Wednesday 20 September 2023

Lost World of Murder (Session 217)

 SESSION 217: Sailing the Sunless Sea

Knowing that the show must go on they set sail only to quickly realize that there is no wind to be found on an underground sea.

Day 136 Continued (12.20/0605): Rest did not last long. The remaining clerics were alerted to a crunching sound coming from the underside of the ship. Ended up being giant termites undermining their repair works. Termites were introduced to death from above with a sharp object. 

Day 137 (12.20/0605): After completing the rest cycle the group finished patching up the boat and then pushed it back into the water – next stop an accursed island. The ship did not do much. The sail was flat. This would take some labour, probably why it has oar holes and requisite oars. Carla took the rudder, Bunny and Saff took lookout and the rest of the gang shuffled to a bench, grabbed an oar and got to work. 

The deep ones had pointed out that high above there were things that glowed ever so slightly in the cavern roof that could be used as a guide. “follow the markers of Dagon until the water bleeds and then go to its source”, recollected Carla. They began rowing towards the unknown in the silent inky blackness. 

A couple hours later the nothingness was broken as the water roiled and a group of blue-skinned half-man half-fish dudes popped up for a talk. The leader introduced himself as Hans Merman and he and his were looking for trade. Carla’s eyes lit up and she jumped off the rudder to get in front of the conversation. “Would you happen to have any sweet sweet alcohol especially yum yum rum? We have shells, fish and jewelry”. Carla deflated this was not the type of trade that got her juicy. Steve piped up, “we just found some rum”. “Dammit you muppet not the hooch”, came from a now grumpier Rhagnar. After some chit chat five of the six recently discovered bottles of mid-grade (any grade is good to a dwarf) rum were traded for a nice gold and pearl necklace along with some good info regarding what was going on in this subterranean sea. More details regarding the factions were revealed. The merfolk then gave adieu to their new friends and once more disappeared into the black sea. Our hobos rowed on across the glassy black sea following the strange luminance far above on the upper portion of this massive cavern. Rhags thought this was a good time to open the remaining bottle of mid-grade rum before some dingbat gave it away for trinkets. The bottle was enjoyed and nothing weird happened. However, a situation did arise when Rhags tried taking a piss over the side of the boat, he followed his stream into the drink and began sinking like the armoured rock he is. 


He did however have the wits to turn his gem of brightness on so we could all see him drown. Those aboard the ship watched as Rhags exited this world as it looked like another causulty was inevitable. But! Then slowly like molasses Ding-We formed an idea. He pulled out his wand of polymorphing and changed Steve into one of the blue fishmen. Steve-O-Merman plunged into the black waters and got to Rhags in a flash. He grabbed his chum and forced a dosage of water breathing potion down his gob now he had time to find away to get the bearded boulder to the surface. It was likely not going to work out but Bunny was quick to the trigger and shot the rope of climbing down towards the dwarf as Steve-Fish was racing to deliver the potion. Steve got Rhags on the rope and assisted with his assent. Getting the two back on board the alteration was ended and Steve was one more a hobo. Rhags was exhausted but was only afforded ten minutes, as Steve refueled, before rowing on for many hours until rest was needed by all.  

 

Day 138 (12.20/0605): All was dead quiet as they rested. Once more the oars broke the silence. They could now see the glowing red tide of Abyzou beginning to mix with the otherwise black water. They were getting closer to the island. A couple of hours later the red tide began to dominate the waters. It seemed that there was some sort of small polyp like creatures that were the source of the red ambiance. This was a good time for something twisted by the red tide to ambush our explorers. It did not come from the sea. It came from the ‘sky’. Danger knows no limits in this twisted world. A tentacle-faced wyvern type thing dropped onto the port of the ship and began making mayhem.

 

The silly bugger dropped right into the largely fighters portion of the rowing section and Rhags for one was itchy for some stress release. With a roar Rhags, Steve and Charles dropped the damnable oars before getting too much of a pre-beating. Mason not being a fighter got the short end of the stick and was pinned under one of the beasts mighty clawed feet. The ship shook, groaned and then began to crack, it was seriously considering giving up. 

