Showing posts with label The Lighthouse of Anan Marath. Show all posts
Showing posts with label The Lighthouse of Anan Marath. Show all posts

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)

Tuesday, 15 April 2025

Murder-OH-Rama in the Scallop of Doom (Session 294)

SESSION 294:  Siege on the Gangrenous Pt. XXXV – Siege on Aman Marath X: Going Down Pt. III – Super Secret Scallop Base of Evil Pt. II – Evil Occupants of the Scallop of DOOM!

Kill the fake god, mutilate the followers of evil, loot the base and get the hell out before more moon-beats or other troubles show up.

 

Day 259 Continued IV (Below the Lighthouse): They looked this way, then that way and finally the other way – “Oh. I have seen that before..”, Boris’s voice trailed off as all heads turned. Ten snakes were a slithering towards the gang from around the arced wall from whence they came. “Definitely an unholy roller”, was Raul’s response. Sasha and Ramrod were both invisible and moved to get beyond the snakes and resolve the marginal mystery. Yup there were dudes coming up just behind the serpents. Three soldiers in an arrowhead formation just ahead another mook with a wicked huge glowing mace. Their armour told an unwelcome story. These were not Dagonites but cultists of Orcus. 

How far does that death-piggy’s fingers extend? 


The snakes got tangled up with the tank line. Unfortunately for Sasha she was right in the pathway of one of the soldiers and became engaged. Rammer crept, like the bug he is, along the wall trying to get behind Mr. Mace (Jens the emissary of Orcus). He did get his stab in, but not before the wicked Jens revealed his clericalness (and evil) by casting finger of death at Sloth. Rammer did a better job than on Sir Keven but still found himself embroiled in an unwanted melee. Even with a number of tactical shortfalls rearing up the Thirteen had a serious advantage on the Emissaries of the Death-piggy. The battle did not last beyond thirty seconds of brutality. “Waaa! That is a weapon worthy of CROM! I would offer my services in any world to smash skulls showing all that CROM! favours those with the courage to vanquish adversity through action!”, hollered Skull-Crusher. With such tenacity that it echoed through Boris’s head. “Sure sure it is yours”, replied the dwarf as he plunged a finger into one of his ears in hope of extricating the acolyte’s roar from his noggin. The great mace had runes of ancient and lost origin but a name could be deciphered – Earth Shaker. Skull-Crusher strapped his shield to his back, stowed his other mace and then began to swing about Earth Shaker in anticipatory head smashing. Once the looting was done they proceeded into a spiraling corridor to the east.

They walked into the central chamber of the super-secret-scallop-base. 

Welcome to the fish bowl.


The chamber was large, probably because it was the central focus of the temple. A highly polished checkerboard patterned floor lay before a large pool that appeared to house (underwater) some sort of building. It would later be determined to be a copy of the lighthouse with a large hollow chamber along the bottom of the pool but first there was stuff and things. Arcing the waterline were ten human-fish-thing hybrids giving praise to something. Directing this adoration was three Dagonite priests. In the water was a thing but we were not there quite yet. Wendul launched a fireball into the midst of the cultists incinerating the majority of them. This created a great wall of steam (fog) along the waterline and beyond. This is when something arose from the water. A great abomination. Some sort of amphibious fish-like entity twenty feet in length. Three stacked oval eyes glowing with malevolence with flaying slime covered tentacles. 


The remaining worshippers jumped into the pool as the clerics presented arms and rushed at the hobos just as the whole chamber collapsed on top of all. Sloth, Gurn, Skull-Crusher, Sasha and Willy were crushed to death. Everyone else were untouched… Herbert piped up, “It was all just an illusion friends. They just think they are dead as long as the magicks effects them”. Wendul dispelled the effect from Gurn, Sloth and Willy right after covering himself in a protection from evil and right before launching a lightning bolt at the abomination. The second thing was a good choice as the third thing really got the thing angry and prevented the wizard from falling into thrall. Gurn, Sloth, Camillus and Versamage rushed the behemoth as Katre released a cone of bitter cold from a handy dandy wand. Gurn was grabbed by a slime covered tentacle. He screamed out in pain as his flesh began to go transparent and slimy. The other three skillfully dodged the appendages. The counterstrike was especially brutal after the magical strikes. The Servitor of Dagon was pierced through one its eyes by Camillus’s spear. It went right through bringing forth all sorts of critical matter from the weapons exit wound. The beast deflated spraying gunk from the two holes. It was done. Gurn was dragged to shore for Raul and Skull-Crusher to address the condition of his goopifying flesh. They got it right just in time to counter the gross transformation. “Get in there and fetch us some loot big guy”, Boris directed Sloth. “I love loot!”, was the response from our big lunk. “We all do pal. Now make us proud”, the dwarf giving him one more bid of confidence. 


