SESSION 271: Siege on the Gangrenous Pt. 20 – Time to Run Away?
The Tower of Salaisuus continues to whittle down our hobos one small cut at a time.
Day 207 (Crab-WildsàSpire): Standing around a creepy gently pulsating chamber with a gnome and his pet mole taking about shit and stuff. The band deliberated their next step. Back to Jones town? Hunker down here? Split the party? They chose number three. Sloth, the other injured and a few extra guards would hole up in the chamber with the help of the crab shells and some arcane webbing at the destroyed door. Sloth ended up being only mostly useless as he made a great door stop against one of the six foot diameter shells blocking the passageway, if anything got past Sasha’s net of snaring. Boris and an exploration team headed off into the unknown down the passage.
They came to another door, this time ajar, or they could continue in the passage. The door was a more comfortable choice versus clearly walking down a living tunnel with no vestige of a conventional dungeon.
First they ran into another screecher then entered into an unusually dark and meaty chamber. Flaps of skin like substance dangling from the ceiling, a pair of throbbing tubes ‘plugged’ into the wall merging into a singular fleshy tube going down another corridor and a blacker than black rift in the ceiling that may perhaps be the source of a faint and distant clicking noise not dissimilar to what was heard when they first entered the fleshy dungeon. Cautiously entering the chamber they began to search this was greeted by a pair of rather large pinchers coming out of the black rift above. Versamage and Boris engaged the pinchers while Raul and company fished a scroll out of one of the fleshy hangings. He slipped it into a pouch and promptly forgot about it. The fight seemed to be a bit of a stalemate so they darted off down the corridor following the flesh cord.
The tube wriggled its way down the corridor leading to a very fleshy tube laden chamber a cord nest it would seem. Other cords of various sizes sprouted from the walls with a huge one blocking another corridor out. They all pulsed like great shots of fluid were passing through. Humid, slick and gross has never stopped murderhobos from looking for loot. They were rewarded with three sizable pulsating gems. Boris was taken by then and forecasted decent value to each. High-fives! They didn’t have the guts to mess any further with the fleshy cords so they decided to make a dash back to the corridor beyond the riff room. They were quicker than the pinchers. Raul did not navigate the immediate right turn out of the pincher room and hit the wall. He did not bounce off like he should have and it was cold to the touch, both not signs of a living dungeon. Something was amiss. Something a mega-dungeon explorer must most certainly observe as an irregularity – a secret door! It was camouflaged in colouration and by dangly bits of fleshy stuff. A little investigating Raul concluded that it was a sliding door. A little fiddling and it was open.
They were greeted by a deep coldness and humming noise coming from a hidden chamber. Not only cold but weird. Shining a light on the unknown, they saw a frozen human behind a sheet of ice covered glass in between the mob and the machine. Interesting. Raul worked his way around the pane and man-cicle (in wizard clothing) to the contraption. It seemed to be the source of freezing Raul surmised. Too bad Sloth wasn’t here he would have been surprised by this. Unfortunately, no one present seemed shocked by this ‘discovery’. Raul decided to put his head together with Boris, Herbert and Wendul to figure out how to shut the machine down and potentially free the frozen fellow. They succeeded without blowing themselves up – poop. The ice began to melt away from the dude in an exceptionally expeditious manner.
Ice-man opened his eyes and then proceeded to curse our merry band. “You idiots! You have interrupted the process. What have you done to me? Foooooollllssssss”, and with that the once mighty wizard Salaisuus dissolved into nothing. “Oops. It was a boring conversation anyways..”.
Leaving the chamber feeling a little bad about melting Salaisuus they decided to fall back to the base chamber. Not far down the corridor a ruckus could be heard. A trio of Mad Druids battled a quad of screechers. Boris had a silly dream of befriending the lunatics…not even Crom knows why. They decided, were directed, to intervene on behalf of the environmental activists. After taking care of the screechers the explorers were greeted with the anticipated accolade. The druids cried, screamed and gnashed their teeth. The gang continued to not be welcome in their (the druids) sacred territory for any reason whatsoever. The druids then ran away. The hobos did not pursue as Versamage had sustained a broken arm in the combat that required immediate address, it was her sword arm after all. Ten minutes later they fell back to base (once an ointment stitched Versamge’s arm back together).
Sasha’s net had a catch. It was the three mad druids, all full of piss and vinegar. What to do? What to do? They bound them up and dragged them into the chamber. Boris once again tried to milk them for info but lunatics give as lunatics. The gang was feeling the slow burn of mounting injuries and once more deliberated on the next step. Raul came up with an idea. His rainbow belt could cast a single illusionist spell from the fifth circle of illusion daily. He would utilize ‘time flow’, to accelerate time within the chamber and provide the gang with some extra rest and recovery. Fifty-four hours rushed by in the course of a normal rest cycle. Sloth’s hands we improving but still not ready to rumble. The rest of the group had slightly better scabs on their wounds.
They would press on. It was time to scale the yucky slope just beyond the door.
The B-Team: Boris, Ramrod, Raul, Sloth, Willy, Sasha, Wendul, Gurn, Ike, Katre, Herbert, Camillus & Lady Versamage
ROLECALL
Raul the Voyager (MD9) 267070 xp +10% <360000> CRT 1d12/III
Fezzi-Gig (Neut: XXXX) Sword
Serious wound: permanent loss of CHA -4,
Removed one of his own nostrils.
Boris the Dwarven Lord (D9) 368995 xp +10% <400001> CRT 1d20/IV
Serious wound: permanent loss of CHA -3, carved up face
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)
Ramrod the Cloned Magsman (T9) 176176 xp +5% <280001> 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
Sloth the Bopper (L8) 179451 xp +10% <XXXXXX> CRT 1d20/IV or 1d6/G (vs. s, m)
Missing ten teeth
Sasha Plasha the Warden (R7) 125280 xp +10% <200000> CRT 1d10/III
Gurn Hammerhand the Dwarven Swashbuckler (D5) 29968 <36000> +5% CRT 1d12/III
Wendul the Magician (W6) 51716 <80000> 5% CRT 1d8/I
Camillus the Myrmidon (F6) 54987 <64001> +5% CRT 1d20/IV
Willy the Reformed Burglar (T6) 30104 <40000>10% CRT 1d14/II
Agolloch the Eye of Purity (Lawful; XXXX) Sword
Ike the Duck (DF6) – AVATAR form.
Katre Elf-Girl and Swordsman Conjuror (E3) 10157 xp <16000> +0% CRT 1d8/II
Lady Versamage Knight Errant (K6) 60000 xp <85000> +5% CRT 1d16/IV
Herbert the Gnomish Trickster (G3) 10500 xp <12000> +5% CRT XXXX
RESERVES
Elapsed Campaign Time
(651 b) days at beginning of session
665a (from Session 264) (also applies to recuperation)
Join us for session Two-Hundred-and-Seventy-Two when we ask the questions:
Is there a way home somewhere in this mad mad mad place?
Why won’t these activist druids hold a civilized discussion with us?
What is up with all the gross tube things are they serving a purpose for the crab or something else?
Can’t the damn druids mop up this gross fluid all over the floor?
What lurks atop the slimy nodule covered slope?
Tale of the Tape
Sloth still out of commission due to his scorched hands
KILLS
Screechers (5)
Mad Druids (3)
Non-kaiju Sized Hex-Crab – avoided and dodged
LOOT
Pulsating gems (3) 300 gp each
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