Not much later they began to hear the guttural calls of numerous creatures. The island began to appear as a blacker area surrounded by the glowing red waters. The noises were sourced to a shark patrolled rocky atoll populated by sausage-like mammalian creatures with tentacled mouths and ripe with festering boils. They sailed past and began to circumnavigate the island in search of port.

Going around the “top” of the island nothing but steep cliffs. Bunny’s eagle did however spot a heavy rope dangling in the rocks. It appeared to be fastened to something atop the island. They brought the ship in for closer investigation. The cliff face was composed of jagged black rock covered in barnacles and slick with the somewhat viscous red tide. This may be the only way up and we know the water ain’t safe this should be evaluated. 

Bunny disembarked and scaled the rope. It was tied to the stump of a once sturdy tree, she was satisfied that the rope was heavy, well affixed and sturdy. Going back down the 40 or so feet to the ships level she relayed the info to the gang. Once the ship was anchored and secured Bunny ran the rope of climbing up the cliff along the side of the discovered rope as a bit of an assist and safety for the other doofuses. They all made it to the top. 

They stood in a strange forest of tall trees that sprouted long relaxed fronds from only the apex. The ground was mostly sandy but an eye was required to navigate as the sharp black rocks poked upwards here and there. While most of the group were figuring things out Bunny discovered a hollow in the stump. Inside she found some goodies stashed under some leaves. She grabbed a gnarly rabbit’s foot and presented the rest. Rhags, one not to learn any lessons in life, was amped to see another five bottles of rum. They pressed on, time to explore the island and find the rotten cultists.

Working their way down from the high point of the island a spectral entity appeared moving perpendicular to the group. Ding-We called out to the being. Things then went sideways. The spectral entity then noted our group and turned towards them a let out a harrowing scream. The sound cut to the bone and immediately aged Rhags, Bunny and Charles by a decade. Rhags were indifferent but the other two were traumatized. Fortunately their bodies survived the shock and did not drop dead on the spot. It was a malicious spirit. Carla jumped to the fore with her holy symbol ahigh. See called down the divine might to turn away the apparition. It worked and the spirit sunk back into the earth from whence it came. Bunny and Charles collapsed struggling to not let shock take them. As they stabilized the rest of the group contemplated their next move after one final detail is noticed. The creatures on the rocky outcrop could still be heard not all that far off in the distance, perhaps this island isn’t all that big. So where are the ‘bad guys’?

 

 

ROLECALL 

Carla the Green High Priestess of TMB (C9) 296582 xp +10% <300001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the High Priest of GSS (C9) 270698 xp +5% <300001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Lord (F9) 282057 xp +5% <360,001> 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)

            Injury: -1 STR from brutal arm shatter

Rahgnar the Dwarven Superhero (D8) 203046 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) 238829 xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Lord (D9) 352754 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

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

            Injury: -Crushed -8” H             

Ding-We the Peg-Legged Sorcerer (W9) 456405 xp +10% <470001> CRT 1d10/I

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

Bunny the Thief! (T9) 250189 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 153935 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 Ribbits (FY7) 173128 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 170997 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) 109599 xp +5% <125000> CRT 1d16/II

Wraith Drained: -1 CON

Biff Bartley the Half-Orc Blackguard (HO7) 101166 <120000> +5% CRT 1d12/II

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

Sasha Plasha the Warden (R8) 116826 xp +10% <200000> CRT 1d10/III

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

Felix Ignatius Hemlock the once skeletal Sleuth (I7) 47017 <80001> +5% CRT 1d16/II

Mason the Lama of Yrrrg. (C7) 57293 <100001> CRT 1d10/III

Charles in Charge the Myrmidon (F6) 55424 <64000> +10% CRT 1d16/IV

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON)

