Showing posts with label Side Session. Show all posts
Showing posts with label Side Session. Show all posts

Friday, 3 October 2025

Everyone Hates Felix (Session 319)

SESSION 319: CSI: Liwil (the one and only Felix show) 

Felix is mixing with the locals in search of a murderer, hope he survives the experience

 

Day  722 (Liwil): Sometime in the possibly not so distant past... 

It had taken some time but Felix had made it to Liwil after the slow trek through the deep snows. Before the whole Statue Garden thing Ding-We had directed our sleuth to head down to solve a murder that occurred in the shanty village outside the gates of the keep. By the time he arrived a second murdering had been conducted. 


Not one to rush into things Felix set himself up in The Knight and Stone Tavern in the keep before heading to the mining camp. A good rest and a couple of hot meals would bring his investigating skills to the fore. That evening a third murder transpired. Felix was roused early in the morning by the guard. After getting the details he committed to commencing his investigation after breakfast – “A hungry mind is a feral mind”.

A few hours later he walked out the gate and into the shanty town. Following the 'rabble rabble rabble' he came to the back of a line of children. 

A young girl was selling ‘poke the dead body with a stick’ for a very reasonable copper piece per poke. “Hmm what an enterprising young lass. She could be useful”, he mused. 

“Get in line snoop we were here first!” 

“YAAAA!!! We is poking!”

“Now now children I am the authority and must control the scene of this heinous crime”

“Boooo”

Felix eventually, after some bribing, got to the well frozen corpse. A miner woman with a well bashed in skull, the same modus operandi as the previous murders. Using his powers of deduction Felix ascertained that the murder had indeed occurred the previous evening, been conducted with the large bloody rock (just over there) and she had not been robbed (the gold nuggets in her pocket were now Felix’s evidence). Nothing else could be gleened from the scene. He would have to conduct interviews. Returning to the guard he inquired about the ‘people of note’ within the shanty town. 

With some names of ‘folk of note’ Felix was off to do some interviews. First stop the healer (Cloe Lange) and then The Drinking Shack where he met the proprietor one-eyed-and-legged Cen Saard along with his son Con, whom was fully intact. It was on the quiet side but Felix spent some time speaking to Nea Wald a grizzled veteran miner and one of the first to arrive in the shanty town from Liwil. He gleened a deeper understanding of the miner community and observed those insidious kids pestering the local lumbering dolt Dod. 

Nothing to bring him closer to the murderer but those kids definitely needed a purpose… 


The interviews ate through the day and by early afternoon he decided to return to the keep for a nap and something other than 'crispy rat avec grease' for dinner. He planned to return to the shanty town to see who shows up at the bar that evening. 

Rested and "properly" fed Felix returned to the Drinking Shack. The place was crowded, not that it was hard to do, it is a shack after all. Our investigator received his usual warm welcome upon announcing his presence – a look, a grumble and back to whatever they were doing. Also as per usual, Felix took no note and went about his things. Nea was still present and more than willing to bend any ear. A few drinks and a couple of rounds for the patrons and Felix found himself playing cards and getting open dialogue. The night stretched on as the drinks continued to be drained. A good night but no fresh information. Felix was now a bit ‘lit up’. It was time to make his way back to the keep while he could still walk. 

"Tomorrow. Tomorrow. Tomorrow will have better results", speaking to the night sky as he staggered out of the Drinking Shack into the cold and starry evening.

 

Normally being intoxicated undermines one’s ability to process the details of their surroundings. 

However, Felix is special with a big ‘S’. 

He caught a shadow from the corner of his eye, at just the right time, as he bumbled through a quiet alleyway. He spun to his left as a large rock just missed mashing his melon in. 

Turning he saw a hulking man with a mop (e.g. one of those mopey Ramones guys) haircut and a handle bar moustache.

“Who are you? Show yourself. Villian!”, exclaimed the investigator as he reached out into the shadows. His hand grabbed a handle bar that turned out to be only somewhat affixed allowing the offender to slip from grip. 

It was a disguise! His other hand shot out and pulled at the mop-top. It slid off and dropped into the snow. 

“Wait! You are the dolt - Dod!”. 

The hulking man said nothing. 

No longer the dumb-dumb it would seem as a mighty fist slammed into Felix’s solar plexus – Woof! 

He now had the eyes of a heartless serial murderer. 

The investigator raised his fists, “I was first class boxer in school you know”. 

Blows were traded. Over and over again. 

Never a word from Dod just a single-minded murderous focus. 

Swings and dodges by both. 

Over and over again.

The brute was skilled, very skilled. 

But. 

 

Felix really knew how to put up a defence and wait for an opening. 

After many brutal minutes Dod lay unconscious in the snow. 

