Friday 24 March 2023

Cause of Death: What happened to all the Murder Hobos


"There are three kinds of lies. Lies, damned lies and statistics", Mark Twain 

In response to the following post by Noisms over at Monsters & Manuals:

Analysis of Causes of PC Death in OSR Games (17 March 23)

http://monstersandmanuals.blogspot.com/2023/03/analysis-of-causes-of-pc-death-in-osr.html

The MurderHobos Incorporated campaign began 19 April 2015 and have played 250 or so sessions in the Olden School Tradition. The flagstones are stained with blood since the first ten seconds of our campaign. Noisms post made me chuckle. He pointed out that his data set was a little soft, I thought to myself, mine is not. So I did the first of two, so far, little analyses of what has happened over the last, nearly, 8 years. 

The date can be found on my 'Bring Out Your Dead Post' 15NOV20 or simply select the 'Death Toll" tag or hold your breath until you make my list.

Players take heed there are lesson to be learned. 

I will follow-up with 'Death by Race/Class'.



Death Types:
Butchered at Birth - (8) potential PCs that did during generation stat bonus avg. less than zero
MeatGrinder - (6) the DCC method
Random Encounters - (27) screw (dither - EGG) around and die 
Keyed Encounters - (28) what's in here?
Trap - (11) they never stop doing their job
Bad Guy - (2) Why bother with bosses when randos get the job done?
Fumble - (1) the more you swing...
Hobocide - (1) wizard has dominated your _____. DM kills closest PC.

TYPECount
Butchered at Birth8
Meatgrinder6
Random Encounter27
Keyed Encounter28
Trap11
Bad Guy2
Fumble1
Hobocide1
84


Thursday 23 March 2023

Murder Bunnies (Session 178)

 SESSION 178: Bumbling About the Borders of Carla-ville

Day 16 (14.22/ 03003): The Mine Continued Cloudy no precipitation (nor meatballs). Team Denethix.

     Cleaned up and a short rest later the gang at the bottom made their way back up the shaft. During this time four masters of disguise slowly entered into ambush position. Bunny, Saff, Raul and Biff were totally surprised when the giant crab spiders dropped off the ceiling, fangs at the ready. Saff took the worst of it pinned to the ground as the much larger arachnid repeatedly plunged its venomous fangs into her cute little body. Bunny and company were able to get things under control in the nick of time Saff was saved from certain death and she had some angry words directed at the huge dead spiders. Shortly later the rest of the crew made their way to the satellite team. Saff then had some angry words for Ding-We for being elsewhere as Bimbles called down some holy mojo to get our ornery and insane fairy back on her feet.

Finally making their way back to the junction the gang took the undiscovered passage. It had more spiders adept at camouflage but faced great challenge when facing the tanks. Spiders went splat as they have so many other times. She of the great web has seen all and sooner or later the night of the arachnid will come for our hobos. Until then then will continue to rain down hell on anything that may have treasure or undermines there goals of regional domination. But first a nights rest was in order.

DAY 17 (04003): (Done with the slate mine the clear-crew continued along the northern extent of the hex. Exploration was slowed by morning fog. Fortunately enough it seems that the local wandering monster collective decided it was a good day to rest.  

 DAY 18 (05003): The fog cleared around midday the following day when the group discovered a glade full of somewhat large rabbits feeding. “OOH Bunnies!” Saffron could not control herself as she flew into the meadow. This startled the hoppers, whom all raised their heads in unison revealing each to have a singular foot long horn sprouting from their skulls. These were no ordinary bunnies they were Al’Mi Raj and they have anxiety issues. All the male horny rabbits seemed intent on skewering little Saff. What made things worse is the rabbits had a sort of limited teleportation that allowed them to cover distance like a missile. “Bad Bunnies Bad! Run away!!”, Saffron lead the charge away these bunnies were wack.

A couple of sub hexes later the group entered into a heavier forested area along the eastern boundary of the hex (14.22) and stumbled upon a long forgotten tomb nearly reclaimed by the earth. Weathering had made it nearly impossible to know exactly who Sir So&So was in life but there was still a hint or two. First, the symbol of an eagle on an anvil. This was the same emblem from the ruined fortress. Second, when Bimbles inspected the tomb he neither found nor had any sense of desecration or otherworldly anguish. Cracking it open was the armaments of the very late Sir So&So untouched by the ages long after all the other contents had turned to dust. The hobos had a strange feeling of approval and understanding of the task at hand. Bimbles offered a blessing as the rest of the gang collected and packed away the goods.

            Pressing on. A couple of hours later, continuing through the dense forest. Bunny gave a whistle to alert the rest of the group that she and Rammer had discovered something from their forward scouting position. “ANOTHER BLOODY HOLE IN THE GROUND!”.


