Saturday, 21 December 2024

Eject! Escape from the Prison Crab (Session 277)

SESSION 277: Siege on the Gangrenous Pt. 24 – Crab, Crabbing and You

In search of escape from the Dreamlands we drive the hex-crab towards the Gates of Sleep.

Day 231 Continued (Spire): The gang made their way back to the control room and grab an evening’s rest before Raul spearheaded the crab drive.

 

Day 232 Crab Control (Spire): This morning began with the crab was rampaging to the NE. Raul was able to get control and turn the thing around. And so the journey south to the vicinity of the Gates of Sleep commenced.

 

Day 233 Crab Control (Spire): Raul consumed some most likely contraband beverage (Sleep-B-Gone) that allowed him to keep on truckin’.

 

Day 234 Crab Control (Spire): Driving under the influence. As luck would have it, nothing stops a six mile in diameter crab. 

 

Day 235 Crab Control (Spire): Rammer tried driving the thing today. It did not work out, the crab instead crawled as it chose. This conveniently had it continue crawling along southward bound.

 

Day 236 Crab Control (Spire): Heavy hands on the stick resulted in Raul getting a stern zapping. The crab decided to do nothing today.

 

Day 237 Crab Control (Spire): After travelling through mountains, hills and desert we entered into a forested zone. Ike speculated that the ‘drop zone’ (thick magical forest) was a day away. That evening, it wouldn’t be time in the Spire without an attack by Mad Druids. They trickily undermined the webbing sealing one of the doors and then provided a bit of irritation before dying by the sword.

 

Day 238 (CrabàDreamlands): The forest had gotten rather thick and magical-like. Ike was convinced that the Gates were definitely within a day of hiking to the south. 

It was jump day! 

Raul was able to redirect the kaiju to a SE bearing. The gang made their way to the western edge of the hex-crab.

They had a plan that involved a whole lot of levitation a bit of flying and some feather falling. The question on all minds was “are we just going to be sucked back up again?”.

Spells were uttered and potions quaffed – JUMP!

The crab just kept crawling and crawling and crawling. It did not send out the vacuum tubes. Our B-Team was back on terra firma. They then made a run just in case the crab changed its neural net pattern of behaviour.

That evening an eagle eyed, or just lucky, Ramrod caught a giant mantis moving into ambush position. It put up a strong fight before providing a whole bunch of ‘meat’ for the following day. It tastes like lizard!


Day 239  (Forest): An uneventful day of travel through the thick but increasingly pleasant forest as the hex-crab could be heard like thunder somewhere in the distance.


Day 240 (Forest outside Yibbda): Later in the day they came upon Yibbda the idyllic hamlet. Home to a plethora of talking forest creatures and disoriented new arrivals to the Dreamlands. They learned that they were a meager six more miles from the Gates of Sleep. “Just follow the path! Yes! Just follow the path!”, was the beginning of relentless song from a quickly growing host of animals. “Nope, we ain’t going through that all night”, was Boris’s edict that received more than a few “Ayes” in support. The group didn’t want to be surrounded by chatty mice and such so they camped a ways into the forest, just far enough not to be tortured by singing animals.

 

Day 241 (Gates of Sleep): The walk to the gate was pleasant. They reached the destination by midday. Ike brought them to an archway created from entwined trees that held a stairway to heaven. “Well.. it was sorta nice knowin’ ya. Waahg! Would been nicer to find some more moon-stones. We just gotta walk up these steps”, Ike marched in and the rest followed. All dreamed of home – finally. 


The stairs moved up and through the trees that seemed to be impossibly tall and then a tunnel could be seem ahead of Ike. The duck got closer and closer while the rest of our band just seemed to keep walking as Ike got further away from them and began to fade from existence. Ike was gone but the rest of the gang couldn’t get any closer to the tunnel. Something was not working. Wendul figured it out, “Hoi-glavin! We are not sleepers like Ike was. This gate is only for sleepers!”. They turned around and found themselves back in the glade in what seemed just a dozen or so steps. Doh! The gang had a sit down to figure a plan. 

During this time folks kept showing up. Some in their bed dress others more prepared and certainly less confused looking. Raul and Boris approached one of these ‘prepared’ folks and tossed some questions. They got some answers.

The journey was not over. They needed to see an immortal sage named Keczarr Du who governed Pascdak a city on an island in the Bay of Dreams. To get there they would need to travel to the coastal city Atthra to book passage upon a ship. How they get there was open to debate. Mostly because it likely meant going back to the chatty animal village Yibbda.

With at least couple more hours of daylight they dusted themselves off and began walking back to the hamlet of the forest folk.

 

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

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


Elapsed Campaign Time

(674 b) days at beginning of session 

675a (from Session 264) (also applies to recuperation) 

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

Are we getting any closer to escape from the Dreamlands?

Should we have accepted the Demon’s offer of escape three plus weeks ago?

What the hell is with forest folk always singing?

Where did the crab go?

Was it smart to just let the crab go off on its own?

Tale of the Tape

They got off the crab!

Ike walked back to the waking world.

KILLS

Mad Druids (4) 

Giant Mantis  

LOOT

empty

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