Looking at the brute and then the large stone sharing the icy ground as a resting place Felix realized that the murders had been solved. He began yelling for the constabulary. 

Guards showed up and after some direction they bound the hulk and dragged him off to a holding cell. Our investigator finally got around to finishing his stumble back to the inn.

 

The following day.


Dod would hang.

Before the folk of the mining camp whom jeered the lout and cheered Felix, which was a welcome change. 

Dod did not concede to any prodding nor did he tell any secrets before stepping forth.

His body dropped and his neck snapped.

The people cheered and Felix had become a folk hero.

“Hmmm. I wonder if I should have interrogated him first? What if he was more than simply a monster…”. 

 

A few days later.

Ding-We and company returned to Liwil.

“Sir, I have great news!”

“Don’t care dork I have other business”

Felix made his way back to the drinking shack flanked by reprobate children.

He had friends after all.



The F-Team: Felix… and maybe some children if we really stretch it.

 

ROLECALL 

Felix Ignatius Hemlock the once skeletal Sleuth (I7) 47017 <80001> +5% CRT 1d16/II


RESERVES

Elapsed Campaign Time

743b days at beginning of session (Boris & Friends just outside of Liwil)

689a (Bunny Group Newville) Busy until 779

724d (Ding-We Gang Lake of Abominations/ Liwil)

 

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

Will Felix ever be in the limelight again?

            A: Let us be honest. All measures will be taken to avoid such an occurrence.

What plans does Felix’s Fight Club for Kids really entail?

Who does Swifta also work for and are they a problem?

Tale of the Tape

KILLS

Huge Harold aka Dod the Assassin 1000 

LOOT

A handful of gold nuggets

Saturday, 7 June 2025

Wait! These Ain't Orcs. Why is We killing Them? (Session 302)

SESSION 302:  Siege on the Gangrenous Pt. XXXIX – The Long Road Home Pt. III - 

The Long Walk in the Snow

 

Plans came and then they went so did our band northward to Liwil.

 

Day 290 thru 300 (19.29 Hob->14.23 Liwil): During the stay in Hob many ideas were formulated as well as pursued and paid for much to Raul’s chagrin but sometimes the road is circuitous. The final outcome came from talking to the right pair of very tall nomads with an ox. Bromus and Fescus were horse-folk. Tall and strong were these people that were another bit of legacy from the gene pits of the Crocodile Kings of many ages past. They were an odd pair but they were certain that Carrot, their ox, would be able to both carry the mountain of loot and Sasha’s petrified body through the deep snows to Liwil. 

During this time the gang also went to the local church. A place of ancient construction a well maintained, from a time when these lands were much more populated (Skeldrane Empire). Now it was a church of Yrrg and they were well received. It seems that news of their deeds had travelled from Helix. Brother Cliff was a patriarch in an odd place. There was also a paladin present going through the process of purification and spiritual grounding. He was of few words at this time as his prayers were tantamount. Back to Brother Cliff. He felt strongly that civilization would return to these lands and the presence of the ‘Heroes of Barrowmaze’ was just another sign to support this. Bro Cliff intently listened to our mob’s plan to build a new empire out of the wilderness. He gave blessing and some nice little helpers for the journey. 


The trip played out in their favour.

Perhaps Yrrg was in their court.

Sure there was a forest fire but they trekked  along the grasslands.

Forced to rest for a day due to heavy snows did not sink spirits.

There was also an earthquake but they were in the hills without worry of falling objects.

Yes they ran into a hobgoblin raiding party but they are just overgrown goblins, you would need a heck of a lot more to stop the hobo train.

How the Nemesis System Creates Stories | by Niklas Eckstein | Medium

Maybe they almost intersected with a bunch of rotten brigands but those guys turned tail and ran as soon as they saw the hobo horde.

The trip worked out very well. Perhaps that’s planning?


They rolled towards the gates of Liwil through the mining camp from where Felix made an appearance. “Well I have some questions for you all..”. They were happily distracted as Bromus and Fescus spoke up, “Our journey ends here. We will unload your goods and make camp around the outside wall. We shall be there until the wind calls us back to Eros”. 

After unloading they took final payment and made haste out of the cluttered shanty town outside the gate. 

“Well I wonder what’s new in Liwil?”, Boris mused as he once more set eye on something familiar for the first time in a long time.

“Let us find out”, was Raul’s simple response.

