Friday 26 August 2022

The Ongoing Story of Death for the Dead (Session 126)

SESSION 126: The Return of Return of Hunting for Treasure in a Giant Tomb

(18OCT20)

            The cards would be a mystery for another day as they were packed away. Next we went right back to looting crypts. The smaller drape covered ones presented some loot, some weird stuff and a trap. It was now time to address the two sealed tombs. One contained a benevolent spirit that lauded our accomplishments and only requested that his, and his wife’s, tomb be left in peace. This entity could have been a number of things but not presently malevolent and so it was decided to present last rites and let the dead rest. The other tomb was not so pleasant. Interred were two black-hearted brothers whom have risen as hateful wraiths. They passed through the stone door and were immediately compelled to destroy Carla. One slashed into her flesh draining her very life essence. As she fell back our heavy hitters fell in. We had to make quick work of these beings, and we did. Their tomb was then gleefully violated. 

            Roughed up but not quite ready to rum home to mommy. Back to the Harpy hole and then north to the unexplored passageway. They quickly moved through the first chamber, empty but for a door. It opened to a wide corridor with three doors and a passageway to the east. Six crypts were found. Four of the chambers were investigated. As usual a couple contained life hating undead and a little bit of treasure to make it all worthwhile. One crypt was interesting. Inside was a glass coffin containing a well preserved Elven maiden. Beautiful and untouched by time. Dead and preserved or in stasis we could not determine. The coffin was locked and unopenable, a key in the shape of a winged scarab was required. We did not have it. This failure to loot broke our concentration and we moved back to the hub corridor and investigated the doors going west. 

    One door led to burial alcoves and a stinking clockwork cobra. The other door led to something much more interesting. A sarcophagus that contained an eerily silent vampire that lunged forward when we cracked it. Our hobos had a split second to decide their course of action, vampires are serious business but this one was weird. Rather than attacking Carla used the power of TMB to dispel any magics. The hobos were facing an illusion. This was no mute vampire but a paladin captured by a Necrolyte of Nergal. He is Sir Pelinore and he now offered a year of service before returning to his knightly order for his most fortuitous rescue. 

            We were now feeling beaten up and did not want to risk any misfortune. It was time to make a run back to Helix rest and then take out the Troops of Orcus once and for all. The egress from BarrowMaze was seamless and the trek through the swamp was looking good – until it was not. What is this that approaches, does it soar above or is it rising from the muck? Only random rolls will determine during our next instalment of MurderHobos Incorporated.

 

ROLECALL

Carla the Green Matriarch of TMB (C8) 155509 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 145948 xp +5% <200001> CRT 1d10/III

Hobo Steve the Superhero (F8) 140680 xp +5% <240,001> CRT 1d24/V

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

Rahgnar the Dwarven Champion (D7) 107036 xp <140001> CRT 1d16/IV

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

            Critical Wound: disembowelled less able to process poison (-1 penalty)  

Raul the Traveler (MD7) 112975 xp +10% <120000> CRT 1d10/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Champion (D7) 130345 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 Sorcerer (W9) 338526 xp +10% <470001> CRT 1d10/I

            Critical Wound: Left leg obliterated, runs at ½ rate

Bunny the Raconteur (T8) 158312 xp <160001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Pilferer (T7) 71232 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) 122315 xp <130001> CRT 1d10/III

            Moderate wound: Scar on abdomen

Sloth the Bopper (L7) 113970 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) 56134 xp +5% <66000> CRT 1d6/I

Biff Bartley the Half-Orc Executioner (HO6) 45796 <60000> +5% CRT 1d12/II

‘BOB’ the Deadly Shade (N7) 50756 <90000> +5% CRT 1d16/II

Felix Ignatius Hemlock the previously Skeletal Sleuth (I7) 42208 <80001> +5% CRT 1d16/II

Mason the Canon of Yrrrg. (C6) 40211 <50001> CRT 1d10/III

Yasser Imaphat the Djinn (D4) 30372 <32501> CRT 1d6/II

 

 

RESERVES

Charles in Charge the Myrmidon (F6) 39982 <64000> +10% CRT 1d16/IV

            REMAINING RECUPERATION: 40 DAYS

            Critical Wound: Punctured lung (-2 CON)    

Elapsed Campaign Time

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

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

Will the Paladin’s presence derail the group much like it did in every game of yore?

Who will make the run on Orcus?

Tale of the Tape

Carla felt the icy claw of a wraith (-55,000 xp)

Sir Pelinore of the Handlebar Mustache rescued from certain death has now joined the horde 

1 year to repay (START: Day 274)

KILLS

Clockwork Scorpion 

Wraiths (2) 

Clockwork Cobra 

Mummy 

Ghasts (2) 

JuJu Zombies (6) 

Steel Skeleton 

Black Skeletons (4) 

Acolytes of Nergal (6) 

Avenger of Nergal    

LOOT

126 gp

Small Red- Brown Garnet (200gp)

Large Black Pearl (1,000gp)

Very Large Fire Opal (1,000gp)

Large Finely Cut Aquamarine (1,000gp)

Small Black Jasper (50gp). 

Platinum Scarabs (2) 1000 gp each

Gold Death Mask 500 gp

Better Gold Death Mask 1000 gp

Shortsword +3

Gauntlets of Dexterity

Javelins of Lightning (3)

Necklace of Adaptation

Dagger +2 Throwing 

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