With the help of magic Sloth simply walked into the water descending down to a vastly oversized fish bowl ornament of the lighthouse. Inside the lower cave like entry was all sorts of stuff. Many many gems, a trunk, scroll tubes, weapons and gear. Sloth went back an forth retrieving loads and stacking them upon the shore. Once he was done they all gathered around to assess their pay for smiting evil. 


It looked pretty good.

 

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 Gnomish Trickster (G3) 12569 xp <12000> +5% CRT 1d8/III 

Skull-Crusher the Gardist of Crom (A3) 6143 xp <6000> +5% CRT 1d8/III


 

RESERVES

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-Five when we ask the questions:

Are we done in the big scallop?

What about our captives?

What about all the other pirates creeping about do we need to kill them or would something else do the job of evicting them?


Tale of the Tape

Extreme fatigue has begun to set in -2/-2

Raul continues to keep hoping around with a broken kneecap (½ mve; -1/-1)


KILLS

Snakes (3) 30

Jens the Emissary of He Who Shall Not Be Named 600

Grunts of the Deathpiggy (3) 240

Lesser Dagonite Priests (3) 60

Chattel of the Ambassador of Dagon (10) 50

Aboleth Servant of Dagon 2000


LOOT

Aquamarine 1000 gp

Bars of gold (10) 100 gp each

Gems (15) 40 gp each = 600 gp

Round iron shield w/ gold plating 1200 gp

Rings of malachite (27) 10 gp each = 270 gp

Small Gems (185) 10 gp each=1850 gp

Not so small Gems (117)  20 gp each=2340 gp

Silver Winged Helm 100 gp

Waterproof Dwarven made mithril inlaid trunk 3000 gp àWhat’s inside????

Super Detailed Statue of Dagon (4” x 4”) 3000 gp

Sealed Scroll Tubes (18)

+2 2H Flail

Robes of XXXX

Potions (3) ?????

Mace of Jens – Earth Shaker! Footman’s mace +3 XXXX (1d8/ 1d10)

Scrolls (3): Cure light (2), Cure Serious

Thursday, 10 April 2025

Another Day, Another Blasphemy (Session 293)

SESSION 293:  Siege on the Gangrenous Pt. XXXIV – Siege on Aman Marath IX: Going Down Pt. II – Super Secret Scallop Base of Evil

Exterminate all cultists! Into the heart of the Temple of the D(amned)agon.

 

Day 259 Continued III (Below the Lighthouse): Boris and Raul were game to finish this. They would press on, after loading Raul of the broken knee into the first dinghy. Ramrod was complaining about his soaked shoes but he was drowned out by the continuous cacophony of the waterfalls in the system and the cheers of the hired guns. Ramrod disappeared from sight once more (invisibility) and began wading along the chamber wall to the south. Coming to a junction they continued south into another cavern. It was something of a foyer leading to steps up to an even larger chamber that was very dimly lit by a sickly reddish pink phosphoresce.   

The group moved into the antechamber and hunkered down around the corner from the clearly very well worn steps. Rammer scouted ahead. 

He could not quite wrap his head around his first observation. A colossal scallop rising out of the muck. Open and likely dead. The space between the bivalves plates was sealed with hardened (petrified?) pale pink putrescent tissue. Set within was a pair of doors. Before he could move up for further assessment he caught sight of a shadow coning from around the perimeter of the shell lair. Four pirates in a conversation with a trio of weird taking guys. The latter were cultists physically corrupted by their briny deity. The thief slunk back to the gang. They came up with a lightning murder round and executed the plan with efficiency. They even scored a pair of pirate captives that were more than happy to spill their guts rather than die for some creepy fish-guys. 

Stu and Pidass confirmed that this was the real Dagonite temple, office, base but they had never been inside as they were not members. Also noted was that the high priest was Sir Keven and he would be found inside. They were here to simply present the manifest from the creepy black ship of the Moon-beasts. The two seemed to be pretty mercenary and simply did what they did for gems, rum and a sailors life – Yo ho ho! Camillus tied them up and sat the pirates in a corner, “We’ll be back”. 

