Showing posts with label Barrowmaze. Show all posts
Showing posts with label Barrowmaze. Show all posts

Tuesday, 11 February 2025

...And Now for Something Completely Seasonally Murderous (Session 286)

 SESSION 286: What’s the News in Newville? (Season’s Beatings Pt. 1) 

Winter comes out swinging and we have to go for a hike.

Continued from Session 276 

Day 236 – 240 (Helix): They awoke to a fresh blanket of snow and Mother Nature was far from done. The heavy snow would last for five days before respite. The treasure hunters were a little disappointed but saner folk would have hunkered down for the season. So the gang more or less spent the time lounging about the Brazen Strumpet as Jack Frost raged outside. Bollo the barkeeper was happy to have them as the weather had exaggerated the new quieter norm caused by the defeat of Barrowmaze. On the eve of the third day Muzzah rolled in demanding drink and a service from our mob. 

“You! Favour mooches keep my glass full and heed my words. This early storm has created a headache that you are going to resolve. You are at least partially to blame anyhow. With the coming of Winter Solstice I send supplies to my friends in Newville, a small mostly halfling village residing under the shadow of Mount Strumpet about four days to the north of us. I can see Billworth asleep in the corner so the Silver Standard Merchant Caravan are out to lunch and you are Osen’s only occupants of the merc guild barracks…So you will conduct the delivery and check-in errand and you will depart as soon as this storm breaks. Here take this cookie compass. The single chip always points at Newville. No I am not going to field any questions.Now get me another drink”. 

The sagely wizard did not leave an opening for negotiation so our mooks just rolled with it, “Sure Muzzah whatever you need” came from our usually looking for something for nothing green cleric.

“Another drink and a bowl of Bollo’s Winter gruel”, was Muzzuh’s retort. 

The thick blanket of snow now exceeded two feet in depth and was still going strong. They would be walking to their destination. Bunny an Carla had ideas about strange implements to ease the travel. How these thoughts came to be we cannot say but they earned more than a few scoffs and gaffahs. 

 

Day 241 – 246 (Helix-Wilds): ..And on the sixth day the weather grabbed a break. The clouds were no longer dumping just a constant light snow. The storm however would return. Hopefully not before the gang had completed their errand for Muzzah. The sage had a stack of goods outside his tower with a note to deliver and not bother him. Bunny opened up the portable hole and Charles, Dolec and Lester loaded in the assortment of barrels of wine, cheese wheels and salted meats. The trek northish began. 

This could have taken four days but distractions arose with greater frequency the deeper into the pine wilds.

 

They made good time for the first three days and then the distractions started kicking into gear. 

Late morning of the third day a giant owl quietly watched the hobos pass by. It wasn’t until Saff absent mindedly flew past the strigiform turned her head and freaked out was the giant revealed. Saff divebombed into the folds of Bunny’s heavy winter hood. The owl quietly watched amused, curious or something else it was hard to tell. Carla called forth the ability to speak with animals and began hooting at the raptor. It seemed that the owl was trying to get some sleep after a successful evening hunt but our travellers were nothing but a source of racket. The cleric apologized and then was able to pull some information from the bird before its curiosity held back its rest. A hunting party of hyena-men were moving west across the forest, a cave bear was oddly active and no giants had been seen so far this season. After this the topic of conversation was not enough to stave off sleep. The owl hacked up a large pellet of fur and bone and closed its eyes. They pressed on.

 

On the fourth day the team intersected the gnoll tracks now partially filled with snow. A prolonged period of deliberation occurred. For some reason Bunny seemed to be channelling Ding-We and saying very Hop-A-Long type things like “We must follow the tracks and eradicate the gnolls” even if tracking was not in their wheelhouse and that they were in the middle of running an errand for an irritable sage. Carla did her best to channel their lost friend Lenardo and use the power of ‘Science!’ to assess the freshness of the tracks. She concluded that the tracks were one to three days old. We would not find out, “Maybe we should do the task at hand before trekking across the wilds” was Bimbles input. He was not keen on a wild gnoll chase through the vast wilds especially in-between major Winter storms.

On the morn of the fifth they were ambushed by the cave bear. It was sleeping under a snow drift and was awoken by plodding malcontents. It was hungry, probably always hungry, and brought Lester to the ground nastily opening his neck. Blood began spraying all over the once lovely pure white snow. Saff charmed the beast but could not communicate with it so they agreed to be friends. The bear went straight back to trying to eat a hobo. The fight culminated with a plan to skin the fifteen foot carcass. This wasted the rest of the day. That evening they narrowly avoided having their camp trampled by a herd of mammoths on the long haul away from undesirables to the west. Yup, those damn gnolls again. 