Gurn Hammerhand the Dwarven Swashbuckler (D4) 21514 <36000> +5% CRT 1d12/III

Wendul the Magician (W6) 43262 <80000> 5% CRT 1d8/I

Dolec Da the Hero (F5) 40244 xp +10% <64000> CRT 1d20/IV

            Missing five teeth

Camillus the Myrmidon (F7)  81443 <120001> +5% CRT 1d20/IV

            Injury: -1 STR from brutal arm shatter

            Injury: -5’mv from brutal arm shatter

Willy the Reformed Burglar (T5)  18256<20000>10% CRT 1d14/II

Chung-Li the Myrmidon Warlock (E6) 103411 xp <120000> +10% CRT 1d8/II

Brett & Jermaine Kobold Cooks & Eavesdroppers Extraordinaire 

 

RESERVES

BoB is the lone lawn ornament for the Basilisk Knights.

Boris & Camillus rehab (correction of structural injuries) for 14 days

            Elapsed: 7 days

Chung Li needs 12 weeks and a stack of coin to rewrite his lost spell book.  

            Elapsed: 7 days

Sloth rehab 14 days

            Elapsed: 3 days

Bimbles, dead as a doornail 

Elapsed Campaign Time

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

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

Just how safe is this red goop safe?

Where are the cultists so we can get this done?

Tale of the Tape

Charles got wacked in the noggin by a super-sized termite and lost 4 teeth

Mason, Rhags, Bunny – aged ten years by a malevolent spirit

Exploration Below

Location hex: 12.20

KILLS

Giant Sea Termites (5) 

Wyvern Tentacle Thing 

Ghost - Turned

LOOT

Gold & Pearl necklace 100 gp

Bottles of Rum (5)

Flint & Steel

Silver signalling mirror

Potion of Water Breathing

Gnarly rabbits foot

Friday 15 September 2023

Down the Murder Hole (Session 216)

 SESSION 216: Into the Bloody Hole

The contamination runs deep into the earth excising the malign influence is not going to be easy the portents are deadly.

Day 135 Continued Clear & Cold (12.20/0605): Returning to the evil altar chamber. It was time to smash this thing. Even with proper tools it took a couple of hours to wreck the thing and the final analysis was that the act was not enough to end the wicked influence across the lands. The hobos would have to descend into the gross butt hole that the slime-man-thing had been plugging. It was getting later in the day and so it was decided that they would have a full rest before continuing deeper.

Day 136 Unknown weather (12.20/0605): It was not a clean tidy hole but a red-stained foul and slimy hole. It dropped down for about 4’ to a landing before turning into a 5’ wide moderately steep (~3:1) tunnel descending into darkness. Fortunately,  or maybe not, iron handles had been installed in an offsetting wall to wall pattern. It looks like this chute sees some regular action. Steve took the lead and began the traverse. The handles were needed the tunnel had a high clay content making the constantly moist tube more than a little slick. The tunnel went a good long ways down (around 800’). The veritable bowels of the earth one might say. The tunnel opened into a chamber and the clay transitioned to sand, gravel and ancient shells. This seemed like almost like a beach. They could not fathom the size of the chamber but our hobos could feel its enormity. There light sources did nothing to dispel this sensation. Ding-We fell back on his usual plan for subterranean exploration – follow the wall until you walk all the way around the joint. There may have been some mumbles suggesting that the tried and true might not work this time but old one-leg paid no heed. 

They walked for some time without any noticeable arcing in the trajectory. They did however spot a speck of light off in the distance, deeper across the beach perhaps a mile. Course correction time. First the beach gently sloped down and then transitioned into rolling dunes. Perhaps at the halfway point as they walked down a dune they were ambushed by four giant crabs that hide below the sands at the bottom of the dune. Steve rushed in, he knew he was fighting for quality dinners in the upcoming days. “We are going to need more butter!”. The battle raged but good luck trying to beat ten hungry hungry hobos. After chopping up the crabs and stowing away the good bits they pressed on. 