 

The B-Team: Boris, Ramrod, Raul, Sloth, Willy, Sasha, Wendul, Gurn, Katre, Herbert, Camillus, Lady Versamage & Skull-Crusher

 

ROLECALL 

Raul the Voyager (MD9) 280304 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) 382229 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) 189410 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) 207225 xp +10% <390000> CRT 1d20/IV or 1d6/G (vs. s, m)

            Missing ten teeth

Sasha Plasha the Warden (R7) 130057 xp +10% <200000> CRT 1d10/III

Missing three teeth

Gurn Hammerhand the Dwarven Swashbuckler (D6) 36662 <70000> +5% CRT 1d12/III

Wendul the Magician (W6) 58370 <80000> 5% CRT 1d8/I

Camillus the Myrmidon (F6)  61551 <64001> +5% CRT 1d20/IV

Willy the Reformed Burglar (T6)  36758 <40000>10% CRT 1d14/II

            Agolloch the Eye of Purity (Lawful; XXXX) Sword

Katre Elf-Girl and Swordsman Conjuror (E4) 16881 xp <32000> +0% CRT 1d8/II

Lady Versamage Knight Errant (K6) 66654 xp <85000> +5% CRT 1d16/IV

Herbert the Master Gnome Trickster (G4) 16947 xp <30000> +5% CRT 1d8/III 

Skull-Crusher the Hellebardier of Crom (A4) 9921 xp <12000> +5% CRT 1d8/III

 

RESERVES

Elapsed Campaign Time

(733b) days at beginning of session (Far Southern Basilisk Hills)

689a (Bunny Group Newville) Busy until 779

708d (Ding-We Gang Lake of Abominations/ Liwil)

 

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

Wow, can we now say the Siege on the Gangrenous is finally over after a meager 39 episodes?

There. Right there is Liwil. What will we do next?

Are our chums in town (nobody likes Felix)?

Have we learned that Winter isn’t for adventure?

Have we learned that rather than trying to mooch everyone we meet for supplies we should have we should be manufacturing said things in advance?

Who was that large gang of individuals that appeared to be human?

Tale of the Tape

Things went rather smoothly, monsters seem to also be on Winter break.

Sasha is still a brick

KILLS

Hobgoblins (14) 

LOOT

5000 cp

2000 sp

2000 gp

Gems (3): 500,10,500 = 1010 gp total

Thursday, 15 May 2025

Can We Be That Honest? (Session 299)

SESSION 299:  Horse Fuckers! 

Back in civilized lands we find out that our gang has a hard time differentiating between negotiations with orcs and city folk.

A road discovered leads to a town. A stitch-up and poor inter-personal skills almost lead to a big mess. Sailing away the following day to the next hole in the wall, they may not figure out what the deal was.

 

Day 269 (15.41/0503à15.40): The biting cold was still hungry this morning. They pressed on. It was not long until the trade road was intersected and the march turned to the west. Late in the day smoke was seen rising from a structure in the distance. Ended up being an inn/ garrison. That evening they ate fresh hill deer as they huddled near the roaring fire in an attempt to rid themselves of the deep cold.


Day 270 (15.40à): The deep freeze finally broke. It would take nearly two days to reach Deepwater. They marched out under light snow.


Day 271 (15.40à): The day was clear and the band made Deepwater by mid-afternoon and ended up in the only inn in the town, the Speckled Trout, after some general snooping around.


Day 272 (13.39 Deepwater): Mild snow today as the gang went out to make connections. Looking for trade and services. They found some in this rinky dink port town. A sled was commissioned and the local priest, of Sarnis (Praise be Sarnis may we never run aground), Brother Halason was commissioned to fix our trio of broken arms along with Boris’s compressed vertebrae (that would leave him largely incapacitated for a week or so). 

This was followed by more ale and relaxing at the Speckled Trout until the City guard showed up. The mob had been accused, anonymously of course, of being degenerate horse fuckers. For some unfathomable reason Ramrod was allowed to take point on this interaction. Rammer got nasty, so much in fact that somehow Raul was drawn into the frenzy. 

It looked like we were a breath away from arrest and banishment before some idiot realized that our supposedly heroic hobos were acting like asshats. A fight with the guard and the ramifications thereof would completely undermine their broader regional goals. They finally shut the hell up and took a fine even though the accusation was way off base. Some of them were unabashed plant fuckers but horses, and donkeys for that matter, is where we draw the line. If they had less ale in them and maybe if the girls had been around smarter minds would have realized that something was afoot. The guards were just doing their job but there was someone(s) in the town that did not like our hobo presence. Nuance is lost on the twitty. 

It went down sorta like this...


“We’re not horse fuckers!”

“Someone sez you is strangers”

“We will destroy you for suggesting that we did any poking”

“We are only doing our job, sir”

“I want to see the judge!”

“We have been sent to resolve the matter”

-the following straight up vitriol from Ram-rob has been redacted due to its inappropriate nature.

-Raul started slathering at this point which will also require redaction.