Now on to the sixth day, the journey stretched even further in duration. Again the hobos were surprised. This time four humans with very cat-like characteristics sorta just appeared from behind some trees as the mob worked their way through a denser mixed stand of trees. “Mmmm 

what do have here my siblings?” came from the female of the group.

“Waaaaaghhh.”, was Bimbles response.

 

“Little poppets why aren’t you behind closed doors being warmed by the fire. It winter when the wild things roam”. The gang began spilling their guts to these four with feline characteristics. The four struggled with their innate curiosity and present disinterest in our goof troop. It did not take long for the folk to bore of the gabba-gabba. “If you stay in the woods today, you’re sure of a big surprise”, they began to fall back into the forest. Their voices was all that remained for a few more moments, “If you stay in the woods today, you’d better be in disguise….”. 

“They were an odd lot. Wonder what they meant”, came from Charles. We would find out shortly.

The snow picked up and they trudged on with Bimbles making regular complaint about the cold be bad for his skin.

It was not long after lunch when they heard the first howl and then response. Wolves and it sounded like they had encircled us and were kind enough to be tightening the loop and keeping us abreast of it. Then things went quiet. In like the whole forest. Just the sound of frozen branches creaking with the building winds. “No wolf would be foolish enough to attack a band such Metal Warriors as ourselves”, confidently stated Lester. “Ugh. That is the kinda talk that gets us into trouble new guy” was Dolec’s point was he adjusted his hand on the hilt of his blade.

The wolves pondered this for a few minutes before launching their ambush.

Giant canines with stunning white and icy blue coats that perfectly blended into the frozen landscape. Six winter wolves, far more formidable and wicked than a pack of wolves four times their number. Leaping forward they blasted the hobos with freezing breath before they simply began tearing into our mooks with wicked bone crushing jaws. 

Bimbles screamed out “Don’t wreck those pelts they are worth stacks of gold! Flats and blunt!”. The blade wielders were bummed by this but the prospect of riches always gets our team on target. The fight was extended in duration due to caution and this resulted in more spilt hobo juice than necessary. One of the wolves escaped and then the rest of the day was spent harvesting three pelts. The trip would once more be delayed. Camp was set.

Even in the cold there are creatures with keen senses able to zero in on a kill from leagues away. This evening it was a giant wolverine. 

Wow. What a foul temperament. It came in full of murder. Blasting into the camp messing up everything and then it hit Dolec with a spray of disgusting musk. The fighter was blinded, retching and his clothing was disintegrating. Even though giant and possessed with wickedness the mustelid could not hold against a hobo huddle.

The camp was in ruins and had a god-awful stink to it, so did Dolec. It was the dead of night moving camp any more than fifty or so feet would be a major headache and potentially attract more unwanted attention. Dolec was stripped of most of his (stinking) armour and sent over there as the rest of the gang spent the remainder of the evening over here on the other side of the fire.

 

Day 247 (Wilds - Newville): The camp stunk and Dolec stank. With a new day the group were not feeling well rested (again). The clouds were getting real thick and real black the storm break would be ending soon. Bunny figured an hour or so after lunch they could get to this Newville if there were no more distractions. She was correct. The great Mount Strumpet stood before them wrapped in Winter’s great black clouds. They came over a rolling hill to see the forested valley under the shadow of Mount Strumpet. A large clearing where the village of Newville sits surrounded by endless banks of twinkling white snow in the light of the winter afternoon. The icy tranquility of what would otherwise be a breathtaking view is marred by thin tendrils of smoke rising from various cottages and buildings that are visible even from this distance. Quickening their pace down the last ridge and into the valley of the village proper- destruction has been visited upon this idyllic rural community. Several corpses lie in bloodstained snowbanks, and the wails of villagers wracked with pain and sorrow break even the snow-muffled silence of winter. Something far worse than a bad fruitcake has been visited upon this winter

wonderland … Before them the eastern fields, a thick blanket of snow pockmarked by blood and dirt covers this long, low valley. Making their way toward the village, they observed small huts that were undoubtedly homes to the farmers who tend these fields in the warm season. Most now lie in ruin. Collapsed houses and crumbled stables are all that remain of most of these simple and welcoming homes. Several humans and halflings are sullenly and futilely dragging the corpses of their fellow villagers from the snow or attempting to repair their broken homes. “To the village don’t look around there is a giant tree. That is where we wanna be! We can’t help the dead”, was Bimbles the Not so Benevolent’s direction. Strangely, there was no dispute. I guess the cold had frozen all their hearts. Into the village. 