Team Gormandia (TG): Steve, Carla, Boris, Nara, Dolec, Gurn, Mason, Felix, Wendul, Willy and Sasha along with Brett & Germaine

Team Denethix (TD): Ding-We, Saffron, Rahgnar, Raul, Bunny, Ramrod, Bimbles, Sloth, Biff, Bob, Charles and Camillus

 

ROLECALL

Carla the Green High Priestess of TMB (C9) 263154 xp +10% <300001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the High Priest of GSS (C9) 232586 xp +5% <300001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Superhero (F8) 225737 xp +5% <240,001> CRT 1d24/V

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

            Touched from Beyond the Grave (Sloth): Eating disorder (x2 food) -5’ mve

            Blessing of Orcus (Consumption -1 CON)

Rahgnar the Dwarven Superhero (D8) 194659 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)

            Missing thirteen teeth  

Raul the Voyager (MD8) 206613 xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Lord (D9) 326721 xp +10% <400001> CRT 1d20/IV

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

            Lasting injury: -1 STR, mashed arm

            Wound: Bad leg (-5’ MV)

            Multiple Injuries: lost 25 teeth (7 remaining), drools a lot CHA -1

            Serious Injury: Brain Drain -2 INT                            

Ding-We the Peg-Legged Sorcerer (W9) 421256 xp +10% <470001> CRT 1d10/I

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

Bunny the Thief! (T9) 201863 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 135477 xp +5% <160001> CRT 1d20/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp (-5’ mve)

            Missing eight teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Mad Ribbits (FY7) 145428 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 142397 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

            Missing ten teeth

Nara the Nearly Naked Purple Swami Girl (PS7) 78928 xp +5% <125000> CRT 1d16/II

Wraith Drained: -1 CON

Biff Bartley the Half-Orc Blackguard (HO7) 93463 <120000> +5% CRT 1d12/II

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

Sasha Plasha the Warden (R7) 95323 xp +10% <100000> CRT 1d10/III

‘BOB’ the Deadly Shade (N7) 64817 <90000> +5% CRT 1d16/II

Felix Ignatius Hemlock the once skeletal Sleuth (I7) 45710 <80001> +5% CRT 1d16/II

Mason the Canon of Yrrrg. (C6) 43159 <50001> CRT 1d10/III

Charles in Charge the Myrmidon (F6) 51250 <64000> +10% CRT 1d16/IV

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON)

Gurn Hammerhand the Dwarven Swordsman (D4) 9948 <17000> +5% CRT 1d12/III

Wendul the Thaumaturgist (W5) 38297 <40000> 5% CRT 1d8/I

Dolec Da the Hero (F5) 27797 xp +10% <32000> CRT 1d16/IV

            Missing five teeth

Camillus the Myrmidon (F7)  70711 <120001> +5% CRT 1d20/IV

Willy the Reformed Burglar (T5)  11302<20000>10% CRT 1d14/II

 

RESERVES

Yasser Imaphat the Djinn (D4) 30372 <32501> CRT 1d6/II – He didn’t want to come out of his lamp.

Greymin the Dwarven Hero (D5) 26295 <35000> +5% CRT 1D14/III – Gone Mining (Liwil)

            

Elapsed Campaign Time

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

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

What mad being puts horns on teleporting rabbits?

I wonder what is in this rather large hole in the ground?

Tale of the Tape

Camillus and Bob are still stoned

Exploration

1)    Location hex 14.22 Hex clearing (04003-05003 camp-07003-06004 tomb-07004-08005 dungeon)

KILLS

Giant crab spiders (10) 

Al’Mi Raj (24) Ran away 

LOOT

76 gp

The arms of the very Late Sir So and So: Plate +2 Shield +2 Longsword +2 (matching set Eagle on Anvil)

Sunday 19 March 2023

Hobos Meet Knights the Pieces are on the Table (Session 177)

 SESSION 177: The coming of a MurderQueen the Gritty Stuff

           Day 14 (14.21): Cloudy but pleasant. Team Denethix.

            And with the dawn of a new day Wei-fan approached with two friends, no longer of the petrified persuasion know about these lands. “Remember old Wei-fan when you speak with the Knights council today” “But we don’t even have a plan” “Once more the pieces are moving before consideration, stay interesting and we feast once more”, and with that Wei-fan bobbed off gleefully playing his pan flute as he is apt to do. Sloth nearly squeezed the life from Ding-We in his childlike abundance of joy to be reunited. Saff dropped a frog on Bunny and told her she reminded her of a lizard butt. No one had noticed that the sailors had setup a larger offset than normal between their rest area and the hobo camp. They all stunk of two-day old dead troglodyte glandular and other juices. “Gah, I have become one of these pig-pens”, hollered Bunny. “What? All I smell is crushed enemies” “Ugh, what are you?” “A warrior born!” Bunny grabbed Saff and they wandered off in search of a suitable trough to clean up the gang. Saff may be short most of her cards but she was not one to wallow in her own filth like most of the gang.