 It took another 15 or so minutes to reach “the light”. It was a waning campfire. Approaching closer and getting some better illumination on the situation revealed a bunch of stuff. This was more than just a camp it was a base-camp. Crates and supplies were in  abundance. Oh ya and there were five robed corpses around the dying fire pit as well. The bodies were moist, slashed by apparent nasty law not too long ago. Maybe just an hour or so. Tracks were then seen. Webbed and clawed humanoid prints that lead off into the darkness. The team followed. A hundred feet later they came to a ship partially beached. Just beyond was the waterline gently lapping at the shore of this subterranean anomaly. Looking across the water their lights reflected back when they passed over a horde of eyes, glassy unblinking large and plate-like, just above the surface. The heads of these things, from what could be seen, were a sickening mix of amphibian, fish and man. Both groups did nothing. They watched and we watched back. 

Both the mind of the common murderhobo and that of deep things are often slow to process. After an extended pause the creatures acted. The leader spoke, with a frog-like croaking and bubbling voice, as they began to move forward, “Filth of Abyzou do you return to defile our depths further? We have killed those that came before you. You will be more food for Mother and Father! We shall protect Y’ha-gom-laothl”. This sounded like a fight to most, but Carla was wearing her universal communicator and heard more than just croaking. She stepped forward and responded with her own ribbits. Saffron found all this frog-talk hilarious. Carla explained that they despise the cultists of Abyzou as well and had killed some on the surface and had desecrated an altar. This caused pause or maybe it was other things lurking in the waters nearby.. “We know not what this Abyzou is but we believe it is a poison to our lands far above on the surface and intend to destroy its malignant influence”. 

The creatures disappeared under the surface for a long series of moments before the leader breached once more. “You hunt, we let you live, we watch, we always watch. Follow the blood tide to floating rock you find it there and other things”. “What other things?” “War for the rock. Sanguine red, jellyfish cosmic and Histrix. Red is poison, jelly is control, Histrix is war. Destroy Red plague and maybe others, we let you pass”. With that the creature disappeared under the surface. 

Factions begin to populate the board and our gang wonder what they have gotten themselves into.

Inspecting the ship it is clear that the deep ones had given it a thrashing after killing the goons and would require repair. Retracing back to the camp to see what could be found. The loot: a small pouch of coin, five briny smelling potions and a bunch of empty/ spilled broken bottles of rum. Rhags lamented the loss of any hooch, good thing they had found a case of rum topside in the initial caverns. Ding-We was indifferent to the potions, which he identified as water breathing, “I got a bunch of these”. After a short pow-wow it was decided that there was enough wood around the camp to repurpose for boat repairs. Returning to the ship along the waterline things went bad.

As the group moved along the surf three crocodiles of significant size attacked. The ambush was primeval in its excellence. Both Steve, Bimbles and Ding-We were trapped in enormous jaws and began receiving a thrashing. The gang jumped into the waters to prevent the monsters from escaping which would mean certain death for those locked inside the deadly maws. Steve was unusually astute and transformed his rod of lordly might into a ladder forcing open the crocodile’s mouth allowing him to roll out. Ding-We’s doom was allayed by a number of fortuitous blows from the other hobos in proximity. Bimbles however was not so lucky. The beast crushed down further and then shook. Bimbles broke in half and his lower portion was swallowed as his now lifeless upper torso dropped into the surf. 

All hands on deck at this moment as the crocodile began receding back into deeper water. They were able to kill it and the other crocodile before any further fatalities. The gang were messed up. Rhags, Dolec and Mason pulled the Bimbles killer onto the beach and opened it up to reclaim the cleric’s lower torso. The Bimbles bits were then stowed away within the portable hole along with a bunch of giant crab meat and some crocodilian belly. What's wrong with storing your dead alongside your dinner? They climbed aboard the ship to conduct healing, rest and to reflect for a spell.