A massive pine tree covered in candles of bright wax, wrapped in strings of nuts, candied fruits, and lovingly polished apples sits in the center of the tiny village of Newville. It is a forty-foot testament to unwavering holiday cheer crowned with a twinkling silver star. Several News mill about the tree, halfheartedly singing cheerful songs that sound all the more mournful for their attempts. Among the crowd of a dozen or so, one New stood out: A halfling woman with an exceedingly round face, wild golden curls,

and eyes as bright and shining as the winter sky. She trundled up, wiping the tears from her eyes and took a moment to obviously compose herself before putting on a bright and innocent smile. “Lucinda New, Mayor of Newville! Welcome to our village — and merry Wintermass!” holding out a sausage-fingered hand in greeting. 

 

Carla explained that they had been sent by Muzzah to deliver goods, for the solstice celebration and do a wellness check. The consensus on the latter task was – not so good. Lucinda New explained that while the village sang around the Wintermass tree the previous evening a wicked creature known as Orcus-Claws, and his Crueltide Elves visited a tragedy upon their joyous little village. She directed them to come to her house so she could tell the tale over dinner without causing further distress for the locals moping about. 

They were about to move along when a small halfling boy on tiny crutches approached, holding out one hand covered in a frayed glove. “Please spare a copper or two good travelers. What with it being Winter Festival and all” came from the wee cripple as he coughed pathetically. 

“Gross. Dolec give it a coin!”, Bimbles is nothing but consistent. 

“What? I haven’t been paid in months ya lump!”, Dolec was more than a little irritated from the journey for stinking reasons.

Nara stepped up with a couple of gold coins. Where they came from, only Carla’s pouch will ever know. “Oh thank-you. A merry Wintermass to you all”, he then tipped his ragged cap and hobbled away with a weak smile on his face. Lucinda explained that the boy is “Small Sam.” Without shelter or resources and given the current developments in Newville, the boy likely will die of his crippling illness.

“Quick get us to dinner before more villagers come a limping”, Bimbles putting an arm around Lucinda and pushing her towards where he thought her home may be.

 

 

The CBB-Team: Carla, Bimbles, Bunny, Saffron, Charles, Dolec, Nara & Lester

 

ROLECALL 

Carla the Green High Priestess of TMB (C10) 356271 xp +10% <400001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the High Priest of GSS (C10) 320506 xp +5% <400001> CRT 1d12/III

            +2 save to poison and internal body things; Double eat (gotta feed my baybay)

Hobo Steve the Lord (F9) 326064 xp +5% <360,001> CRT 1d24/V

            Brain Damaged: reduced mental capacity (tough night on the town)

Rahgnar the Dwarven Superhero (D8) 233287 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 (MD9) 272840 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) 374765 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)                         

Ding-We the Peg-Legged Wizard (W10) 515312 xp +10% <620001> CRT 1d10/I

            Critical Wound: Left leg obliterated, runs at ½ rate (peg required)

Bunny the Thief! (T10) 312116 xp <400001> +10% CRT 1d24/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T9) 181946 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

Saffron the Mad Fairy Queen of Ribbits (FY7) 198080 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L8) 203454 xp +10% <390000> CRT 1d20/IV or 1d6/G (vs. s, m)

            Missing ten teeth

Nara the Nearly Naked Purple Swami Girl (PS7) 112609 xp +5% <125000> CRT 1d16/II

Wraith Drained: -1 CON

Biff Bartley the Half-Orc Blackguard (HO7) 102620 <120000> +5% CRT 1d12/II

Sasha Plasha the Warden (R7) 128163 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) 78549 <100001> CRT 1d10/III

Charles in Charge the Myrmidon (F6) 86207 <120000> +10% CRT 1d20/IV

            Franz the Grave Return (Lawful; XXXX) Sword

Critical Wound: Punctured lung (-2 CON)  

            Mostly DEAD. (-1 CON)

Gurn Hammerhand the Dwarven Swashbuckler (D5) 32851 <36000> +5% CRT 1d12/III

Wendul the Magician (W6) 54599 <80000> 5% CRT 1d8/I

Dolec Da the Hero (F7) 71196 xp +10% <120000> CRT 1d20/IV

            Missing five teeth

Camillus the Myrmidon (F6)  57780 <64001> +5% CRT 1d20/IV

Willy the Reformed Burglar (T6)  32987 <40000>10% CRT 1d14/II

            Agolloch the Eye of Purity (Lawful; XXXX) Sword

Chung-Li the Myrmidon Warlock (E6) 103411 xp <120000> +10% CRT 1d8/II

Captain Alamend Strender the Swashbuckler (F6) 37745 <64000> +5% CRT 1d16/IV

Lester Flanders the Guardian of Oceana (P6)  48456 xp <95000> +5% CRT 1d16/IV

Katre Elf-Girl and Swordsman Conjuror (E3) 13040 xp <16000> +0% CRT 1d8/II

Lady Versamage Knight Errant (K6) 62883 xp <85000> +5% CRT 1d16/IV

Herbert the Gnomish Trickster (G3) 12276 xp <12000> +5% CRT XXXX

Skull-Crusher (A3) 5850 xp <6000> +5% CRT XXXX

Brett & Jermaine Kobold Cooks & Eavesdroppers Extraordinaire

 

RESERVES

Elapsed Campaign Time

(702 b) days at beginning of session 

676a (from Session 264) (also applies to recuperation) 

Join us for session Two-Hundred-and-Eighty-Seven when we ask the questions:

Orcus Claws…..?