            It was not much later, much as Wei had intimated, A knight approached dressed in leather rather than the standard heavy armors with long flowing hair the colour of Autumn. She was a beauty and she was Anven daughter of both man and dryad. “Greetings adventurers, I am Anven knight of the basilisk and daughter of Baldicar Ma. Our wizard Hewtim Frid has relayed his discussion with you and that you spent the evening with Wei-fan ambassador of Summer’s End. Today, you will… *sniff*sniff* … once suitably ready, will meet with the council within our keep. Please address your priorities with haste”, she turned and rode off. “Major burn”, “Oh yaaa”, Bunny and Saff high-fived before returning to the background. Washing was had and the gang really did smell much better. Concurrently with that Ding-We spec’d a wash tub with the smithy so that a higher level of hygiene could be maintained. Things were moving into place and our horde may be evolving from simple murderhobo into something else, but first they had to stop offending noses. 

By early afternoon the mob were cleaned and ready to meet Baldicar and the council of knights. To the keep and up to the meeting chamber. A huge table made of ancient wood sat the council. After introductions Baldicar wasted no time getting down to the brass tax. Ding-We and, surprisingly, Bimbles began to paint a picture for the knights of multiple fortresses pushing back the agents of chaos and bringing a new era of civilization to these lands. Baldicar seemed receptive but his council produced questions. The wizard seemed to be a classic skeptic suggesting that reliance on vagabond dreamers was possibly worse than trusting the fair folk, “they could stir up the hornets and then leave us swinging in the wind, they dream of grandeur but thus far show no record”. Anven seemed to prefer the Fae most certainly in part because of her origins but also much like Hewtim acknowledged the history in these lands of her half-folk. “Do we need more coin grubbers congregating around our gates bringing crime and social decay? The fair-folk have always been here, long before any man staked a claim for any long dead king. We live in their shadow and must acknowledge their ancient lands”. Baldicar thought on this, “They have their own lands this is the mortal realm. Daughter, it is true we are bound to them and will protect them but I worry that left unchecked these beings are unpredictable… The beastmen are at our door but does a proliferation of the fair-folk any better for men and the rebuilding of civilization? We have survived for generations here, alone, but can will continue to survive? Slowly being chipped away”. 

Once more Bimbles stepped into the breach, even though he wanted nothing more than to get the hell out of this backwater, “We will tame these lands my friends and allies, trade routes will open with the east of which you are unawares. We will also push south connecting Liwil with the great and mighty Blood River. Let us tame the lands, join us as friends and allies”. Baldicar was swaying but Anven continued to petition that the Fair Folk could be trusted and relied upon. “No daughter they are wild and unpredictable if there is a way for men to restore this land should we not pursue that first?” “And then what? That festering mine camp expands and brings more filth to our very door?” Baldicar weighed his daughter’s words. “There are no easy answers, if you adventurers do succeed at you tasks we will ally with you but until then you are on your own to carve out homes in the belly of the beast”, with that the meeting ended as the hobos were dismissed to the sound of Anven arguing with her father. Pieces were not quite falling into place but they were close. 

Now our hobos were embroiled in the world of local and trans dimensional politics. Things were quickly becoming complicated. They then decided that, for now, the best course of action was to simply keep on doing what they do. One maybe two beast-men enclaves have been eradicated, stay on target and the things will fall into place. They returned to camp, contemplating how the fair-folk will take another group entering the field and possibly cock blocking things. They would not concern themselves, there was a plan to be enacted.   

Day 15 (14.21 – 14.22): Clear.

            With dawn the hobos prepared to commence clearing the lands around Carla’s presumptive fortified monastery. The sailors were happy to hear that they could spend the next week or so not getting killed in the wilds as the hobos took a stab at clearing a ‘hex’. 

            The day started out well enough they encountered some easy going knights on patrol of the boundary of here and there. Once getting there our mob began looking under every rock for sign of monsters to evict. They walked into the first murder alley fortunately the resident mountain lions had other things on their minds. Bimbles was able to communicate with the male whom both had a full belly and just needed some time away from the family even if it was only 30’, new cubs are a pawfull don’t ya know. Bimbles also informed the big cat that men would be returning to the area. The lion was smart enough to get the hint, “Another month the cubs will be big enough to travel and your presence will likely disperse the herd, we will follow the deer”. 

            Early afternoon the gang was once more in the open moving through the lightly treed and grassy hills of the western boundary of Carlaville. This was a great time for manticores to attack, they have been heard on a number of occasions but not encountered in the area. The beasts stayed in the air, it seemed they thought they could well tenderize the hobos with successive waves of missile attacks. It worked for a bit until attrition kicked in laying one of the creatures low. This broke the moral or it decided to live to fight another day and retreated but not before perforating a few more hobos with its tail spikes. They moved on for a couple more hours and established camp for the evening. 

