Friday, 27 December 2024

I Would Gladly Send You Home Tuesday for a Murder Today (SESSION 278)

SESSION 278: Siege on the Gangrenous Pt. 25 – Not Done Yet

Travelling to Pascdak to petition the immortal sage, reciprocity is the order of the day. Better be quick as the hex-crab continues to terrorize the local lands. 


Day 241 Continued (Gates of Sleep): They got about halfway back to Yibbda before they needed to camp. They camp collected a group of strangely observant cats of the house type variety. They seemed smart but for some reason never offered up any conversation. By morning the cats were gone.


Day 242 (YibbdaàEnchanted forest): Arriving at Yibbda they filled their flasks and negotiated a sack of nuts from a group of squirrels. Ramrod was not amused by their demand for gems. After getting some directions on how to find the coastal city Atthra from a deer-like forest folk they started out along the ‘Emerald Carpet’ that connects the enchanted forest to the trade road. The day and night were pleasant. 


Day 243 (Enchanted forestàforest road): The emerald carpet began to fade as the boundary to the enchanted fell behind. They found the road with relative ease probably helps that Sasha was jazzed to be doing her job in the proper environment once more.


Day 244 (forest roadàAttha): Things were certainly less enchanting in the regular forest. First they discovered, well intersected with, the hex-crab’s paths of destruction. Spaced, not surprisingly about six miles apart great ruts a couple of hundred feet wide taking a little work to climb in, traverse and then climb out. Inside the second track Sasha spotted tracks. Giant-sized and humanoid looking to be three entities heading further south within the crab rift. Boris and Raul, even though they were treasure hungry, decided to ignore the likely walking loot bags. 


The forest began to thin and transition to the grasslands that roll down to Attha and the seashore. First things first though. Ahead were four barbarian type guys- drinking, shouting and swinging axes about were coming our way. When they caught sight of the hobos they turned on the bully behaviour. They were fixing for a fight and did not gave an oink about number differential. They were wereboars and they wanted gore. Fast and bloody just the way Camillus likes it. Blood all over but only oinker-berserkers inert. Ramrod looted the corpses finding only four meager gems, “Deadbeatsss”.  They pushed on, the city was not much farther.

Before reaching the Attha they encountered a squad of soldiers in the grasslands. The soldiers were affable chaps and provided a ‘writ of admittance’. The document got them into the walled city. Now they needed to book passage in a place where a lot of other folk were thinking the same thing. Actual passenger spaces were non-existent. They needed a different plan. Down on the docks they found the Muck Sack, an Inn purportedly frequented by Captains looking to crew ships. After being laughed off a couple of times they met Lars Jibson the captain of the Three Swallows. “I’ve got space for hands that can row. Can ye row or is ya too soft?”, was Lars’s offer. An agreement was made the lot of them aside from Herbert, whom would be water boy, would row for passage. “We leave at sunrise, be there before that or ya can swim to Pasdak for all I care”. They agreed and then fell back to a table for supper. The journey would take three days.


Day 245 (AtthaàSailing the Bay of Dreams): The first fine day of rowing. Nothing else.


Day 246 (Sailing the Bay of Dreams): Even more happiness in slavery.


Day 247 (Sailing the Bay of Dreams): By evening they had reached their destination the city of Pasdak. Well at least the waters just beyond. They were informed that the Three Swallows would not be anchoring overnight. Docking and disembarking would occur in the morning.


Day 248 (Pasdak): As they left the ship the first mate, Skurvy Joe, directed the gang towards Stick Weenies. “Ye be briny folk now that be the place for ya”. After getting past the initial ribbing from the ‘real sailing men’, the rookies were accepted. The joint wasn’t bad once you figure out that the smell of fish was intentional and they just had to get used to communal, but private, type accommodations. With a little help from the yokels they came up with a plan for the following day.


Day 249 (Pasdak): Welcome to the machine. Fortunately Versamage knew how to navigate bureaucracies and was able to get a same day meeting with the little council. Flarz Gars was he and normally would have relegated our band way down the list to see Keczarr Du but he was schooled by our knight. Versamage locked an ‘early day audience’ for the following day. This was almost nuked when Boris and Rammer tried to bribe the guy. They got out before things could be successfully screwed. Their ears were burning and backs broken by the time Versamage finished with them.


Day 250 (Pasdak): And so they had their audience with the Immortal Sage Keczarr Du. The audience was in a bit of a disaster preparedness footing with the hex-crab getting ever closer. Now presently in the Bay of Dreams. Fortunately, being immortal and all Keczarr was not prone to excitedness. Raul and company laid out their predicament. Keczarr was notably interested by the story of the dead space worm and the ambergris sample. 

“Well travelers with the current situation I have been forced to reallocate resources. This has left me with a secondary problem unattended. Across the bay is a small village called Saemish that has a problem with the Men of Leng and probably other rotten cultist types. The villains have taken over an ancient lighthouse outside of town. We want to restore the beacon, thus improving maritime trade for both Pasdak and Saemish. Defeat the forces of evil and reignite the flame and I will provide you with three choices to egress the Dreamlands and return to the Prime plane of existence. Do we have a deal?”. 

Boris and Raul looked to Rammer, “Fine. Let’s earn our heroic reward” he scowled. 


The deal was sealed and they had the afternoon to prepare for they would set sail with the coming of the sun. They were ushered out of the palace but not before they groveled their way into some healing potions.


“The potions aren’t enough. We need more!”, Boris felt they needed a holy roller to shore up their forces so they set out to find a church. They found one not too much later. It was a church of CROM! They entered made donation and awaited the head priest to petition. The priest was a bear of a man, as expected with his devotion, and took a little work to get to an agreement. CROM would provide an acolyte to assist with the task of mashing cultists in exchange for two shares of the loot. One for the acolyte and one for the church. The deal was made. “In the morrow Skull-Crusher will be at the docks before the imperial cruiser”. They made their way back to Stick Weenies for final preparations and repast.

 

Day 251 (PasdakàSeimish): With the coming of the sun the gang were collected by the Keczarr’s men and brought to the imperial cuiser. Skull-Crusher was not hard to find. An exceptionally tall man in plate with a flowing orange beard. They boarded the ship and made magically fast travel to Seimish. There was no hiding the decline of the village, perhaps more of a simple fishing hamlet now. There was no tarrying. To the not so distant south stood the lighthouse sitting upon the final rocky island (Aman Marath) connected to the mainland by three rocky outcropping collectively known as the Stepstones. Waves could be seen tossing their salt and spray upon the four small islands. They marched forward readying to face whatever challenges the lighthouse held.

 

 

The B-Team: Boris, Ramrod, Raul, Sloth, Willy, Sasha, Wendul, Gurn, 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


 

RESERVES

Elapsed Campaign Time

(684 b) days at beginning of session 

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

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

What evil lurks within Aman Marath?

What exactly is an acolyte?

How long will this actually take?

Why are we scared of everything are we not heroes? 

What is the crab doing?

Tale of the Tape

Smooth sailing

KILLS

Wereboar Berserkers (4) 

LOOT

Blue gems (4): 50,50,10,100 = 210 gp

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