SESSION 280: Siege on the Gangrenous Pt. 27 – Siege on Aman Marath II: Getting Inside
After some dithering about the mob gets into the lighthouse, what do they find?
"/:boring_shit_wasting_time_not_murdering_enough."
~~no image earned, see above..~~~~~~>
Day 253 Continued (Aman Marath): They cautiously made their way as far from the beach as possible, bad things arise from the brine. Now being up against northern curtain wall they decided that there must a hidden entrance to one of the towers bookending the wall. There was not. There was a secret door, nearly missed due impatience, dead centre in the wall. It showed sign of usage even with the sea doing its best to erase evidence. They marked the spot and decided to move around the stronghold to the eastside. Perhaps because Sloth and Skullcrusher were being attacked by a giant sea lion, tough to say.
After dealing with the overly territorial marine mammal they spotted a crumbled arrow slot on the wall above. The opening was more than large enough to get Sloth through once the sizable amount of spider webbing was addressed. Raul thought that simply burning their way in was a tactic worth repeating (they dropped a torch into one of the stepstone towers prior to Marath). They did not really consider, well not at all, if they could likely set the interior of the stronghold aflame as well. They did burn some ancient furniture along with most of the webbing and the two large spiders that created it all. Luckily, after many years of being somewhat exposed to the salt and moisture the wood inside was not going to create an inferno. They climbed into a large L-shaped chamber that had been boarded shut. Ramrod used his expert ear to determine that he could hear muffled conversation beyond. He could not tell much beyond the chamber beyond had occupants but they were not milling around the sealed portal. I guess it was easier to close the chamber than address the spiders. Searching further they discovered a two more doors (one of which lead to the SE tower) an ancient shield of some quality and most importantly three urns loaded with assorted small gems. Boris declared this a good day and declared they would rest here before punching further into the stronghold.
Day 254 (Aman Marath): They investigated the tower two stairwells of questionable condition (as per Gurn and Boris). One ascending the other going the other way. Boris redirected the gang to the other door in the chamber. It lead to the main interior corridor of the stronghold heading this way and that. The door was had a message boldly painted on the corridor side -Spiders! Keep Out. It was easily read as there was a buring lantern hanging from the corner to the NE. Ramrod took a quaff of invisibility juice and checked things out. The corridor was a square ring-road around the central lighthouse tower. Doors could be seen along the outer perimeter but none into the lighthouse. This irritated Raul for some reason. They decided to explore away from this corner and into the darkness to the west.
A couple of long ignored chambers were explored the signs of slow decay were obvious. Within the SW tower, which housed the stirges above, there was an intact stairwell that lead down to the ground floor. Raul wanted to continue about the current level, still certain an entrance to the lighthouse would be found. They came to a well-rotted door that opened to a cluttered chamber filled with furniture and thick with dust. The furniture appeared to have been haphazardly tossed within. Beyond they found the backside of the two great doors of the grand entry.
Wandering out of the chamber they ran afoul of four surly, likely drunken, pirates. They made quick work of chopping them up and then tossing the corpses back into the furniture room. Falling back to the previous (guard)chamber to consider their next action. Raul and Boris had their deliberations interrupted when Ramrod pointed out he could hear muffled deep conversation from beyond the stone door, “Don’t know what they is sayin’ but daze iz comin’ down from za spiders corridor”. Time was short. Whomever was wandering would soon turn the corner and notice the spray of fresh pirate viscera just beyond the door which our gang huddled.
The B-Team: Boris, Ramrod, Raul, Sloth, Willy, Sasha, Wendul, Gurn, Katre, Herbert, Camillus, Lady Versamage & Skull-Crusher
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
Skull-Crusher (A3) xxxx xp <XXX> +5% CRT XXXX
RESERVES
Elapsed Campaign Time
(696 b) days at beginning of session
675a (from Session 264) (also applies to recuperation)
Join us for session Two-Hundred-and-Eighty-One when we ask the questions:
What was that, did you hear it?
Now that they are inside, what is the primary target?
How long can we muddle about before setting off the general alarm?
Tale of the Tape
Nothing worth noting…
KILLS
Giant Sea Lion
Man-Sized Spiders (2)
Pirates (4)
LOOT
Assorted Small Gems (164) 10 gp each =2140 gp
Ancient Shield of Caer Seala +1
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