Crueltide Elves?

What happened to all the News in Newville?

What ails wee Small Sam?

Did the vandals really take the handles?

Tale of the Tape

After a bunch if mucking about they did reach Newville!

They dodged (navigated?) around calamity with a giant owl, herd of mammoths and a four-pack of strangely feline human(oids).

Chung Li needs 12 weeks (74 days) and a stack of coin to rewrite his lost spell book.  

            Elapsed: 53 days (from A-Team calendar) -INTERRUPTED-

Potion Brewing 42 days (started Day 194): Elapsed 33

KILLS

Cave bear 450

Winter Wolves 2500

Giant Wolverine 450

LOOT

Winter wolf pelts (3)  quality good (not great) and well outside urban area therefore 3000 gp per 

Monday, 2 December 2024

What's New in Helix? Better Go Back and Find Out (Session 276)

SESSION 276: A Walk in the Snow

With another act of brilliance the goobers decide to do a Winter hike to Helix.


Day 230 Cloudy (Blind Basiliskà15.21à16.21/0307/0407/0507/0607/0707): With the portable hole loaded with provisions and the horses prepared for the winter wilds Bunny lead forth the team. It was cold and slow moving but with the vast majority of the vegetation slumbering Bunny felt confident she could find her way back to Helix within a week. They hoped that even evil likes to hunker down during the winter.

They passed through Kirkikit’s hex with ease moving into the general region where they had previously encountered unicorns. This time the forest was quiet. They did however intersect with fresh lizardman tracks heading NE into the unknown. The observation was noted for future consideration. 

As they approached the edge of the hex the forest became notably denser. Twisted trees fought against the season great interlacing bows creating layers of canopy with the upper extents holding great sheets of snow while the lower branches held onto their leaves. This created a malignant gloom along the forest floor that only increased the irrational sense of malevolence scratching away at the backs of our traveler’s necks. Lester and the clerics in particular found themselves feeling a great unease. They pushed on until fatigue came early from the tension of unseen entities just at the edge of sight and concern not to push the horses too hard.

That night Saffron and Charles had restless haunted sleeps. The toll of just being in these darkwoods already excising a price. 

 

Day 231 Cloudy (16.21/0707à17.21/0304/0405/0504/0605/0705/0806à18.22/0303/0404/0504/0604): Midday our not so silent caravan mustered a wing of giant vampire bats. The gloom of the forest acting as a fine proxy for night. The bats got some blood but none made it back to roost. The rest of the day simply continued to be eerie. That night once again robbed hobos of tranquility. Dolec, Charles and Bimbles this night. The cleric was thankful he had not expended any spells as he could not replenish without a full night’s sleep. 

 

Day 232 Clear (18.22/0604/0704à19.21/0306/0407/0506/0606/0706à20.22/0303/0404/0504/0605/0705): If things were indeed watching, which all were certain of, the things were not revealed. The day was nevertheless exhausting as the weight of constant tension took a larger and larger toll. This night Nara and Lester found no rest.

 

Day 233 Cloudy (20.22/0705/0806à21.22/0303/0404/0503/0604/0704/à22.22/0304//0405/0504/0605): They marched on. Bunny had continued confidence that she was leading the team in the right direction. That night she and Charles would find no solace.

 

Day 234 Cloudy (22.22/0605/0705/0806à23.22 Dutchy of Aerik): Bunny was exhausted this morning and her direction suffered from it. They moved off course. This was not noted until they found themselves at the edge of the great fetid marsh known as the Barrowmoor. This earned some groans but the great feeling of dread had finally broke. A few hours, hopefully, in the partially frozen bog was almost considered succour. The horses did not like it and made complaint they would need to lead the animals across the moor. 