The doors were cut into the portion of the lower plate that jutted from the muck. They opened with ease. Inside, nary a corner to be spied. All the surfaces were dried, petrified and polished to a smooth sheen. The ceiling seemed to be uniform in height, about eighteen feet, and composed of the same dried musculature that created the other surfaces. The floor gave away the fact this was a gross lair for corrupted entities, it was covered in about four inches of thick muck. “Let’s get this done”, was Boris’s directive. They marched around the eastern perimeter passing a closed door and a couple of passageways. As they rounded their way around the backside of the shell lair there were a pair of monstrous crayfish. The crustaceans were chained to either side of a spiraling passage likely leading to a chamber. 

Ramrod used his spider climbing ability to sneak his way past along the shadowy ceiling. The passage did indeed spiral its way into a chamber. This was a priests chamber. Sir Keven of Dagon to be particular but this was not known quite yet. The high priest was clad in plate and kneeling before a fell idol. The chamber was very minimalistic a bed, chest and shrine. The walls were covered in the scrawlings of a mad man and there was a stink of salt and blood emanating from mix of fetid water and muck covering the floor. Rammer could not pass up on the opportunity to stick his blade into an unexpecting back. He slunk and then crept into position the priests crazy prayers coving any possible slurping of the thief’s steps through the mush. “Murder Powers Activate!”, he shouted as his blade came down like the sword of Damocles. The rest of the gang heard the call and moved on the crayfish. Much to Ramrod’s irritation it slipped at the last second and missed the ideal armour penetrating stabbing hole. Sir Keven screamed as he rolled and came to his feet before his would be assassin. Ramrod hissed that he bumbled the hit and now would have to fight fair. Sir Keven was far less man and far more deep thing. Bug eyes, green flesh, collapsed face and wicked bad dead fish and other rotting meat breath. 


The ruckus rolled on. Ramrod traded blows with the Sir Keven and his fish-headed mace as the rest of the team took care of the crayfish. Both battles ended rather quickly but the ruckus would not go unnoticed. 

As Ramrod assessed the dead cultist’s chest the rear guards, now hunkered down behind the mutilated crustaceans, entered into another melee with a host of Dagonites – “Surfacers! Blasphemers! “To arms!!”. The hobos were doing a good job of creating a choke point limiting the cultists to only an obscured frontal battle. There were two priests in the back whom took off to collect more help as they could not affect the fight at hand. The priests returned a bit later with some other friends whom all fell to our MurderHobos. 

We reached a break in the action. 


Ramrod detected and bypassed a trap on the chest, it would have been easier and faster to search Dead Sir Keven for the key hanging from his cold fish neck before going through the process. The chest was full of gems that were quickly loaded into sacks along with the cultist’s mace and staff. Fatigue had well set in but the gang were on a roll. They stepped out of the chamber and over all the corpses pondering their next move.

 

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 Gnomish Trickster (G3) 12569 xp <12000> +5% CRT 1d8/III 

Skull-Crusher the Gardist of Crom (A3) 6143 xp <6000> +5% CRT 1d8/III

 

RESERVES

empty

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-Four when we ask the questions:

What else lurks in the scallop base?

How long will this day last (+9hrs and counting)?

Will our henchmen demand overtime pay?


Tale of the Tape

Raul keeps hoping around with a broken kneecap (½ mve)


KILLS

Pirates (4) two captured 

Dagonite Soldiers (11) 

Cultists (under priests) of Dagon (5) 

Monsterous Crayfish (2) 

Sir Keven High Priest of Dagon Dreamlands SE Chapter 


LOOT

Gems (90) 50 gp each= 4500 gp

Fish-Head Mace +1

Staff of  XXXX

Friday, 4 April 2025

Boots Full of Brine Makes Me Murder All the Time (Session 292)

SESSION 292:  Siege on the Gangrenous Pt. XXXIII – Siege on Aman Marath VIII: Going Down Pt. I

Continued from S. 285. Things are getting complicated with so many teams. This group does something, probably lootin' n' killin.


Day 259 Continued II (Below the Lighthouse): Down the hole they went to the wetted underworld. The water was about three feet deep with a firm current going to the west. By the sounds of things there was a waterfall beyond. They would go the other way but they needed to figure away for the little folks to navigate the watery cave system. It took some time until they remembered seeing a pair of dinghies on the pirate ship. So they wasted an hour collecting and then getting the things down the hole. Good thing it was rather wide. 