“Fine how much? We better not be considered guilty”.

“Fifty gold sheckles each and the matter of transient horse fucking will be resolved”

“What does that mean!?!”

“Just pay them!”

“We will be on our way. We hope that we will not be required again. It may be best if you strange folk moved along at the earliest possible convenance”

“We are working on it!”

“A good day to you then and stay away from the stables”

The guards collected the fine and warned against any further copulating with the equine type before departing. 

Folks began looking differently at our gang. 

The weirdest of such with adulation, a creepy twerp wearing a straw stuffed blouse.

Sloth had a good cry because he was really confused by all this, “I like horsees they are nice…”.


Day 273 (Deepwater): A blizzard rolled in today dropping another 40” of snow. Sitting around the fire in the tavern until they needed to visit the priest for the day’s healing service.


Day 274 (Deepwater): The storm petered out in the morning but not before dropping another 4”. In the afternoon some of the troop set out to the warehouse district to figure out what is going on in Deepwater and to book passage up the river. They learned that the Blood did indeed connect with the Sarn but was impassable during the Winter. They could however travel to Hob, killing about half the travel back to Liwil. A deal was struck. They would sail in three day’s time.


Day 275 (Deepwater): It must be a climate crisis! No snow today but the mercury precipitously dropped. Another deep freeze signalled a good day to once more sit around a roaring fire.


Day 276 (Deepwater): The cold held. Activity again was limited to the required. Picking up the sled.


Day 277 (Deepwater): Today was supposed to be departure day but the deep cold held creating somesort of temperature inversion that brought thick fog. Booo.


Day 278 (Sailing 13.39à): The cold broke. The fog dispersed. The river boat to Hob departed.


Day 279 (Sailing along the Sarn): An uneventful winter day on the Sarn river.


Day 279 (Sarnà19.29 Hob): Another welcomed clear day and arrival in the walled town of Hob. An ancient glowing smelter greeted all that arrive along the river. It was an industrial waystation that once tied together the larger network of the Skeldrane empire. Given direction by the Captain of the skiff the hobos made their way to the only Inn in town (where have we heard that before?) Hooper’s. It was the dead season and the arrival of twelve hobos and a statue were warmly greeted by the innkeeper Mr. Hooper, he used to drive the boat it seems.

"We don't normally serve their kind", Hooper said gesturing at Sasha the Statue. He didn't want to be 'too by the book' business was really slow.

"Don't worry she's with us and the big goober will also eat her share", Raul pointing at good old lumbering Sloth.


Day 280 thru 288 (19.29 Hob): With Boris being bedridden to recover from his neck repair the gang hung loose at Hooper’s for the next eight days. This might provide enough time to figure how to traverse the wilderlands during the darkest depths of Winter. They did end up buying a pair of mules, we shall see if that works out.

I doubt it (x2) but maybe six or so feet of snow is not as much of a hinderance as reality dictates.

 

 

The B-Team: Boris, Ramrod, Raul, Sloth, Willy, Sasha, Wendul, Gurn, Katre, Herbert, Camillus, Lady Versamage & Skull-Crusher

 

ROLECALL 

Raul the Voyager (MD9) 276550 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) 378475 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) 185656 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) 205438 xp +10% <390000> CRT 1d20/IV or 1d6/G (vs. s, m)

            Missing ten teeth

Sasha Plasha the Warden (R7) 130057 xp +10% <200000> CRT 1d10/III

Missing three teeth

Gurn Hammerhand the Dwarven Swashbuckler (D5) 34745 <36000> +5% CRT 1d12/III

Wendul the Magician (W6) 56493 <80000> 5% CRT 1d8/I

Camillus the Myrmidon (F6)  59674 <64001> +5% CRT 1d20/IV

Willy the Reformed Burglar (T6)  34881 <40000>10% CRT 1d14/II

            Agolloch the Eye of Purity (Lawful; XXXX) Sword

Katre Elf-Girl and Swordsman Conjuror (E3) 14934 xp <16000> +0% CRT 1d8/II

Lady Versamage Knight Errant (K6) 64777 xp <85000> +5% CRT 1d16/IV

Herbert the Master Gnome Trickster (G4) 15070 xp <30000> +5% CRT 1d8/III 

Skull-Crusher the Hellebardier of Crom (A4) 8044 xp <12000> +5% CRT 1d8/III


 

RESERVES

Elapsed Campaign Time

(713 b) days at beginning of session (DreamlandsàFar Southern Basilisk Hills)

689a (Bunny Group Newville) Busy until 779

708d (Ding-We Gang Lake of Abominations/ Liwil)

 

Join us for session Three-Fucking-Hundred when we ask the questions:

Why would someone peg our hobos as horse fuckers?