Barrowmoor recognized our hobos and their presence sent forth a disturbance to the things that slumbered in the muck. Arise and kill reverberated through the waters. A group of wicked dead answered the call. A host of dark amber skinned zombies with bows and blades. The hobos recognized the Juju zombies. These things would put up a fight and the gang was almost outnumbered two to one. The clerics called down divine cleansing fire but the creatures only laughed as they sent volley after volley of missiles into the group. Even turning showed limited effect almost as if an unseen hand fortified the ghastly dead. Dolec saw that attrition was not in their favour so he brought forth his horn, summoning a band of berserkers to join the fray. Five materialized and charged into melee with the zombies. Dolec, Lester, Charles and even Bunny followed, holding the zombies at bay with glinting steel. The battle began to turn. Hobo and berserker steel began to hew through more and more rotten flesh until there was none more. They cleaned up as quickly as possible and pushed hard for Helix. 

It took a couple more hours but the land did begin to incline ever so slightly and the ice crusted waters became more shallow and the bracken gave way.

Early evening had them once more knocking at Guildmaster Osen’s door for accommodation. After some complaining about having his winter hibernation being disturbed opened the door. He was shocked to see the A-ish Team but quickly got around to setting them up with a barrack. Once the horses were stabled the mob collapsed onto welcoming cots before a roaring fire. All slept soundly. 

 

Day 235 Clear (Helix): Today the gang said their hellos and tried to get stuff from folks whom really thought they should be giving rather than asking, being the heroes of Barrowmaze after all. The most important action was getting some sagely advice from Muzzah. He could not provide the hoped for exact instructions for dummies. The sage did however, point the gang at the concept of a ‘ritual of unbinding’ and provided some understanding of the Dreamlands where the B-Team appeared to be stranded. The ritual was a divine endeavour and beyond just his base understanding. Carla and Bunny thanked him for the assistance and offered him dinner at the Strumpet that evening. They also tried a few of their old tricks to get stuff but he softly rebuffed them much as Brother Othar had done earlier in the day. For some reason, Muzzah agreed to answer one more question while they were in town. Maybe the chill of winter caused his usual irritability to hibernate? 

Next Carla and Bunny went to the smithy, they had decided they would attempt to steal away the town’s blacksmith, Karg Barrelgut. He being of the Dwarven persuasion had no problem telling them they were jackasses and needed to get the swamp water out from between their ears. After giving the two their well-earned rebuke he called forth his young cousin and apprentice Gern forth. “These two idjits would like to make you a proposition boy. You two better be filling my tankard tonight”, and with that Karg waddled off to hit something with a hammer. A deal was presented and Gern was lukewarm to it. They did get to the finish line but it took a handful of gold nuggets to affirm. The girls were happy that Ding-We was not around to see them letting their loot pass to other hands, even allied ones.

That evening the usually quiet winter night at the Brazen Strumpet was awakened with story and song.

 

The A-ish Team: Bunny, Dolec, Nara, Bimbles, Saffron, Charles, Lester & Carla 

 

ROLECALL 

Carla the Green High Priestess of TMB (C10) 354214 xp +10% <400001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the High Priest of GSS (C10) 318449 xp +5% <400001> CRT 1d12/III

            +2 save to poison and internal body things; Double eat (gotta feed my baybay)

Bunny the Thief! (T10) 310059 xp <400001> +10% CRT 1d24/II

            Light wound: permanent loss of pinky finger, off hand

 

            The Henchmen

Saffron the Mad Fairy Queen of Ribbits (FY7) 197051 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Nara the Nearly Naked Purple Swami Girl (PS7) 111580 xp +5% <125000> CRT 1d16/II

Wraith Drained: -1 CON

Charles in Charge the Myrmidon (F6) 85178 <120000> +10% CRT 1d20/IV

            Franz the Grave Return (Lawful; XXXX) Sword

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON)

Dolec Da the Hero (F7) 70167 xp +10% <120000> CRT 1d20/IV

            Missing five teeth

Lester Flanders the Guardian of Oceana (P6)  47427 xp <95000> +5% CRT 1d16/IV

 

RESERVES

Biff recovering post death (2 weeks): Elapsed 11

Elapsed Campaign Time

(674 b) days at beginning of session 

669a (from Session 264) (also applies to recuperation) 

 

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

What is a ritual of unbinding?

What will they ask Muzzah?

Where are the brigands?

Tale of the Tape

Chung Li needs 12 weeks (74 days) and a stack of coin to rewrite his lost spell book.  

            Elapsed: 53 days (from A-Team calendar) -INTERRUPTED-

Potion Brewing 42 days (started Day 194): Elapsed 33

 

KILLS

Giant Vampire Bats (6) 

JuJu Zombies (14) 

LOOT

..Sorry Charlie.

Friday, 5 May 2023

Ideas for Randoms & Metal!

This post has languished for almost a year (8/20/22). 

Just a little fuel for the imagination.

Fly my little bird, fly!