And so the Lucky Thirteen began to explore the brine fed cave system. Working around the north east, counter to the current. Sloth pulled the two small boats. The first carrying the feeble group the second awaiting treasure. They came to a dead water chamber where silt, muck and mud has been deposited and built up an uneven floor. Living in this goop were five humungous hermit crabs just waiting for dinner to walk on in. 


Crab fight! 


Aside from Sasha losing a trio of chicklets and the band getting some other pinches the battle was short lived. They hung around to dig in the muck and were rewarded with six large pearls. The next chamber had actual exposed solid ground. Upon it was the remnants of a campsite. The walls behind were strangely slick and there was a gleaming polearm just leaning against the wall. Raul immediately suspected another oozey ambush in the making. He was correct and they dealt with the threat before coming ashore. The polearm was a find. Runes identified it as Grimcleaver and it was a masterwork of ancient elven construction. A little further rooting around also resulted in a bag of coin. Most unusual as the Dreamlands roll on the gem standard.

Moving along the next chamber was empty but gave hint to what was beyond. The sound of rushing water and a related inflow current of some gusto. Beyond was a quartz lined cavern with a tunnel delivering ocean waters with every crash of the waves on the island. Boris noted that a dwarf could get rich extracting the mineral but it would be challenging. There was a southern exit from the area into a large chamber with oddly melted stalagmites and stalactites. 

Hiding in plain sight amongst these formations were Helen and Stanley Roper. 

The abominations were patient. Waiting for the dinner guests to fully enter the cavern and be located conveniently between the both of them. The ropers sprung to action, each sending out a half dozen tentacles to grab and retract a morsel to their preposterously huge and toothy maws (large enough to swallow a dwarf and hardly notice). The tentacles were covered in a gunk with a contact poison that immediately weakened any that were slimed. Things went real bad immediately. At least the din of battle was more than partially covered by clamour of waters entering the quartz chamber behind. Sloth ran in and was brutalized. He was not the first. The slaughter ran long but no hobo fell. With the Ropers eradicated and gutted for loot, seventeen assorted gems, the Lucky Thirteen debated their next move.


All signs pointed to them being undetected presently. It would likely not be long before their trail of carnage was discovered and things would heat up, turning all future actions into a head-on siege. They were however beaten up and low on resources. 

 


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 Gnomish Trickster (G3) 12569 xp <12000> +5% CRT 1d8/III 

Skull-Crusher the Gardist of Crom (A3) 6143 xp <6000> +5% CRT 1d8/III


 

RESERVES

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-Three when we ask the questions:

Do we stay or do we go?

Tale of the Tape

Sasha has joined the anti-teeth movement after losing three from a crab pincher to the face

Raul used a leg to prevent Helen from eating him it resulted in a broken kneecap ½ mve

KILLS

Monsterous hermit crabs (5) 

Crystal ooze 

Helen & Stanley Roper 

LOOT

245 gp

Gems (17): 10,50,500,500,10,10,10,100,50,100,10,50,100,500,500,50,1000 = 3550

Pearls Large (6) 500 gp each

Grimcleaver +3 polearm ESPx2/day

Wednesday, 5 February 2025

Degenerate Horrors (Session 285)

SESSION 285: Siege on the Gangrenous Pt. XXXII – Siege on Aman Marath VII: Target Black Galleon Pt. II….

Fight fight fight and then find creepy stuff.

 

Day 259 Continued (Sea Cave): The bad guys launched their counterstrike to the eerie tones of a bone flute. This was when the regenerative powers of the three strange men was noticed. Ramrod felt there was a connection and sought out the moon beast in the stern palace once more. This will prove to be untrue but not for a bit yet. The flute actually gave directions. Like fight for those on the ship and charge for those on the beach. Raul, Versamage and Gurn were charged by the remaining beach baddies that had removed the illusionary hydra from the board. Skull-Crusher stood behind the trio acting like a drill sergeant pushing them towards victory. Shipside things were challenging with the hobos mired in tight space melee. The men revealed both their wicked blades and gross tentacle maws. Another moon-beast came from the forecastle and the original finally appeared from the stern and took up the tune as the original engaged with a wicked two-pronged spear. The tentacle men were regenerating on top of showing wicked strength and then the trio multiplied via mirror image. This dragged the fight out even longer but you are going to run into trouble going toe-to-toe with Sloth or Boris, at least until he trips over his own steel boots and ends up squirming like a turtle on its back but another hobo will fill the breach. More hobos stormed the ship increasing the heat. Then the first fell and then the second and then things turned into the hobo-blender-of-death. 

