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.

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