 

ROLECALL 

Carla the Green High Priestess of TMB (C9) 296582 xp +10% <300001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the High Priest of GSS (C9) 270698 xp +5% <300001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Lord (F9) 282057 xp +5% <360,001> 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)

            Injury: -1 STR from brutal arm shatter

Rahgnar the Dwarven Superhero (D8) 203046 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) 238829 xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Lord (D9) 352754 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

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

            Injury: -Crushed -8” H             

Ding-We the Peg-Legged Sorcerer (W9) 456405 xp +10% <470001> CRT 1d10/I

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

Bunny the Thief! (T9) 250189 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 153935 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 Ribbits (FY7) 173128 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 170997 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) 109599 xp +5% <125000> CRT 1d16/II

Wraith Drained: -1 CON

Biff Bartley the Half-Orc Blackguard (HO7) 101166 <120000> +5% CRT 1d12/II

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

Sasha Plasha the Warden (R8) 116826 xp +10% <200000> CRT 1d10/III

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

Felix Ignatius Hemlock the once skeletal Sleuth (I7) 47017 <80001> +5% CRT 1d16/II

Mason the Lama of Yrrrg. (C7) 57293 <100001> CRT 1d10/III

Charles in Charge the Myrmidon (F6) 55424 <64000> +10% CRT 1d16/IV

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON)

Gurn Hammerhand the Dwarven Swashbuckler (D4) 21514 <36000> +5% CRT 1d12/III

Wendul the Magician (W6) 43262 <80000> 5% CRT 1d8/I

Dolec Da the Hero (F5) 40244 xp +10% <64000> CRT 1d20/IV

            Missing five teeth

Camillus the Myrmidon (F7)  81443 <120001> +5% CRT 1d20/IV

            Injury: -1 STR from brutal arm shatter

            Injury: -5’mv from brutal arm shatter

Willy the Reformed Burglar (T5)  18256<20000>10% CRT 1d14/II

Chung-Li the Myrmidon Warlock (E6) 103411 xp <120000> +10% CRT 1d8/II

Brett & Jermaine Kobold Cooks & Eavesdroppers Extraordinaire 

 

RESERVES

BoB is the lone lawn ornament for the Basilisk Knights.

Boris & Camillus rehab (correction of structural injuries) for 14 days

            Elapsed: 5 days

Chung Li needs 12 weeks and a stack of coin to rewrite his lost spell book.  

            Elapsed: 5 days

Sloth rehab 14 days

            Elapsed: 1 day

Elapsed Campaign Time

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

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

Can we trust those deep things to let us pass?

How big is this cavern?

How big is this ‘lake’, or is it an underground sea?

Should we be storing the Bimbles bits with the food reserve?

Tale of the Tape

Bimbles torn asunder by a killer croc.

Exploration Below

Location hex: 12.20

KILLS

Giant crabs (4) 

Giant crocodiles (3) 

LOOT

75 gp

Potions of water breathing (5 w/2 doses each)

Saturday 9 September 2023

Ritual Murder (Session 215)

SESSION 215: The Ritual


We finally move to address the blight that has been festering just over there and find something deeper…

Day 133 - 135 Clear & Cold (12.20/0704/0605): A couple of days of rest at the ferry camp before the latest iteration of the crew set out to resolve the blighted sub-hex. Bunny had the crew setup her pavilion just beyond the contaminated influence as the three clerics entered the area to set up the ritual of purification. They could immediately feel the sickness, Mason even had a spontaneous nose bleed. They ignored the malady and set up a triangle of holiness to commence the ritual. Before them a stack of items carrying varied enchantments, including the wicked and powerful longsword – Burner. They began. Conduits opened between higher beings and the clerics. The offering pile began to glow as the ‘gods’ began to slurp up the magical essence of the items like great cosmic mosquitoes. 