Did someone want us out of town?

If so, why would someone want that?

Why don’t we ever dig deeper in inquiry?

Why did nobody step in when Rammer got real dark?

Why did we treat the guards so shitty, they were just doing their job?

What the hell is wrong with “You People”?

Travelling through a base of 6-8’ of snow is easy right?

What does Hob have to offer beyond a couple of mules?

Tale of the Tape

Nothing special, Sasha is still a statue.

Oh and Boris recovering from his neck re-elongation.

No more broken arms.

KILLS

none

LOOT

nope


Tuesday, 29 April 2025

Follow the Murder-Brick Road (Session 296)

SESSION 296:  Siege on the Gangrenous Pt. XXXVII – The Long Road Home (out of the frying pan into the pot)

The trek north to discover the trade road to Deepwater. The snow and petrified ranger will be the least of their problems.

 

Day 266 Continued (15.43): The goobers spent some time trying to milk Lialbelgoth of information. This wasted a good portion of the day. The gorgon appreciating a nice piece of jewelry she allowed the hobos to hang in her lair overnight. They learned of numerous inhabitants of the lands around: 

            Eagle-folk SW – sorta dicks, consider themselves “Apex predators”

            Hill Giants S – giant camp

            Ruins E – a place for folks looking to uncover ancient forgotten riches

            Rawhide Gang NW – have a stronghold and lots of them

            Goblins S – beyond the giants these buggers can be found

Deepwater NW – under new management has been ascending for the last decade,   reigniting ancient trade routes  

 

Day 267 (15.43à15.42/0507): Moderate snow for the day. The “sled” was heavy, like a thousand pounds. Travel through Lialbelgoth’s mountainous home sucked. Then we fell into to some giant tracks. Moving on north through the same channel. As the sun dipped down Ramrod caught scent of roasting goat – Yum Yums! The giants, a trio, had stopped at an overlook to cook dinner. Ramrod investigated. A wonderful place for a camp. A sparsely vegetated landing about 80’ deep that overlooked the rolling hills below. For big dummies the giants knew where to setup. Right at the edge of the plateau. It made surprise very difficult. The hobos learned this in a moment when they attempted an ambush. Instead they received numerous volleys of stones before closing into melee. When they did Boris, Camillus and Skull-Crusher enjoyed a sweeping club blow across the lot that shattered bone on all. Three broken arms, what luck!

That night the goat was well received along with a giant sized horde of loot but now we had three crippled warriors. At least all the neighbouring beasts had initially given wide berth to the giants making for a quiet night.

 

Day 268 (15.42/ 0507/0407/0406/0405): The transition from mountains to hills really helped with the grossly overloaded treasure and stoned ranger sled.

 

Day 269 (15.42/0405/0404/0403à15.41/0407/0406): Primate tracks and a sunken valley. The former believed to be baboon and the latter something to avoid. The tracks were crusty from the bitter cold of the morning. More hill giants packing big loot showed up in the late afternoon. This being what we call “bang for your buck”.

 

Day 268 (15.41/0406à0404): Cold as balls and all the monsters are in bed we fought for two meager miles. During the night horses being run hard could be heard, at least twenty. Presumably the Rawhide gang. Our gang kept their heads and flame down. It was not a night for entanglements.

 

Day 268 (15.41/0404à0503): The deep cold continued to limit travel and Ramrod was tramped by hill deer. What a great day. Tomorrow could be better, based on the medusa’s estimate they should intersect the trade road to Deepwater soon. 

 

 

The B-Team: Boris, Ramrod, Raul, Sloth, Willy, Sasha, Wendul, Gurn, Katre, Herbert, Camillus, Lady Versamage & Skull-Crusher

 

ROLECALL 

Raul the Voyager (MD9) 276550 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) 378475 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) 185656 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) 205438 xp +10% <390000> CRT 1d20/IV or 1d6/G (vs. s, m)

            Missing ten teeth

Gurn Hammerhand the Dwarven Swashbuckler (D5) 34745 <36000> +5% CRT 1d12/III

Wendul the Magician (W6) 56493 <80000> 5% CRT 1d8/I

Camillus the Myrmidon (F6)  59674 <64001> +5% CRT 1d20/IV

Willy the Reformed Burglar (T6)  34881 <40000>10% CRT 1d14/II

            Agolloch the Eye of Purity (Lawful; XXXX) Sword

Katre Elf-Girl and Swordsman Conjuror (E3) 14934 xp <16000> +0% CRT 1d8/II

Lady Versamage Knight Errant (K6) 64777 xp <85000> +5% CRT 1d16/IV

Herbert the Master Gnome Trickster (G4) 15070 xp <30000> +5% CRT 1d8/III 

Skull-Crusher the Hellebardier of Crom (A4) 8044 xp <12000> +5% CRT 1d8/III


RESERVES

Sasha the stoned

Elapsed Campaign Time

(708 b) days at beginning of session (DreamlandsàFar Southern Basilisk Hills)

689a (Bunny Group Newville) Busy until 779

707d (Ding-We Gang Liwil)

 

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

How much farther?