            Being the lucky buggers that they are the night refused to pass by uneventfully. During the final watch a pair of basilisks ambushed the camp. Mayhem broke out and not for the first time two murderhobos looked a little to close. Camillus and Bob were both turned to stone before Ding-We could conjure up an obscuring cloud to limit the petrifying gazes. It was messy but two against ten is not the best of odds. The reptiles were slain, injuries bandaged, weapons cleaned and the two new statues were packed away. Ding-We realized that resolution to the petrification was going to be a challenge as Wei-fan was the only known resource and the previous de-stoning was costly not to mention that them Fae-folk are wild cards at the best of times…

Day 16 (14.22): Bonus micro session Cloudy no precipitation.

            The army was still ten strong and the commitment to clearing the area of lairs urged the group forward. They continued moving north along the grass covered hills of the western hex boundary. They had hoped that they could not possibly encounter more basilisks. As luck would have it they could. While traversing the crest of a grassy hill Bunny caught a flash of a greener green – AHH CRAP! Ding-We knew what this meant and he was not gonna screw around – FIREBALL!!! Die lizards DIE DIE! The no limits method worked. The  collection of hobo statues was not expanded. Bimbles got his jug of water out to manage the lingering fire (don’t want to burn down the whole hex, probably good that winter was coming) and then they moved on. The hills became rockier and an ancient and abandoned slate mine was discovered. After some debate a conclusion was reached – monsters could live here. They plunged into the darkness. 

            The entrance to the mine was a 5’ wide and 8’ tall rectangular shaft cut into a nearly sheer hill face. Dried grasses and small branches littered the floor by the entrance. The walls and ceilings were braced with stout wooden beams every 5’that seemed to have weathered the ages rather well. The shaft ran down into the hill for twenty feet before branching into a “Y”. They went deeper. This branch ran for another 80’ at the same angle of descent as the entry shaft (about 5 degrees) before opening up to a chamber about 10’ square. The walls and floor of this area were lined with large clam-like things blocking free movement to the rest of the passage that dropped into darkness. Returning our focus to the bivalve things Sloth gave one a poke and it squirted acid back at him in response. Of the many things our Hobos hate, acid is high up on the list. Ding-We told the gang to back up and for Bimbles to ready with the jug to help prevent bringing the mine down on their heads, it was fireball time once more. Ka-BOOM! No more acid clams just a whole lot of smoke. Moving through the chamber the shaft continued deeper into the earth at a much steeper angle (45 degrees). This continued for 100’ until the shaft reached a terminus where it leveled out before dead-ending (literally, wait for it) 20’ later. At the bottom of the shaft were the skeletal remains of a human, one Masam Nan, who fell down the shaft over a century ago, broke both his legs, and starved to death in the dark. Nan now haunts this mine shaft as a ghost. Most of the previous stuff is added background. 

What actually occurred is that our Hobos reached the bottom started sniffing around and this triggered the ghost materializing and scaring the crap out of Raul, Biff and Charles specifically. Everyone got freaked out but the noted were so freaked out that not only did they run away they were immediately aged 10 freaking years! Masam Nan a vile piece of work in life consumed by greed and hate whom became a restless spirit that grew more and more insane over its many years as he haunted the his final resting place and his hidden fortune. The latter would be gleefully discovered later. Masam immediately possessed poor dumb Sloth. For a moment Sloth went slack jawed and then his eyes began to glow with an ancient hatred. Bimbles saw that things had already gone past bad and were on the precipice of ‘train-wreck’ (whatever that is). It was time to call down the full power of Spinning Stars! They had the jump on Evil Sloth – “The power of spinning stars compels you!” The entity was cast from Sloth. He collapsed into the ground and the entity fled into the stone wall. Concurrent with this Bunny and Saff had chased after the trio of aged cowards knocking out Biff and Raul before they could run off into the wilds. Charles on the other hand was taken over by Franz whom turned his handler around and charged back down the shaft dead set on obliterating the evil spirit. Concurrent with this, the gang at the bottom were high fiving and chanting “Mission accomplished”. However, it was not done. The ghost had not been moved along to the afterlife it was simply cast out. The lair was not cleared. Franz knew this and used its power of X-ray vision to find where the ghost was twisting in ethereal hate within the stone from which the mine had been carved. Charles/ Franz stood before the wall screaming horrible things that would drive a living creature mad let alone an insane spirit of hate. 

Franz’s challenge was met and the ghost once more came forth with hate. Charles roared and Franz came down upon the entity. This was mission accomplished, Franz cut through the spirit breaking Masam’s connection with the mortal realm he exploded in a gout of protoplasm. “That is how you take care of the vile restless dead”, Franz/ Charles as the sword went back to its scabbard returning self-governance to Charles. 

            Everyone was covered gunk. This did not hinder the great loot search, and great loot was found. Underneath a slab of slate a chest was buried. Inside was Masam’s lifetime of loot and it was glorious. A mountain of platinum coins along with jewelry, a wand and a most extraordinary ring. Time to hose off our slimy hobos before backtracking to the other corridor. 