The lands between Helix and Barrowmaze are gross. A wretched swamp plagued by swarming biting insects with a legacy of corruption that anything could occur. Might as well be Blackmoor.

Anyways. I needed a new random table for the journey back and forth from the Tomb of Tombs. We have exhausted many already. So this time i turned to some of my favourite metal albums (as many have used) and simply pulled things that sounded cool. 

Next step build or reskin creatures, figure how the variable and weird manifest. I like using 2d6 tables as they have enough breadth to easily include three general categories of encounter and proper placement within the bell curve to keep the super wicked/ or special stuff towards the spectrum of lower probability. 

Nothing new. I know. It just works and always has.

A more benevolent DM would have put some mundane right in the middle (normal animals, biting insects, enviro hazard, dancing with fairies).

If we were not in a corrupted swamp I would have likely included at least two and up to four benevolent encounters (e.g. recruitable NPC/ trader/ info source/sign) which has been implemented in the past. This time it would simply be variable possible misery. The party are not green hands many things, mundane things, just don't cross their path anymore (survival of the fittest). 

Looking at the list again, it is clear to me that I have Carcosa fever. The uncontrollable urge to make everything as weird as shit.

1/12 - weird

2/3/10/11 - variable

4 thru 9 - monstrous 


Random encounter table (2d6)

6 – monstrous (*includes extras for replacement purposes)

-       Necrowretch

-       Starspawn

-       Master’s Claw

-    Septic Schizo

-       Starbelly

-       Towering Flesh

-       Locust Furnace*

-    War Squids*

-    Deathcrusher*

-    Moonbelt Immolator*

-    Orbmorphia* 

4 – variable (mini dungeons, reaction/ role-play determinant, interactive)

-       Beneath the Remains

-       Scumdogs of the Universe (aka Death Piggies) 

-       Death Pod/ Scouring the Wreckage

-       The Blind Leading the Blind/ Circle of the Tyrants

2 – weird

-       X-Ray Mirror/ Into My Hypercube/ Nothingface

-       Phobos /Monolith



Or just listen to these Sources of Metal: Necrowretch, Pig Destroyer, Sepultura, Godflesh, Slugdge, Cryptic Shift, Portal, GWAR, 1914, Celtic Frost, Voivod, Cannibal Corpse

Saturday, 29 October 2022

Death on the Instalment Plan(Session 143)

 SESSION 143: The Hard Way Back

            With a rest cycle under our wheels and Charles stuffed in the portable hole for future raising we made our dash for Helix. Yay! As soon as we got to the surface we found ourselves surrounded by zombies. We guessed, correctly, that this was Lord V’s legion of dummies. With his fall they lost command and just hung around. Until now when the smell of flesh became apparent. We nuked them good.

            Back in the swamp and making a beeline for Helix. We were a ways off our usual corridor but pointed in the right direction. We ran into a rancid opening in the bracken covered mire. And lo arose the corpse orgy! A congealed mass of dead things. Hundreds of rotting faces of a multitude of species and races. Our horde ran at it and it let loose a scream from each of those rotting faces. Boris’s head imploded blood and brains were expelled from his eyes, ears, mouth and nose. He collapsed into the swamp. Writhing in his death throes. Many others were close to the same fate. “RUN AWAY!!” Sloth dropped his weapon like the giant-hearted lug he is and grabbed Boris as our group plunged back into that bracken choked swamp. We ran until Steve could run no more. Aid of the Gods was given to Boris. He stayed just on the right side of death’s door. We pressed on hoping for no more encounters, too many were already broken and bleeding. 

            We were so close, so close. And then a colossal creature crossed our path. Not only was it a brontosaurus but it was also a mobile dino-village. Rested atop a platform affixed to the beasts back was a strangely quiet settlement. How many lives do these cats have left? Ghouls exploded out of the hamlet grabbing ropes and vines doing their best Tarzan impressions as they attempted to consume all flesh. Again things did not play out in my favour as the hobos were able to eradicate the ghoulish swarm and then even release the ancient dinosaur from its servitude. It seems these were glamour ghouls and our reward was a mountain of jewels. Pressing on. Our hobos did actually get back to Helix. Collapsing back to our barracks the gang had a good long sleep.

            Returning to business. We began our preparations to seek out the roc nest, there was certainty that this would lead to mucho treasure for our mongrels. Running concurrently with this: Ding-We sought out our wayward ranger Sasha to kiss her ass sufficiently to lead the expedition; Carla and Bimbles saw to the mostly dead Charging Charles calling down a direct spiritual channeling from TMB to bring CC back from the realm of death; the other idiots ate, drank and farted for a couple of days. Sasha was quick to point out the likely distance to the roc nest and the significant amount of time it would take to walk. Horses were ordered from Ironguard Motte. The horses showed up at the end of the afore mentioned ‘couple of days’ and we finally rode out on a fine morning.