Don’t we want to maybe check something out?

What could go wrong?

Wait a second, this ain’t where we left off!…?

Tale of the Tape

Boris/ Camillus/ Skull-Crusher caught the sweep of a giants club and all suffered a broken arm

Boris was also squished by a hill giant (-6” height)


KILLS

Hill Giants (5) 

LOOT

32,000 gp

7,000 ep

Jewelry (7): 6300 gp

            Gold ring eagle 600

            Platinum necklace w/ruby 1200

            Pearl earrings 600

            Gem encrusted bracelet 1000

            The other one 1000

            Ornate electrum ring 500

            Headband with large diamond 1400

Sword +1

Spread Eagle: Chainmail +2, Shield +3 (human)

Feather token oak

Treasure Map XI

Wand of Fireballs (12 charges)

Longsword +3 ‘Beefeater’ copper inlays

Scrolls (2): Protection from Magic, Protection from Elementals.

Friday, 18 April 2025

Escape from the Prison Planet (Session 295)

SESSION 295:  Siege on the Gangrenous Pt. XXXVI – Siege on Aman Marath XI: Going Down Pt. IV – Super Secret Scallop Base of Evil Pt. III – Escape from the Prison Planet! 

Mission accomplished time to punch the ticket home and get to our next screwup. 


 
Day 259 Continued V (Below the Lighthouse): They were tired but it was Boris’s turn to be the slave driver. The packed up the loose treasure and decided to address the dwarven trunk later, “Sloth, Skull-Crusher grab an end we gotta clear this shell shack!”. The joint was a skeleton scallop. Behind was their trail of carnage. Ahead empty chambers. There were two things of note. The first was a creepy murky pool in a corner – no thanks. Second a bunch (dozen of each) of spears and tridents each with an inlaid ruby shard of more than passing value. Their tired minds took a bit of shaking to come up with a non-time consuming solution. The weapons were bound into a sizable fag and then dragged along by two more mooks. 

Proceeding right along,  they came to a hastily vacated and then an unoccupied guest rooms. The super-secret scallop base of evil was defeated. They went back to their pirate captives.

The two, Blurp and Blap were caught in mid gnaw on their restraints. The pirates did not know what to think. The hobos had disappeared into the forbidden temple of Dagon a couple of hours ago and were now back and showing no signs of slinking around. Boris, rather than using simple intimidation decided to go with a bit of a salty tale. He told the two tied up pirates that the hobos were in fact Dagonites and they had just returned from a meeting with Sir Keven. The pirates were confused as to why they had to be bound but as simple inventory control specialists they understood cargo and the related importance of good manifest documentation not the whims of cultists, “Oh. Ok. Did you really need to kill Neal and Bob? I sorta liked them..” “Nah I hated Neal he always smelled like cheese” “He did, didn’t he…Well who are we to question our employers? Boris leered down at them before untying the pair and directing the pirates to take point back to the cistern chamber. They marched down the steps back into the watery caverns taking an alternative path than whence they came. Boris seemed certain some sort of betrayal was coming. 

No such thing happened. 


Up and out then down to the beach. The pirates were getting confused. Things were too quiet and when they came upon body parts, blood and gore they knew something had gone wrong. Once again these guys were not super bright. They told the hobos they would run back up to the cistern chamber and rally the rest of their mates from the stronghold. Something had gone seriously wrong. The gang waited down on the beach poorly feigning shock or concern or something. A whole bunch of pirates streamed down a few minutes later. The charade, which frankly had already worn out its welcome, carried on a bit longer until the new first mate (purportedly replacing the old one we had murdered) took a good look at the hobos, “Yarg yu ain’t be no Dagonites and certainly not new recruits. YARG! Yu be the scourge of our little operation and if I was to guess all our employers are now dead. Grind me along the barnacles”. He stretched open an eye to get a good look at the hobos and quickly came to a conclusion, “Arrg! We be done here boys pack yer bags all hands back to the Sweaty Roach! Yarg. We have no quarrel with you. We shall return to our home waters. We be done here. Yer lighthouse awaits”. With that the pirates mobilized. The tide was high and would not be wasted. The gang watched the process until the ship rolled up anchor and oars broke water. The Sweaty Roach began its egress from the sea cave and the gang fell back to the cistern chamber to creep back up into the lighthouse for some desperately needed rest.