Team Gormandia (TG): Steve, Carla, Boris, Nara, Dolec, Gurn, Mason, Felix, Wendul, Willy and Sasha along with Brett & Germaine

Team Denethix (TD): Ding-We, Saffron, Rahgnar, Raul, Bunny, Ramrod, Bimbles, Sloth, Biff, Bob, Charles and Camillus


ROLECALL

Carla the Green High Priestess of TMB (C9) 261557 xp +10% <300001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the High Priest of GSS (C9) 226904 xp +5% <300001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Superhero (F8) 224140 xp +5% <240,001> CRT 1d24/V

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

            Touched from Beyond the Grave (Sloth): Eating disorder (x2 food) -5’ mve

            Blessing of Orcus (Consumption -1 CON)

Rahgnar the Dwarven Superhero (D8) 188997 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)

            Missing thirteen teeth  

Raul the Voyager (MD8) 200931 xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Lord (D9) 325124 xp +10% <400001> CRT 1d20/IV

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

            Lasting injury: -1 STR, mashed arm

            Wound: Bad leg (-5’ MV)

            Multiple Injuries: lost 25 teeth (7 remaining), drools a lot CHA -1

            Serious Injury: Brain Drain -2 INT                            

Ding-We the Peg-Legged Sorcerer (W9) 415574 xp +10% <470001> CRT 1d10/I

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

Bunny the Thief! (T9) 196181 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 129795 xp +5% <160001> CRT 1d20/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp (-5’ mve)

            Missing eight teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Mad Ribbits (FY7) 142589 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 139558 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

            Missing ten teeth

Nara the Nearly Naked Purple Swami Girl (PS7) 78129 xp +5% <125000> CRT 1d16/II

Wraith Drained: -1 CON

Biff Bartley the Half-Orc Blackguard (HO7) 90624 <120000> +5% CRT 1d12/II

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

Sasha Plasha the Warden (R7) 94524 xp +10% <100000> CRT 1d10/III

‘BOB’ the Deadly Shade (N7) 61978 <90000> +5% CRT 1d16/II

Felix Ignatius Hemlock the once skeletal Sleuth (I7) 44911 <80001> +5% CRT 1d16/II

Mason the Canon of Yrrrg. (C6) 42360 <50001> CRT 1d10/III

Charles in Charge the Myrmidon (F6) 48411 <64000> +10% CRT 1d16/IV

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON)

Gurn Hammerhand the Dwarven Swordsman (D3) 8749 <8800> +5% CRT 1d12/III

Wendul the Thaumaturgist (W5) 37498 <40000> 5% CRT 1d8/I

Dolec Da the Hero (F5) 26998 xp +10% <32000> CRT 1d16/IV

            Missing five teeth

Camillus the Myrmidon (F6)  64872 <65001> +5% CRT 1d16/IV

Willy the Reformed Burglar (T4)  9503<9600>10% CRT 1d12/II

 

RESERVES

Yasser Imaphat the Djinn (D4) 30372 <32501> CRT 1d6/II – He didn’t want to come out of his lamp.

Greymin the Dwarven Hero (D5) 26295 <35000> +5% CRT 1D14/III – Gone Mining (Liwil)

            

Elapsed Campaign Time

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

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

Can we go a day without encountering basilisks?

Why would people colonize lands ripe with these damn lizards?

What else does this hex have in store for our murderhobos?

What is the life expectancy of a half-orc?

Tale of the Tape

Camillus and Bob got stoned

Exploration

1)    Location hex 14.21: Liwil Ã 14.22 (04008/03007/03006/03005 camp) commencement of clearing

2)    Micro session 14.22 Hex clearing (02006/ 02005/ 03004/ 03003)

KILLS

Mountain lion – parlayed  

Manticores (2) one slain the second escaped 

Basilisks (4)

Jekti (22) 

The ghost of Masam Nan 

LOOT

2000 pp

Silver broach 400 gp

Gold amulet 500 gp

Gold arm ring 1400 gp

Divine ring of spell storing: create water, neut poison, cure disease, speak w/plants

Wand of magic missiles (14 charges)

Friday 17 March 2023

Dinner with Goat Legs (Session 176)

 SESSION 176: The Dilemma of Stink-ville

Day 12 (14.22): Continued evening.

            “I thought these things smelled bad when they were alive”, was the consensus as the looting began. With that the A-Team both rummaged the joint and dragged the slimy troglodyte corpses out with them as they made their way back down to the ground floor. Additionally they collected the Stirgi known as Hooterix. Once outside Ding-Dong dialoged with the owl-folk as a number of things went wrong as the remaining outbuildings were inspected. First there was a super ooze and then a couple of the more valuable structures collapsed upon skeezy hobos but nothing to get a DM cheer. With the stable and smokehouse in ruins and not much to show for it beyond an ancient saddle the hobos elected not to see if they could also ruin the forge – “that thing is worth good money! Finishing with the stronghold for the time being our hobos and friend returned to the Rhagnar and his sailors at camp. Hooterix elected to travel with us back to Liwil and wait there for a wing of his folks traders appeared. On the return trip before things went sideways (check the next paragraph if you must) the Stirgi described where his village actually was providing another detail for the map of these still mysterious lands.