            

What adventure awaits us in the vast wilderlands?


 

ROLECALL

Carla the Green Matriarch of TMB (C8) 138876 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 182116 xp +5% <200001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Superhero (F8) 179047 xp +5% <240,001> CRT 1d24/V

            Brain Damaged: reduced mental capacity (tough night on the town)

Rahgnar the Dwarven Champion (D7) 136884 xp <140001> CRT 1d16/IV

            Serious wound: permanent loss of an eye (-1 to missile fire)

            Critical Wound: disembowelled less able to process poison (-1 penalty)  

Raul the Voyager (MD8) 161143 xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Lord (D9) 315102 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 20 teeth, drools a lot CHA -1

                                                

Ding-We the Peg-Legged Sorcerer (W9) 376893 xp +10% <470001> CRT 1d10/I

            Critical Wound: Left leg obliterated, runs at ½ rate (peg required)

Bunny the Thief! (T9) 208679 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 84702 xp +5% <160001> CRT 1d20/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp

            Missing six teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Mad Ribbits (FY7) 148497 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 133152 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

Nara the Nearly Naked Purple Swami Girl (P7) 72533 xp +5% <125000> CRT 1d6/I

Biff Bartley the Half-Orc Blackguard (HO7) 67978 <120000> +5% CRT 1d12/II

‘BOB’ the Deadly Shade (N7) 59275 <90000> +5% CRT 1d16/II

Felix Ignatius Hemlock the previously Skeletal Sleuth (I7) 42208 <80001> +5% CRT 1d16/II

Mason the Canon of Yrrrg. (C6) 40211 <50001> CRT 1d10/III

Charles in Charge the Myrmidon (F6) 45913 <64000> +10% CRT 1d16/IV

            Critical Wound: Punctured lung (-2 CON)  

            DEAD.

Yasser Imaphat the Djinn (D4) 30372 <32501> CRT 1d6/II

Gurn Hammerhand the Dwarven Swordsman (D3)

Wendul the Thaumaturgist (W5)

 

 

RESERVES

FYI: Charles is dead.  

Elapsed Campaign Time

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

Join us for session One-Hundred-and-Forty-Four when we ask the questions:

Are we going to return to the Corpse Orgy in hopes of reclaiming our lost items?

Are we too lazy to do the crawl to find the roc nest?

If we are not, what evil, and adventure, lurks beyond the green oak forests west of Helix?

Tale of the Tape

The corpse orgy was way too much we ran like little bitches

Boris had another bad day, his head mostly imploded making him dumbner and he lost his sword (so did Sloth)

Charles was raised from death by the powers of TMB- Halleluiah! 

Sasha was re-recruited 

KILLS

Zombies (50) 1450

Ghouls (45) 2115

LOOT

Large rubies (2) 6000 gp each

8850 gp

61000 sp

 

A mountain of jewels (60) – 29,500

Sunday, 23 October 2022

Curious Hobos Find Death (Session 142)

 SESSION 142: We are Curious Georges

            Again we start with looting corpses. Steve used this time to fully sit down and have some cheese and bread. As anti-luck would have it these deader guys items were of deep and intense EVIL. This meant a shortage of super loot but it seemed that Mummy Lord of Nergal #4 was something of a fancy boy his headdress could, and was, disassembled into a nice shiny pile of components. He was like the Mr. T of the undead set wrapped in jewelry and gems. This sort of heists tend to create questions like – “I wonder what they were up to over yonder, perhaps more piles of loot?” and this leads to responses like – “Only one way to find out!” And so, we went south towards whatever the dead were doing. Why head home – right?

            Trudging a hundred or so feet we discovered a sealed barrow mound. The coverstone of this mound depicted a skull over a rose in bas relief - the symbol of The Black Legion. As we have learned in our expeditions the Black Legion was Nergal’s elite force of warriors and, alongside The Chosen, formed a formidable regiment. Carla and Frankie could sense something amiss outside this mound but it was too late. Curiosity had again well gripped our horde. Out came the tools and we smashed our way in. 

            A stone staircase descends into this crypt. Nine small black stone statues of Nergal line the walls of this tomb. The wall frescos depict Lord Varghoulis of Nergal defeating the forces of law (In life he was a blood-thirsty dark warrior who was defeated at the cost of many good knights. His forces withdrew with his body and interred him here centuries ago-ed.). Moving to the second chamber it contained a large sarcophagus. The lid is shaped in bas relief depicting Varghoulis in full armor, and his eyes are set with large (but fake; figured out in a bit) rubies. The body in the sarcophagus was a wight in platemail. After dodging some level draining fun it became obvious that the undead creature was intended to fool would-be tomb-robbers from plundering the crypt of Varghoulis. There must be something else. Some searching later, a fair amount of time later as we were not looking in the right spot a secret door was discovered in the connecting corridor. 