 

Day 260 (Back in the Lighthouse): All rested up and feeling spry. Boris declared they would figure out how to turn the lighthouse back on. He wanted to deliver a complete victory to the sage-king. Within the pirates common room was another extra-large bronze door into the lighthouse proper. Ramrod popped it open and they once more entered the strange chamber of tiled walls (thousands; interlocking), the burning globe and the smoky/ foggy obscurement at the top of the massive hollow tower. Up the great stone stairs they went. Rising nearly 200 feet to an oddly shaped platform engulfed in mist. They had reached the gallery. Now they just needed to find a way into the lens room. Walking around the smoky/misty platform seemed to be the course of action. Rounding the second corner they came face-to-face with the source of the strange obscuring cloud – a dragon sitting on its treasure horde. Grey and emitting smoke sorta like Pig-pen’s dust cloud. It was not huge a meager eight feet in length but it looked like it welcomed a fight as it deeply inhaled filling its bellows. Raul could not see what was going on so he did not get a chance to promote mediation. Boris saw only target for his axe. Let there be battle. The fearsome lizard took to the air and blasted a bunch of hobos with its smokestack breath causing a Versamage and Skull-Crusher to drop to the ground in spastic coughing fits. The dragon then swooped down. 

Oh oh. 

The hobos just realized that they were at least a hundred feet up with only a low wall keeping them from falling to their doom and the dragon was most certainly trying to make some hobo splats. The little beastie tried valiantly but it really was outgunned. It happened so fast the dragon did not have any chance for course correction. Afterwards they found a lever and reactivated the lighthouse. The mission was done.

Boris and Ramrod reflect upon a job done. What will tomorrow hold?

 


They made their way back to Saemish to await the speed boat back across the Bay of Dreams to the city of Pascdak. By the time they had returned it was late afternoon. Their escort directed our heroes to a nice inn within the market district and told the gang that they would be collected in the morning to once more have audience with Keczarr Du.

 

Day 261 - 265 (Closing up shop in the Dreamlands): During this time our hobos were lauded for a job well done. A regal dinner that included the official recognition and title of Heroes of Aman Marath. They were also geared up for the return to the waking world that included a few quality scrolls. Also, they petitioned the Oberkommando of Crom (Spine-Snapper) for Skull-Crusher’s release so that he could endeavour to Make Crom Great Again (MCGA!) in the Waking World. This took some payment to lock up but the Cromites did like the idea of Skull-Crusher using his Crom given courage to crush his enemies for valor. Skull-Crusher did not fear his destiny by Crom!


After taking care of these things and fully recovering from the expedition they once more stood before the sage-king prior to departing for the cavern of the sleeping demon lord -Chothargkrul. “Take this gift for the sage and tell her of its source. Whatever you do not wake the slumbering catastrophe and do not breath deep of the mists and definitely don’t speak it’s name. Travel the up the shrouded chasm. Climb until you arrive. Lialbelgoth will be able to give you basic directions to your destination. May the Heroes of Aman Marath one day return to our slumbering shores”, Keczarr Du closed things as the gang was once more lead to the docks for another ride in the dudes speed boat.


They went north at a preposterous clip. About three hours later (many leagues beyond the Bay of Dreams and Pascdak) they docked along a shear rock face, a mighty mountain range ominously staring down. There was a hidden stairwell that climbed high up the nearly vertical rock face before terminating before a narrow trail that lead into the mountain range. 

“A couple more hours down this path and we will reach the cave. We will rest there and in the morn you can descend into the pit”, the guide gave the details and not much more. 


Evening began to pull its dark sheet over the Dreamlands as the Lucky 13 stood before a black scar along the rocks. “That is it. The rift leads to the Dark Dreamer. Camp is over there”, the guard lead them to a site that was clearly used periodically with camp basics awaiting unpacking and setup. 

The final evening in the Dreamlands passed. Well at least for now…

 

Day 266 (To the Cave of the Sleeping Demon LordàThe Real World): The final breakfast was prepared by the Sage-King’s men and then the Hobo (Lucky) 13 descended into the inky abyss. The demon was colossal and indescribable in its wrongness. 


Tippy-toe-tippy-toe.

Do NOT wake the Sleeping Prince of Darkness.

Tippy-toe-tippy-toe.


Around the backside of the blasphemy was the chasm which the beast’s smoky breath filled. A little bit of this then a little bit of that and then our goobers began the slow ascent from the Dreamlands. A thousand years or perhaps ten minutes later the front line crawled over a ledge into a smoke filled chamber. There was another chamber beyond that was dimly illuminated but obscured by the smoke. They rolled on in. It was a living chamber of utilitarian nature. 