Day 13 (14.22 – 14.21): A fine day to travel.

The journey back to Liwil had a complication in the form of two nasty reptilian things with big glowing eyes. “What! I thought it was just a stupid name for a bunch of knights, how the hell lives around these damn things!?”, Bunny having been once turned to stone by a basilisk while crawling around Barrowmaze was not happy. To make it worse the way they moved erratically and a zeal for eating flesh made it very difficult to avoid quick moments of eye contact. Saffron fell to the ground first, luckily not breaking on the grass covered hill. “Little bug-bug!”, was the last thing we heard from Sloth before he too got stoned. The hobos rallied around this turn for the worse and pulverized the two creatures before packing away the two petrified companions. The sailors let out a cheer “None of us died – YAY!”

            The rest of the journey back to Liwil was uneventful. The sailors once more set camp along the outer west wall as their leaders decided it was time to meet the ambassador to the domain of Summers End in Faery - Wei-fan the rotund satyr, representing his countess Lorrandir of the Waning Days. His manse was an ornate yurt stitched from albino deer hides located just outside the walls of Liwil. As our band approached the yurt Wei’s attendants, four maybe not insane pixies really hard to discern most times, flew out to greet. Buzzing around and scolding us for being late to show. “But we never considered it before” “Move before you consider silly stinkers how do you expect to be on time?” “Great now taking life lessons from pocket maniacs”. Entering the yurt it was immediately noticed that it was even bigger on the inside and decorated with a wealth of rugs, tapestries and other fineries. “You almost missed it friends, you are lucky I was distracted by this hefty bottle wine. Come to the back your host Wei-fan is a master chef and he has cultivated an unnatural obsession with the foods of mortal man”. "Behold mortals!" Outside there was a massive and complicated wood-burning cookstove with copious amounts of raw ingredients awaiting the chef’s hand. “I do love hosting those with the potential of being interesting, don’t let me down mortals”.

            Wei-fan cooked our hobos ate as the discussion jump around many topics. There were two of note. First, that of Wei’s mission to strike an alliance between the domain of my Lady and the Knights of the Basilisk. “Beautiful Anven understands that with the beast-men enclaves being so very ripe in these lands the Knights have enough of a struggle protecting their immediate territory and it is only a matter of time until the creatures come for this very City and when it falls so will the interests of my folk. Her maddening father Baldicar lover of fae is an obstinate old fart, always reluctant to get involved beyond bedding the fair Elsael”. 

The second topic was regarding the two petrified hobos. “What would you not prefer to stand them up in some niche to be worn down over the ages until that magic day? No. Well I guess the Knights strange religion isn’t for all. Perhaps I could become interested in conducting a ritual under the moonlight of that waxing moon, it does have secrets to tell if you know how to listen, for it is a bit of a spy you know. How shall we get the moon’s attention I wonder….” Ding-We recognized this point in a conversation it was time for the sacrifice. He also knew he was likely only to have one shot at it and he didn’t have long as the fae are both prone to impulse, seal the deal quick like. Ding-We reached for his pile of gear and brought forth his exquisite staff of wizardry. “Interesting indeed, we have made a bar-goon! Look here moon, we have something to discuss beyond your dry cheese. Ha ha ha!”. 

A short time later. The dinner abruptly ended. “By the first light of dawn! Now off with you and stay interesting”. The band returned to their camp to once more plan the next step and how the heck to get a message to Carla and company regarding the perfectly placed stink fortress.

            

Team Denethix (TD): Ding-We, Saffron, Rahgnar, Raul, Bunny, Ramrod, Bimbles, Sloth, Biff, Bob, Charles and Camillus

Team Gormandia (TG): Steve, Carla, Boris, Nara, Dolec, Gurn, Mason, Felix, Wendul, Willy and Sasha along with Brett & Germaine

 

ROLECALL

Carla the Green High Priestess of TMB (C9) 261557 xp +10% <300001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the High Priest of GSS (C8) 226904 xp +5% <300001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Superhero (F8) 224140 xp +5% <240,001> CRT 1d24/V

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

            Touched from Beyond the Grave (Sloth): Eating disorder (x2 food) -5’ mve

            Blessing of Orcus (Consumption -1 CON)

Rahgnar the Dwarven Superhero (D8) 188997 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)

            Missing thirteen teeth  

Raul the Voyager (MD8) 200931 xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Lord (D9) 325124 xp +10% <400001> CRT 1d20/IV

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

            Lasting injury: -1 STR, mashed arm

            Wound: Bad leg (-5’ MV)

            Multiple Injuries: lost 25 teeth (7 remaining), drools a lot CHA -1

            Serious Injury: Brain Drain -2 INT                            

Ding-We the Peg-Legged Sorcerer (W9) 415574 xp +10% <470001> CRT 1d10/I

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

Bunny the Thief! (T9) 196181 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 129795 xp +5% <160001> CRT 1d20/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp (-5’ mve)

