moderate wound: Scar on abdomen

Sloth the Bopper (L7) 108634 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

Nara the Nearly Naked Purple Siddha Girl (P6) 42205 xp +5% <66000> CRT 1d6/I

 

RESERVES

empty              

Elapsed Campaign Time

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

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

What evil lurks through the smashed wall?

What evil lurks beyond the two doors?

Where is that payload that we can smell?

Are we Hobos or Cowards?

Tale of the Tape

KILLS

Spectral Dead (5)  

Barrow Harpies (15) 

Barrow Harpy Soldiers (2)

Vultrix 

Giant Vultures (5) 

Amber Jellies (3)  retreated

Necrolyte of Nergal 

Crypt Knights (10) 

LOOT

3922 ep  1461

5367 sp    536

Longsword +1 Flametongue

Shield +2 Screaming Skull

Spell book: Animate statue, Zozmir’s Stentorian Shout, Baltron’s Effusive Bloodboil

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