Tuesday 22 November 2022

Hammer Smashed Hobos (Session 151)

 SESSION 151: Wow that is Really Big!

Things get strange as the mob infiltrate deeper into this lost city. Once again the real descriptions, bolded, are C. Campbell's. I just present the poorly written fluff..

            So the gang rested up and made entry into our nesting corridor a worthy obstacle to wyvern incursion. This made not only the horses but Sasha and her basecamp crew happier. The rest of our hobos returned to the chimney and once more ascended to the Really Big Statue Chamber. This was going to take some investigation, it is not every day you discover a statue that measures 350’ from the carved snake base to the crest of its head in some sort of underground chamber. It is worn beyond recognition. The statue had six arms arranged in a titled hexagram, though two of them are shattered, one at the wrist and one at the elbow. Searching the area revealed the following:

A dark rust-colored pyramidal ziggurat rises here to a height of perhaps 30’. Rough stairs climb to the top of the ziggurat, where a deeply-stained rectangular shelf sits.

An ancient stone fort-like structure stands perched atop a large stone shelf dozens of feet up the wall. A giant wheel looms behind the tower like a dark halo.

The ziggurat was clearly once a sacrificial altar, stained heavily with blood and ancient corpse detritus accumulated in a pit just beyond. The fort was more interesting albeit decrepit. Getting to the top floor and then dealing with the resident giant spiders we discovered a rusted control panel set before two windows. One facing the statue and the other the large wheel. The wheel appeared to be of the water sort now that we had a closer look, but where was the water? Raul felt he could figure out and possibly jury-rig any shortfalls in respect to the panel. The rest investigated the wheel. It was most certainly in a channel and therefore there should be water somewhere. The crew followed it to a mottled back wall behind the wheel finding patches of algae growing on moist, warm sections. They concluded that there was water hidden behind the wall and it must be smashed. The water began to flow filling the channel to the wheel and then began to drain via an overflow channel. The wheel did not move until Raul pulled a lever. Ancient mechanical locks released and with a groan the wheel began to move and with that the arms of the statue also gave forth a groan of long unused gears and began to rotate. The arms were like a rudimentary ferris wheel with the hands acting as the passenger apparatus. 

They made their way to the statue and hopped on for a ride. 150’ up there was a platform covered in strange detritus of carved stones there was also a very narrow passageway. Bunny was selected to dig deeper. The passage was certainly narrow for anyone wearing armor. It lead to a chamber loaded with giant albino scorpions. “Nope, fuck this”, Bunny slowly began to step backwards out of the chamber mouth. The scorpions did not act. Returning she relayed her findings and for a little while Ding-We attempted to formulate an inane plan to uselessly obliterate the arachnids. Nara was the first to grow super bored of this and pointed out that Dinger’s planning was simply of malicious intent, the creatures were not posing any imminent threat. 

Jumping back on the hand ride. Hundreds of feet up, at the very limit of vision, a lip of stone – like a stone shelf - runs around the entire cavern. This seemed to be the last stop before the hands reached an apex and began to cycle back down. The ascent to the stone shelf’s lofty height reveals an antediluvian marble stairway that rises into the darkness. From atop and astride the stairway, two great statues (20’) of men with noble bearing and devilish demeanor gaze downward, their gleaming eyes judging all who would pass beyond

The hobos approached the stone steps and began to ascend. Halfway up what was now known to be a 100’ stairway the eyes of the statues let forth blinding red beams before they fully animated. Bunny caught the rays full on and collapsed to the ground. She initially appeared to be dead but we learned that she was instead unconscious from the catastrophic draining of life energy. Then the fight commenced with the statues closing the distance with a few short steps. These were golems that bled burning molten metal and all hell broke loose. Powerful and mighty does not fully convey the brute force of the guardians. The hobos had their asses handed to them. One golem was defeated and the other pushed from the stairs. We had a window of opportunity. Either run for the doors atop the steps or retreat. Carla had the gut feeling that the remaining guardian would not pursue past the portal. This was correct but the idea did not gain enough support. Instead the hobos made a mad dash for the hand-wheel, riding it back down and noting some stuff along the back wall for later investigation. Broken, bloody and beaten they returned to the chimney and back down to base camp. 

It was totally tactical, there were no witnesses to hear "Run away" echo across the giant chamber.

 

ROLECALL

Carla the Green High Priestess of TMB (C9) 232566 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 191806 xp +5% <200001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Superhero (F8) 188737 xp +5% <240,001> CRT 1d24/V

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

Rahgnar the Dwarven Superhero (D8) 153574 xp <280001> CRT 1d20/IV

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

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

Raul the Voyager (MD8) 170833xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.                               

Ding-We the Peg-Legged Sorcerer (W9) 386513 xp +10% <470001> CRT 1d10/I

            Critical Wound: Left leg obliterated, runs at ½ rate (peg required)

Bunny the Thief! (T9) 218369 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 94392 xp +5% <160001> CRT 1d20/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 Mad Ribbits (FY7) 153241 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 135460 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

Nara the Nearly Naked Purple Swami Girl (P7) 77277 xp +5% <125000> CRT 1d6/I

Wraith Drained: -1 CON

Biff Bartley the Half-Orc Blackguard (HO7) 72722 <120000> +5% CRT 1d12/II

Lasting injury: Crushed spinal column -6”H, -5’mv, -10% thieving

Sasha Plasha the Warden (R7) 77697 xp +10% <100000> CRT 1d10/III

Dolec Da the Hero (F4) 9125 xp +10% <16000> CRT XXXX

Jogar the Nine-Fingered Robber (T4) 5725 +5% <9600> CRT XXXX

 

‘BOB’ the Deadly Shade (N7) 59275 <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

Gurn Hammerhand the Dwarven Swordsman (D3)

Wendul the Thaumaturgist (W5)

 

 

RESERVES

Charles in Charge the Myrmidon (F6) 45913 <64000> +10% CRT 1d16/IV

            REMAINING RECUPERATION: 5 DAYS

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON) -ADJUSTMENT REQ’D

            

Boris the Dwarven Lord (D9) 319718 xp +10% <400001> CRT 1d20/IV

            REMAINING RECUPERATION: 10 DAYS

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

            Lasting injury: -1 STR, mashed arm

            Wound: Bad leg (-5’ MV)

            Multiple Injuries: lost 20 teeth, drools a lot CHA -1

            Serious Injury: Brain Drain -2 INT

 

Elapsed Campaign Time

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

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

What lies beyond those double doors protected by the golems?

Why do we keep losing levels?

Tale of the Tape

Bunny dodged death at the cost of one life level

KILLS

Giant Black Widows (6)

Bronze Golem

LOOT

Zip

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