Thursday 19 October 2023

Into the Brine Lord's Tomb (Session 220)

 SESSION 220: The Brine Lord’s Tomb

 

Once more into the not-so-dry dungeon in search of loot and maybe a solution to the red tide. 

 

Day 158 (12.20/0605): Rested up once more the gang intended to return to the soggy dungeon but they were distracted. There was still a corner or two of the cave network to explore. Second was an ambush by a pair of giant prawns that provide Slappy with a nice snack before it was realized that the beast was being colonized by the damned barnacles and would need to be released. Saffron was not happy to lose her water slide. A little while before these occurrences there was the first and somewhat more interesting discovery. It was the skeleton of a large giant chained to a pillar. About it wore a spiked crown that had fused to the skull due to a strange yellow and orange brain coral. The rock pillar upon which the giant was lashed there were hieroglyphs that told the story of a mighty sea captain and the giant. The take away being no matter how big you is don’t trust a pirate. For some reason this situation weirded out the whole gang far more than one would expect a non-animate skeleton to do. To resolve this they wacked the poor guy’s head off – plop – into the water it disappeared. They tried things for reasons only hobos know. Nothing outputted a result beyond the norm. We then finally got to the time when Slappy was released back into the big black sea and the gang returned to the secret trap door and returned to the tomb.

            The tide was beginning to return they figured they had about four hours before the complex was once more partially flooded. Once more they were greeted by the two mermaid/ shark statues and a bunch of exceptionally large red barnacles. The barnacles made no sudden actions.. but they were smashes on principle. Moving to inspecting the statues loot was discovered. One of the sharks had pearls for teeth and the chain shirt worm by the mermaid was real and of beautiful lineage. The noise immediately attracted a wandering golem made of driftwood. It did not have anything to say and just smashed until it was no longer able. Afterwards, during the pearl extraction, Ding-We decided to let loose a nasty bit of magic – cloud kill. He stood at the door way as a noxious black streams of smoke were emitted from his fingertips before forming a large bilious cloud of death that roiled away from him. “let that cook for a while and then we can go for a pleasant walk”, Dinger did not give an thought to the ethical nature of this decision. The cloud disappeared into the darkness, killing everything it came in contact with. 

 

            Leaving the chamber they were faced by another statue at the end of the corridor at the head of a T-junction. To the west was a door and the eastern passage extended into darkness. The statue once was of a regal man standing with outstretched arms before a crashing wave was now in a state of grotesque mockery. The red barnacles had colonized it covering it in ooze of various consistencies making the being appear to be melted. Someone got too close, most likely Bunny, and the statue spoke. Spoke a riddle as a matter of fact. This garnered a series of groans from our lunk-headed assembly. It took some effort but we got to the finish line and the statue opened a hand revealing a fist sized pearl fishing hook. Bunny yoinked it. Ding-We didn’t want to rush his toxic cloud so they decided to see what lay beyond the bedraggled door. 

            A large chamber that was home to a rather impressive statue of an octopus resting atop a very large ball. There was also another corridor that went north but the y decided to put some attention into the statue as they always think that it is just a matter of time until they attack. It did not. Rhags did notice something far more interesting. The ‘ball’ was actually a pearl, a real pearl. A really big pearl. So big in fact it would have taken a tavern sized oyster to create. He was enthralled but no one else seemed to care Carla and Ding-We redirected the troupe back down the corridor for some reason that Rhags could not figure, “It’s the world’s biggest pearl why ain’t we taking it. Are we not hobos?” he queried the gods whom were also not listening. 

 

They decided to return to the corridor and move east. Past a descending stairwell, a corridor going ‘south’, then a small empty chamber finally arriving at the end where steps ascended to a door devoid of water damage. “Looks like we may have found a safe harbour from a rising tide”, pointed out the one-legged wizard of id. They decided to back track and check out the other corridor while the environment was still relatively dry.  They came to a mangled door. It seemed more interesting than a simple corridor so in they went. After twenty feet east the passage turned south and began to descend eventually leading to another sea rotten door. Beyond was a water eroded room with even more statues. Feeling confident now that they had not been attacked by any of the previous statues. There was twelve at one point, now only nine remain. The gang got down to work. Well sort of. They looked at some and investigated others. A trap was sprung and some loot was found including a small chest full of good stuff and a cat shaped pendant on a chain that Charles took a shining to. Time had advanced during all this exploration and it was decided that it would be prudent to get back to the dry door and search for a possible harbour during high tide. 

 

Bunny with a little help from Steve opened the door revealing a large rectangular chamber, wonderfully free of barnacles and full of paintings – “Noooooo”, many MurderHobos. They knew passage through the chamber was the course of action but past experience turned them into a bunch of little scaredy cats. “Don’t look and don’t touch”, directed the wizard. No one argued. They moved through the centre of the room with heads down until they reached the door at the far end and got the hell out. 

A short corridor lead to landing with two stairwells one going up the other dropping down. They elected to check the lower passage before their feet were covered in water. The stairs ended at what was once a door. Beyond was a square room that was more of a water filled pit with a landing before a passage on each wall. Looking into the water it was clear it was deep and home to the never ending war between the jellyfish and red barnacles of Abyzou. It was decided that taking a dip was not the best idea. Instead they pulled out the folding boat and moved the group to the northern egress. There was a weird shimmering curtain of light. It was determined to be weird, like I said, but harmless. Beyond was a corridor with a series of alcoves the first of which housed kelp covered skulls. Hmmm, nope not yet. They decided to fall back to the eastern “dry zone” in hopes of finding a painting free rest area. 

 

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.

Sloth, Boris & Camillus rehab (correction of structural injuries) - COMPLETED

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

            Elapsed: 27 days

Elapsed Campaign Time

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

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

 

Tale of the Tape

Exploration Below

Location hex: 12.20

KILLS

Giant mantis shrimp (2) 

Driftwood Golem 

 

LOOT

Pearls (20) 50 gp each = 1000 gp

Golden Pearl large 500 gp

Treasure map!

Ruby 300 gp

Silver cat pendant w/ Sapphire eyes 200 gp

400 sp

300 gp

1100 cp

Potion of invisibility

Displacer Cloak

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