The clerics had anticipated that the ritual would take a day and would likely irritate the malign influence that held this sub-hex. The rest of the gang were tasked with protecting the ritual from disruption. It only took a couple of hours before the blight took form. Seven grotesque human/ scorpion hybrids. Armed with polearms and bows they launched missiles from afar targeting the clerics.  That could have screwed things up quick but the three hunkered down clerics were like three iron bunkers largely impervious to anything that wasn’t a ‘dead-eye’ shot. The rest of the squad leapt to action. Charging across the wasteland towards the aberrations. All were immediately somewhat sickened upon entering the blighted lands. Ignoring the sickness they closed into combat. The scorpionoids were able to launch another volley and again the clerics were unharmed – lucky. The creatures stood at almost 12’ in height and swung their polearms in mighty arcs while their deadly stingers lanced down as the hobos closed into melee. The man-monsters were proficient fighters but could not penetrate the heavy armours of the front-line tanks with their stingers. The warrior-hobos pressed. Slowly, one by one the foul beings were dropped until the hobos once more cheered their victory. Before the ritual ended there was another assault by creatures of whatever malign influence held sway over this area. This time it was three giant scorpions. Way out numbered they were neutralized quickly and efficiently. Once again not having to ‘save vs. death’ is a great way not to die by poison.

The ritual concluded and the clerics were a little cheesed with the outcome. Their gods had elected to point them in the right direction rather than simply turning the evil off. 

MORTALS. 

YOU ASPIRE TO BECOME THE ARROW THAT TEACHES. 

THE EMBODIMENT OF VIRTUE. 

THE CARRIER OF LOGOS. 

VOYAGE INTO UNCHARTED EXPANSES AND WAGE WAR ON THE LOST GODS. 

BRING OUR LIGHT TO THOSE OF DARKNESS

Bimbles was really looking forward to other things but let out a defeated grunt and relayed the situation to the rest of the mob. “See that over there, the big column of holy light? We gotta go there to resolve this matter. Give a man a fish…”. With that they packed up camp and then marched forth across the wasteland to the marker. There was a cave somewhat hidden in a boulder cluster along a slope not far from the river’s edge. Looking in they were greeted by a fowl stench and some reddish discolouration, perhaps slime based, oozing out of and into the cave. The entrance lead to a number of small chambers before reaching a terminus where a ladder that lead deeper was found. Before that discovery there were four chambers all of which showed signs of human(oid) occupation. One if which was home to an altar of evil!

Returning to the ladder they descended further. They landed in a small chamber with a corridor that went off into the darkness to the west. Following the corridor lead to another chamber, wet and stained with reddish slime. In a pool of water at the back was a twisted and disgusting entity that lorded over two corpses covered in tiny crabs looking for morsels. Unbeknownst to our hobos the thing was Daothog Slime Reincarnated. It was once a man but now it is warped, twisted and mutated. Tentacles and a semi transparent gelatinous shell that revealed the mockery of man deep beneath. It attacked mindlessly sending forth tentacles and pseudopods. A vile way to live and a worse way to die. There is no mercy in the stars and no hope for man. Killing it may have been a mercy for something that had felt the touch of god or maybe it lived in the bliss of constant suffering we will never know.

For some reason, once the godling had been destroyed, Carla directed the corpse to be drawn from the chamber. Dislodging the creature from its nest resulted in the immediate sucking noise from the pool upon which Daothog lived. There was a hole underneath, no longer plugged and hidden by the blob. As the water drained through it became obvious that this was the gateway to another place.

The revealed tunnel was like a weeping sore. It was unsightly and a little more than simply just disgusting. The gang looked for ways to stall the inevitable descent into what could be called (we shall call) the Devil’s anus. “Hey why don’t we smash that altar? That must be the source of the massive disease upon these lands definitely whatever is found at the end of this slimy red stained hole!” “Ya ya ya! Toots ma groots that is the proper answer!” and with that they left the Devil’s gross and weepy butthole and went beak up the ladder to the Altar of Abyzou. 

 

ROLECALL 

Carla the Green High Priestess of TMB (C9) 293571 xp +10% <300001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the High Priest of GSS (C9) 267687 xp +5% <300001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Lord (F9) 279046 xp +5% <360,001> 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)

            Injury: -1 STR from brutal arm shatter

Rahgnar the Dwarven Superhero (D8) 200035 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) 238829 xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Lord (D9) 352754 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

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

            Injury: -Crushed -8” H             

Ding-We the Peg-Legged Sorcerer (W9) 453394 xp +10% <470001> CRT 1d10/I

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

Bunny the Thief! (T9) 247178 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 153935 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 Ribbits (FY7) 171622 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 170997 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) 109599 xp +5% <125000> CRT 1d16/II