The battle was over and our gang needed to grab a breath but overall not all that beaten up. They now moved their attention to the ship and the gross stench coming from the cargo hatch. “That smells gross, let us investigate the stern palace”, Boris’s suggestion was well received. They entered into a galley. Stirs went both above and below. A quick pan and scan before moving up the stairs into an oddly setup crew quarters. Hammock ‘balls’ hung from the ceiling but these were not big enough to support anything bigger than a sleeping halfling. Searching these things a whole swack of large rubies, three scrolls and a nice spear were recovered- yay!. Moving to the upper level the chamber was smoldering from Wendul’s fireball. No open flame just smoke wafting about. This room was devoid of anything but a throne. Notably untouched by the flames. Wendul pointed out there may have been more within prior to incineration. The throne was shown to be ‘magical’ after assessment. Not knowing what to make of this they made their way down to the first below deck. Yuck. They found the source of the stink. It was more moon-beasts. Shackled to the oar banks with feeding and excrement tubes of marginal condition. The things seemed oblivious to the bands presence as they moved between the six beasts split between the port and starboard. Crossing the deck a door presented itself ahead as well as a pair of stairs descending further into the vessel. 


Beyond the door was a pillowy moon-beast(s?) quarter. Aside from lots of fouled pillows there were two large bowls on stands. One held questionable mystery meat cubes and the other had more rubies- yay! Working down to the next deck. It was a cargo chamber largely empty. What was here as of worrisome origin so it the troops passed on and descended to the bowls of the vessel. The lowest deck had the stink of man. Yes, very clearly different from the foulness of moon-beasts. Straw mats, water barrels and chains. We had found the slave hold. Currently empty. For the time being they did not have a solution for the shackled moon-beasts but by appearances they were not going anywhere. The hobos disembarked and made their way up the beach to the bundle of human slaves. They could not communicate beyond gesture with them so they removed the chains and left them to cower in relative comfort. 

There was but a single passage off the beach.

Thatta way!


The passage was illuminated as it curved and then straightened. The well-worn natural slope lead the group up to a chamber about 150’ later. In the middle was a cistern 15’ wide and made of cemented stone in good repair. A stream bubbled its way to the cistern from further up the passage beyond the last if the illumination within the chamber. They began searching the base of the walls for secrets and someone looked down but nobody looked up. The walls presented nothing and the cistern dropped into a watery cave some fifteen or so feet below. The waters could be observed having some swirl to it. Sasha also noted that many crates have been within and around the cistern in the past, pointing at dents and ruts in the hard earth. 


During this time Sloth and Versamage held watch on the darkened passage extension, “Wake up peasants a horde of bloated corpses are coming quickly” shouted the knight. “Za-Za-Zombies!”, came from Sloth. The two braced for impact as the first four salty corpses lunged into striking range. The first two vomited up vile bile streams as the second pair began pummelling the plugs. Raul and Boris considered the possibility of things going wrong if they were overrun. More than a few were bandaged from the battle on the ship. The two fighters were directed to take a few steps back with their dance partners as Wendul produced a web to separate the rest of the cadaveric host from this chamber. These bloated zombies are not your standard fair and it took a little time to dispatch the four beyond the barrier. As they cleaned up after someone had the gall to look up. 

“Hey look the cistern also goes up. By Crom!”, Willy pointed out (Agolloch giving him sometime out of the box). 

It was a message that Skull-Crusher approved of – CROM!. 


They had gotten pretty good at wasting time, making noise and shining lights down darkened passages as of late but this time they still had some moments to decide their next step.

The webbing stretched but held.

There was light seen from above at the upper portion of the cistern thirty-five or so feet up.

Below, the wetted chamber was dark and mysterious.

 

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

 

ROLECALL 


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)                         

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


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

            Missing ten teeth

Sasha Plasha the Warden (R7) 128163 xp +10% <200000> CRT 1d10/III

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

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

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

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) 12569 xp <12000> +5% CRT XXXX

Skull-Crusher (A3) 6143 xp <6000> +5% CRT XXXX


 

RESERVES

Elapsed Campaign Time

(702 b) days at beginning of session 

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

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

Up? Down? Forward? Back?

Tale of the Tape

Everyone still in one piece.

KILLS

Moon beasts (2) 

Meng of Leng (5) 

Pirates (10) 

Denizens of Leng (3) 

Aqueous Zombies (4) 

LOOT

Moon Rubies (28) @100 gp = 2800 gp

Spear +1

Scroll Protection from Magic

Treasure Map 

Treasure Map