            Missing eight teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Mad Ribbits (FY7) 142589 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 139558 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

            Missing ten teeth

Nara the Nearly Naked Purple Swami Girl (PS7) 78129 xp +5% <125000> CRT 1d16/II

Wraith Drained: -1 CON

Biff Bartley the Half-Orc Blackguard (HO7) 90624 <120000> +5% CRT 1d12/II

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

Sasha Plasha the Warden (R7) 94524 xp +10% <100000> CRT 1d10/III

‘BOB’ the Deadly Shade (N7) 61978 <90000> +5% CRT 1d16/II

Felix Ignatius Hemlock the once skeletal Sleuth (I7) 44911 <80001> +5% CRT 1d16/II

Mason the Canon of Yrrrg. (C6) 42360 <50001> CRT 1d10/III

Charles in Charge the Myrmidon (F6) 48411 <64000> +10% CRT 1d16/IV

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON)

Gurn Hammerhand the Dwarven Swordsman (D3) 8749 <8800> +5% CRT 1d12/III

Wendul the Thaumaturgist (W5) 37498 <40000> 5% CRT 1d8/I

Dolec Da the Hero (F5) 26998 xp +10% <32000> CRT 1d16/IV

            Missing five teeth

Camillus the Myrmidon (F6)  64872 <65001> +5% CRT 1d16/IV

Willy the Reformed Burglar (T4)  9503<9600>10% CRT 1d12/II

 

RESERVES

Yasser Imaphat the Djinn (D4) 30372 <32501> CRT 1d6/II – He didn’t want to come out of his lamp.

Greymin the Dwarven Hero (D5) 26295 <35000> +5% CRT 1D14/III – Gone Mining (Liwil)

            

Elapsed Campaign Time

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

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

How do we let Carla know that she has a new stinky and decrepit stronghold?

Will we be mired in politics as dinner with Wei-Pan has finally given an opening?

How do our hobos fit into the geopolitical landscape of the Basilisk Hills?

When will the damn Worthless Northman longship hit the water?

Tale of the Tape

Location hex 14.22: 04005 (camp) 05004 (trogs) —> 14.21 Liwil

Saffron and Sloth petrified

KILLS

Ork raiding group 750

Nascent ooze (grey) godling 250

Basilisks (2) 1260

LOOT

25 pp

5648 gp

2481 sp

Quartz 50 gp

Platinum circlet 3200 gp

Potion of levitation

Dueling sword +1, +2 to AC (d4 rnds) 1/day

Gold ring set w/rubies: Fire resistance

Dagger +1

Real old magic saddle

Dryad tree – magic principal (3) 1000 gp each

Amethyst (2) 45 gp each 

Gems: 75,1000,100,50,250 =

Silver earring 10 gp

Friday 10 March 2023

Relic of the Past (Session 175)

 SESSION 175: An Interesting Discovery

            Day 8 continued (14.24à14.23): The gang decided to force the march and get to Liwil hopefully by nightfall. Double time maggots! A couple of miles later they came upon a lone Basilisk Knight. It was Sir Lettsil, whom was one of the higher ups – muckity muck type with a twist. His standard warning of traveling the hills by night was interrupted by the observation of Saffron. It seems that Sir Lettsil had a fascination with the Fae. He invited Saff to ride with him and babble in his ear incessantly. One not to pass up an open invitation to babble along with her mischievous intent to make hm regret it she dropped a frog on his head prior to landing on his shoulder, ready to unleash her lunatic asylum of a brain. The knight only gave a quick look back at the rest of the group as Ding-We’s questions went ignored, “You hobos better hurry up or they won’t let you in tonight”. He rode on just fast enough to make the gang have to work to keep up. Shortly over an hour later they had arrived at Liwil and were able to enter the stronghold under Letsil’s authorization. The knight graciously thanked Saff for her looney tunes and departed to stable his horse and retire. They had only gleaned one cryptic answer from him regarding the dryad tree, “She is often close to her tree but her sense of protection often causes her to ramble”. Our mob realized that there was no way the town could support their presence and so after making a delivery order with the inn they decided to setup camp just outside the walls and rest for a day. The double time march had been fatiguing and they still had a ways to go before reaching the Blood River. 

  Day 9 (14.23/Liwil): Clear, and the hobos just lounged around the camp outside of Liwil.

Day 10 (14.23à14.22): Clear, camp was broken and the horde pressed on to the north. Outside of encountering a patrol of knights that were able to minorly assist with fine tuning the course of travel. “Be wary of the beastmen they are ripe in the lands surrounding us”.

Day 11 (14.22): Another wide swing in temperature the day began hot and only got worse quickly. Travel would be a problem today for any wearing heavy armour. They decided remain camped hopping that the temperature would break tomorrow. Our hobos were sluggish but so were all other things. Nothing of interest until early morning when what was presumed to be a manticore could be heard in the air to the east.