Wraith Drained: -1 CON

Biff Bartley the Half-Orc Blackguard (HO7) 101166 <120000> +5% CRT 1d12/II

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

Sasha Plasha the Warden (R8) 116826 xp +10% <200000> CRT 1d10/III

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

Felix Ignatius Hemlock the once skeletal Sleuth (I7) 47017 <80001> +5% CRT 1d16/II

Mason the Lama of Yrrrg. (C7) 55787 <100001> CRT 1d10/III

Charles in Charge the Myrmidon (F6) 53918 <64000> +10% CRT 1d16/IV

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON)

Gurn Hammerhand the Dwarven Swashbuckler (D4) 21514 <36000> +5% CRT 1d12/III

Wendul the Magician (W6) 43262 <80000> 5% CRT 1d8/I

Dolec Da the Hero (F5) 38738 xp +10% <64000> CRT 1d20/IV

            Missing five teeth

Camillus the Myrmidon (F7)  81443 <120001> +5% CRT 1d20/IV

            Injury: -1 STR from brutal arm shatter

            Injury: -5’mv from brutal arm shatter

Willy the Reformed Burglar (T5)  18256<20000>10% CRT 1d14/II

Chung-Li the Myrmidon Warlock (E6) 103411 xp <120000> +10% CRT 1d8/II

Brett & Jermaine Kobold Cooks & Eavesdroppers Extraordinaire 

 

RESERVES

BoB is the lone lawn ornament for the Basilisk Knights.

Boris & Camillus rehab (correction of structural injuries) for 14 days

            Elapsed: 5 days

Chung Li needs 12 weeks and a stack of coin to rewrite his lost spell book.  

            Elapsed: 5 days

Elapsed Campaign Time

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

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

Tale of the Tape

Exploration

Location hex: 12.20

KILLS

Scorpionoids (7) 

Giant scorpions (3) 

Daothog slime reincarnated 

LOOT

Gems (14) 2940 gp

Jewelry (10) 11300 gp

Bottles of mid-grade rum (6) 2% chance of mutation

4500 gp

Rubys (2) 500 gp each

+1 2h Sword

Sunday 3 September 2023

Plugging the Carrion Hole (Session 214)

 SESSION 214: One Last Stone Before We Go

 


Sticks and mostly stones will break their bones.

Day 132 Continued (12.20/ 0305): They were now exhausted. Falling back from the carrion crawler sex den they decided that this whole area should be sealed and they would not be exploring the deeper level(s). Falling back to the ork barricade they rebuilt it and left a stinking cloud before heading back upstairs to rest in Giant Tom Arnold’s love shack. Strange how our grubbers spend so much time in other folk’s dens of iniquity, probably perverts just like the dwarves.

Day 133 Clear & Cold (12.20/0305/0206à0704): The rest cycle passed and the gang once more went into the dungeon. This time to really make an effort to seal the caverns off sufficiently enough to prevent any denizens of the deep from escaping prior to burying the stairwells. Ding-We called forth an earth elemental to assist with the destruction and it looked pretty good. The gang did one more round of chamber searches to ensure nothing of value was left behind in the longhouse. They did find a couple of magical warhammers, one of which spoke a nifty catch phase every time it was handled. that had been hidden in the arsenal room so the time was well spent. 

Triumphant, our weirdos left the steading to finally explore the stone keep upon the granitic tor. It appeared unchanged from the last observation. Saffron flew up to the roof to get a closer look. It was rather easy as it was actually only a stone skeleton. Oddly the weathering of the ages consumed all materials accept for the stonework which was in immaculate condition. Saff was able to get a full view all the way to the ground (tor) floor. Nothing living to be seen, she reported back and the gang proceeded up the entry ramp and into the structure. 

The stronghold had been used by the ogres as a farm processing station. Eggs, meats, skins, and the assorted apparatuses associated with such works. Some searching for loot later some coin a scroll and a strangely intact robe. With some work and a lot of timber this structure would make a fine stronghold/ barrack to maintain influence on the far side of the Blood River.