            This is the final resting place of Lord Varghoulis, who has risen as a Death Knight. It seems that it did not take long for the hobos to find a remnant of Nergal's power.

 

The large tomb had a centrally located sarcophagus and two pillars slightly behind and between them stood Lord V and was bracketed by his four lieutenants. Anyone who was anyone has got them these days. Charles and Frankie charged without thought, one from lunacy and the other from a sword smarter than its wielder. V was ready and dropped a fireball on the party as his knights advanced forward. 

        “Oh shit” – the hobos exclaimed in unison. 

Frankie was incinerated, making the chamber smell like an Outback Steakhouse. Charles also succumbed to the blast. The smell of his burning flesh made things even less pleasant. The rest of the group now had the distinct feeling that this was a bad plan after a previously poorly thought out plan.

            At the same time some of our gang was in the first chamber and they were greeted by a legion of skeletons pouring in from the surface. Once again hell broke loose, and once more we were on a slippery slope. Perhaps it was Lord V’s arrogance and disdain for fragile living humans that gave us a window to turn the tide or maybe yet again my dice have betrayed me. We may never know. 

            The gang, more or less, survived another dance with death. Two down and a bunch more clinging to life but we may have finally finally destroyed what was left of Nergal’s infernal legions. Only time will tell. We bandaged our wounds and sealed ourselves in. A rest was necessary if we were going to attempt the journey back to Helix.

 

 

ROLECALL

Carla the Green Matriarch of TMB (C8) 135578 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 178998 xp +5% <200001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Superhero (F8) 175929 xp +5% <240,001> CRT 1d24/V

            Brain Damaged: reduced mental capacity (tough night on the town)

Rahgnar the Dwarven Champion (D7) 133766 xp <140001> CRT 1d16/IV

            Serious wound: permanent loss of an eye (-1 to missile fire)

            Critical Wound: disembowelled less able to process poison (-1 penalty)  

Raul the Voyager (MD8) 158025 xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

Boris the Dwarven Lord (D9) 311984 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 20 teeth, drools a lot CHA -1

                                                

Ding-We the Peg-Legged Sorcerer (W9) 373775 xp +10% <470001> CRT 1d10/I

            Critical Wound: Left leg obliterated, runs at ½ rate (peg required)

Bunny the Thief! (T9) 205561 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Pilferer (T7) 77584 xp +5% <80001> CRT 1d16/II

             Serious wound: Bad Back (-1 stone CC)

            Scars: Neurological damage to hip, noticeable limp

            Missing six teeth talks with a lisp

 

            The Henchmen

Saffron the Mad Fairy Queen of Mad Ribbits (FY7) 146938 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 131593 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)

            Mental Illness: Mummy-a-phobic

Nara the Nearly Naked Purple Siddha Girl (P6) 61674 xp +5% <66000> CRT 1d6/I

Biff Bartley the Half-Orc Blackguard (HO7) 66419 <120000> +5% CRT 1d12/II

‘BOB’ the Deadly Shade (N7) 59275 <90000> +5% CRT 1d16/II

Felix Ignatius Hemlock the previously Skeletal Sleuth (I7) 42208 <80001> +5% CRT 1d16/II

Mason the Canon of Yrrrg. (C6) 40211 <50001> CRT 1d10/III

Charles in Charge the Myrmidon (F6) 45422 <64000> +10% CRT 1d16/IV

            Critical Wound: Punctured lung (-2 CON)  

Yasser Imaphat the Djinn (D4) 30372 <32501> CRT 1d6/II

Gurn Hammerhand the Dwarven Swordsman (D3)

Wendul the Thaumaturgist (W5)

 

 

RESERVES

All healed up and ready to go, for now.         

Elapsed Campaign Time

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

Join us for session One-Hundred-and-Forty-Three when we ask the questions:

Are we going to make a run for Helix yet?

What more could we find beyond that stone barrier?

If we do head back are we leaving or are we going to check out that treasure map Ding-We stuck under his mattress? 

Tale of the Tape

Frankie was incinerated

Charles charged into fiery death but he was stuffed in a bag for possible later raising

KILLS

Wight

Vargoulis Black Knight of Nergal 4000

Skeletons (50) 650

Crypt Knights (4) 1900

LOOT

Lots of gems (31) 5910 gp

Jewelry in abundance (17) 7820 gp

Potions: Sweet Water, Frost giant control

+1 Shortsword

Headdress of Nergal (disassembled) 7500 gp