Day 12 (14.22): Still damn hot but they wanted to press on. They made it about three miles before the heat wore on them and they camped once more when they discovered a rocky outcropping between hills. All was boring until that evening when noises and lights were seen to the east. It appeared that there was some sort of occupied structure less than a mile away. Bunny and Bob were sent on a reconnaissance mission. It was an ancient stone stronghold made by the hands of men whom have been gone for generations. The remnant of a collapsed empire.

The stronghold was now home to a mob of stench ridden troglodytes. There was a half-assed garrison at the front gate and very little going on in the courtyard. The sneaks reported back and it was decided that eradicating the reptilian like creatures would be the appropriate first step in securing these lands for colonization by civilized folk.

Rhagnar and a couple of others held the camp, having come to the realization that sailors break far easier than an accomplished murderhobo. Thus requiring a little more protection. 

Bunny and Bob lead the strike force to the lair. They came up with a sneaky little idea and hit the guards unawares. Sloth was both invisible and silent. He jumped into the midst of the trogs as missiles both pointy and arcane rained down on the monsters. The trogs were neutralized almost immediately and without any warning being released. The girls entered the courtyard to investigate the outbuildings while the rest observed from the gate. Stench and hanging meat of a clearly humanoid origin was all they found. Sometime during this period a raiding party of trogs stumbled upon the rest if the gang outside the gate. Once again silence covered the bloody endeavour. After this it was decided they would simply storm the keep. 

Immediately inside they ravaged another host of troglodytes and discovered the slave pens. There was only one captive, a Strigi clinging to life the other captives must have been the hanging meat noticed hanging within the smokehouse. Bimbles gave the Owl-person some healing and suggested they just hunker down until they had taken care of business. The hobos next found a stone stairwell that lead them to the further levels of the structure. They decided to go to the top floor and murder their way back down. 

This tactic almost immediately resulted in a boss battle and then the elimination of all remaining stinkers. After a few miscalculations and missteps the hobos proved no match for stinky carnivorous lizard-like men. The lair was cleared. The crew grabbed a break before they commenced with the looting. 

Looks like we have a stronghold and its location is almost perfect for linking the future domain of Gormandia to the Basilisk Hills. A very interesting and fortuitous discovery. Ding-We realized he needed to get a message to Steve and Carla in Helix. Plans were ever evolving as the gang explored the vast lands of the Basilisk Hills and the Lake of Abominations (Fig. 1).

             

              Figure 1: The road to Gormandia. Slightly modified version of M. Leback's 
               lands of BH and LoA hex crawls.Blood River is the dark blue line. 
               BM is Barrowmaze (20.24). Prospective stronghold locations Gormandia (13.19) 
               and Green Land (14.22).

   

ROLECALL (TG)

Team Gormandia (TG): Steve, Carla, Boris, Nara, Dolec, Gurn, Mason, Felix, Wendul, Willy and Sasha along with Brett & Germaine

Team Denethix (TD): Ding-We, Saffron, Rahgnar, Raul, Bunny, Ramrod, Bimbles, Sloth, Biff, Bob, Charles, Camillus and a load of sailors


Bimbles the High Priest of GSS (C8) 226904 xp +5% <300001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Rahgnar the Dwarven Superhero (D8) 188997 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)

            Missing thirteen teeth  

Raul the Voyager (MD8) 200931 xp +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) 415574 xp +10% <470001> CRT 1d10/I

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

Bunny the Thief! (T9) 196181 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 129795 xp +5% <160001> CRT 1d20/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp (-5’ mve)

            Missing eight teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Mad Ribbits (FY7) 142589 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 139558 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

            Missing ten teeth

Biff Bartley the Half-Orc Blackguard (HO7) 90624 <120000> +5% CRT 1d12/II

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

‘BOB’ the Deadly Shade (N7) 61978 <90000> +5% CRT 1d16/II

Charles in Charge the Myrmidon (F6) 48411 <64000> +10% CRT 1d16/IV

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON)

Camillus the Myrmidon (F6)  64872 <65001> +5% CRT 1d16/IV

 

RESERVES

Yasser Imaphat the Djinn (D4) 30372 <32501> CRT 1d6/II – He didn’t want to come out of his lamp.

Greymin the Dwarven Hero (D5) 26295 <35000> +5% CRT 1D14/III – Gone Mining (Liwil)

            

Elapsed Campaign Time

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

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

Have we just claimed a stronghold by right of warfare?

Can we get the stink out?

How do we get the stink out?

Is this the future site of Carlaville™?

Do these guys have any real treasure beyond shiny rock, bones and copper?

Tale of the Tape

Location hex 14.24/14.23/14.22: 04005 (camp) 05004 (trogs)

KILLS

Lots and lots of trogs.

            Regular (27)  

            Helods (8) 

            Boss Shangkrulta (1) 

LOOT

Nothing worth keeping so far.