It was time to finally clear the last of the giant related sub-hexes. This was a good time for one more encounter with hill giants. There was a trio of the oafs and they somehow surprised our hobos with a volley of boulders. The mob went into a defensive posture awaiting the giants arrival into melee. However, the big goobers were stinkers. They held their distance and kept throwing boulders. The mob knew that sooner or later one would inflict some serious crushing damage. It would be up to the party to close in and bring the giants down. Spells were released and the horde charged up from behind the arcane fireworks. It doesn’t take long to bring things to a conclusion when you are surrounded by murderhobos. 

They were well rewarded. The giants were flush with loot and goodies. Feeling good our mob once more returned to the Gormandia Ferry to prepare for the long overdue resolution of the blighted hex.

 

ROLECALL 

Carla the Green High Priestess of TMB (C9) 290088 xp +10% <300001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the High Priest of GSS (C9) 264204 xp +5% <300001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Lord (F9) 275563 xp +5% <360,001> 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)

            Injury: -1 STR from brutal arm shatter

Rahgnar the Dwarven Superhero (D8) 200035 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) 235346 xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Lord (D9) 352754 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

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

            Injury: -Crushed -8” H             

Ding-We the Peg-Legged Sorcerer (W9) 449911 xp +10% <470001> CRT 1d10/I

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

Bunny the Thief! (T9) 243695 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 153935 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 Ribbits (FY7) 169881 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 169256 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) 107858 xp +5% <125000> CRT 1d16/II

Wraith Drained: -1 CON

Biff Bartley the Half-Orc Blackguard (HO7) 101166 <120000> +5% CRT 1d12/II

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

Sasha Plasha the Warden (R8) 116826 xp +10% <200000> CRT 1d10/III

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

Felix Ignatius Hemlock the once skeletal Sleuth (I7) 47017 <80001> +5% CRT 1d16/II

Mason the Lama of Yrrrg. (C7) 55787 <100001> CRT 1d10/III

Charles in Charge the Myrmidon (F6) 53918 <64000> +10% CRT 1d16/IV

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON)

Gurn Hammerhand the Dwarven Swashbuckler (D4) 21514 <36000> +5% CRT 1d12/III

Wendul the Magician (W6) 43262 <80000> 5% CRT 1d8/I

Dolec Da the Hero (F5) 38738 xp +10% <64000> CRT 1d20/IV

            Missing five teeth

Camillus the Myrmidon (F7)  81443 <120001> +5% CRT 1d20/IV

            Injury: -1 STR from brutal arm shatter

            Injury: -5’mv from brutal arm shatter

Willy the Reformed Burglar (T5)  18256<20000>10% CRT 1d14/II

Chung-Li the Myrmidon Warlock (E6) 103411 xp <120000> +10% CRT 1d8/II

Brett & Jermaine Kobold Cooks & Eavesdroppers Extraordinaire 

 

RESERVES

BoB is the lone lawn ornament for the Basilisk Knights.

Boris & Camillus rehab (correction of structural injuries) for 14 days

            Elapsed: 2 days

Chung Li needs 12 weeks and a stack of coin to rewrite his lost spell book.  

            Elapsed: 2 days

Elapsed Campaign Time

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

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

How is the stone in such perfect condition?

Have we realized that as long as the hex is not cleared we are going to be bonked by giants?

Will the magical chain be used?

Is there actually a larger thing going on with these giants or is this just what they are normally up to?

Tale of the Tape

Exploration

Location hex: 12.20

KILLS

Hill Giants (3) 

LOOT

Warhammer +2

Warhammer – one liner

Robe of blending

Scroll: dimension door, wizard eye

1000 sp

18000 gp

Gems (7) 2170 gp

Jewelry (8) 9000 gp

Potion of animal control

Ring of protection +1 silver with inscribed (small shield) ruby

2H Sword +1 Light

Trident +1 Fish command

Scrolls: pro magic, pro lycanthropes, pro elementals