“Ah! Who the hell are you!!”, a woman rose up on here twenty foot long serpentine lower torso her eyes glowed red and her hair writhed. The sage was a greater medusa and well bad things happen when you startle them. Sasha caught the gaze and turned to stone.

“We are emissaries of Keczarr Du the sage-king. We have a gift!”, shouted Raul. 

“What in the hells! You can’t just come sneaking into a girls home without announcement!”, yelled Lialbelgoth as she turned round producing and then putting on a pair of darkened glasses that had a strangely comedic fake nose attached. 

“Geez. I’m sorry but you can’t just creep up a crevasse and slink into someone’s home”, this second admonishment was a little softer after noticing the casualty -Sasha the rock ranger.

Boris presented the gift. Lialbelgoth for the time being put aside on an ornate table, she felt that she was now on the clock. Things were explained. The sage feeling a bit bad, even though it was totally a likely outcome and not her fault, about how things played out reduced her normal service fee for information greatly. 

The gorgon figured they were somewhat more than hundred leagues southish of Liwil. They would need to go NW in search for a headwater that lead to the river Sarn. Follow it through the mountains and then head north of the confluence. This would lead them to Deepwater where they could attempt to book passage up the Sarn. She was not an expert of the lands beyond her mountainous range but she knew where Deepwater was, more or less, and she knew of the Cult of the Basilisk due to having some distant relatives in the adjacent wilderlands. “Nasty bunch them. Nowhere near as cultured as myself, if I don’t say so”, was a little bit of post-shadowing from the sage. I guess she was warming up. The people there would know the best way back into the heart of the Basilisk Hills. We were actually just below the southernmost extent of the Basilisk Hills.

Now our sorta lucky 13, err 12 (statues don’t count), just needed to figure how to manage having a petrified ranger whom weighs over 400 pounds.

Luck seemed to be absent as a trail finder was exactly what they needed right now not a yard ornament.

 

The B-Team: Boris, Ramrod, Raul, Sloth, Willy, Sasha, Wendul, Gurn, Katre, Herbert, Camillus, Lady Versamage & Skull-Crusher

 

ROLECALL 

Raul the Voyager (MD9) 273427 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) 375352 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) 182533 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) 203747 xp +10% <390000> CRT 1d20/IV or 1d6/G (vs. s, m)

            Missing ten teeth

Sasha Plasha the Warden (R7) 128456 xp +10% <200000> CRT 1d10/III

Missing three teeth

Gurn Hammerhand the Dwarven Swashbuckler (D5) 33144 <36000> +5% CRT 1d12/III

Wendul the Magician (W6) 54892 <80000> 5% CRT 1d8/I

Camillus the Myrmidon (F6)  58073 <64001> +5% CRT 1d20/IV

Willy the Reformed Burglar (T6)  33280 <40000>10% CRT 1d14/II

            Agolloch the Eye of Purity (Lawful; XXXX) Sword

Katre Elf-Girl and Swordsman Conjuror (E3) 13333 xp <16000> +0% CRT 1d8/II

Lady Versamage Knight Errant (K6) 63176 xp <85000> +5% CRT 1d16/IV

Herbert the Master Gnome Trickster (G3) 12569 xp <30000> +5% CRT 1d8/III 

Skull-Crusher the Hellebardier of Crom (A3) 6143 xp <12000> +5% CRT 1d8/III


 

Elapsed Campaign Time

(702 b) days at beginning of session (Dreamlands)

689a (Bunny Group Newville) Busy until 779

707d (Ding-We Gang Liwil)

 

Join us for session Two-Hundred-and-Ninety-Six when we ask the questions:

Will we announce ourselves before creeping into someone’s (something’s) home in the future?

Well it looks like we is still lost just not in a multi-dimensional sorta way so what do we do?

When will actually ask smart questions of beings that we meet?

What are the chances that someone in Deepwater can undue a stoning?

But first how do we travel through a mountain range without breaking our pathfinder?

Tale of the Tape

Sasha was petrified by a startled greater gorgon sage

Note: Marble or granite is 168 lbs. per cubic foot. Flesh is 61-67 pounds per cubic foot. That means that a three-fold weight increase is about right for basalt or granite.

KILLS

Shadow Dragon 

LOOT

Ruby shards (24) @ 100 gp each

Spell book (MU) 1st & 2nd (ALL), 3rd (2), 4th (1)

Assorted gems (47) @ 10 gp each 

Ceremonial bowl glass with gold inlay 125 gp

Jeweled plate mail inset sapphires 300 gp

Jeweled dagger sacrificial with ruby inset in hilt 100 gp

Silk robes 60 gp

Wand of magic detection (12 charges)