Sunday, 13 November 2022

Murder on the Basilisk Hills (Session 147)

 SESSION 147: Across the Basilisk Hills Until We Find Something 

Mission: Find the roc's nest and get super rich. A couple of weeks back the gang were attacked by a pair of gigantic predatory birds. They were able to slay the male but the female escaped and flew hard to the west by northwest to a distant range of mountains. He who is full of ideas and few solutions - Ding-We, was certain this was a path to riches. With barrow maze fading from memory our gang needed direction and this was good as anything else. We won't mention why they didn't simply get their longship on some water and make their way back to the Land of a Thousand Towers. 

 

Day 6 Continued (14.23:07003) – Cloudy. Looking to the west we could see our final destination along the horizon, a line of broken black teeth. Sasha figured another couple of days to reach the Blood River and another three days after that to reach the mountains barring any further explorations. We were presently a couple of days behind schedule. Saff extra didn’t care, there was something in the air making her wackier than normal – if that was possible. Our three rescues suggested that we diverge a bit and stop at the stronghold of Liwil the home of the Basilisk Knights and what many considered the end of the road. After some debate in respect to the travel schedule it was agreed that an investigation was warranted. The ride across the hills was pleasant and trouble free.

 

            Arriving at Liwil we are introduced to a true borderland settlement. A remnant order of knights maintaining this corner of the wilderness long after the diminishment of a once greater kingdom. Due to the small population and the infrequency of hobos our traveling companions are quickly recognized and allow us easy passage through the front gate. We check into the only tavern, the Knight and Stone, for an afternoon repast and accommodations for the night. The food was utilitarian and the evening will be spent in a common room but will still be a nice change from the road or a dank dungeon. 

The party fragments, some stay to eat and drink while two groups go out to investigate the local resources. First, we visited the stable as was strongly recommended by our companions and upgraded ten of our horses to Basilisk Hill Ponys (see below for info). The stablemaster Jengifu San described the horses as smaller than warhorses but sure-footed found wild in the hills, capturing them as foals and training them to accept saddle and rider, and to bear the sounds and smell of war. 

 Of most interest and presumably why Saff was extra goofy was the presence of a dryad tree inside the walls. The dryad was not home, which does seem odd, but Saff did not really care she just wanted some fae tree time. Some equipment and herbal remedies and were acquired but we didn’t really have a chance to interact with the knights. Their tower had a small active garrison that we did not really garner the interest of and so we just passed on by. 

We did learn of some of the strange politics though. An emissary was camped outside the gate and was a satyr. He was known as Wen-fan and represented Summer’s End a domain in Faery, and its leader, Countess Lorrandir of the Waning Days, to establish diplomatic relations and strike an alliance between the two domains. It seems that out in the borderlands one can make strange allies. Neat, and there were other interesting tidbits but we were just passing through. 


Day 7 (14.23:05007) – Cloudy. The evening passed uneventfully. With the coming of morning we prepared to once more return to our roc hunt. Two of our new companions decided that they would join our mob, Dolec and Jogar. Frehdes however remained frigid and said she would be staying in Liwil to chart her own course in life. Smell ya later!

With that we mounted up and rode from town. Next stop the Blood River? We had learned that much of the surrounding lands are ripe with beastmen except for the NW because it is weird. Good enough for this pack, into (back to?) the weird we shall go. The morning was uneventful aside from a plateau rising into view ahead of us (14.23à13.22). As we got closer we could see some sort of weird event going on atop the plateau. This must be the aforementioned weird. This was also enough provocation for further inspection. We left the new guys and a few others with the horses and directed them to meet us on the other end of the plateau . Bunny was overjoyed to be leading another expedition towards something that just was not normal… 


The plateau was scaled . The top of the plateau was relatively flat, with knee-high grass and the occasional copse of trees. We didn’t give much of a look (details most certainly overlooked) as something interesting caught our eye. What first appeared to be a group of hobos camping turned out to be weathered statues of a group of five hobos around an aged camp.


Ding-We was convinced that a doom had befallen this group. He came up with the ‘A+’ plan of de-stoning the female that appeared to be wizard. Well, Mr. Peg-Leg learned a little bit of a lesson regarding his ‘classist’ bias. Stone to flesh. Her body returned to a fleshy state and collapsed. Ding-We then was assaulted by an unseen force. He was not ready. The force was the soul of Ul’So the wizard he had just thawed out. Whatever doom befell this group way back when was recognized by the wizard just in time to jar her soul in some receptacle. Unfortunately, this meant that she has spent many decades trapped and aware of her predicament. Ul’So is now stark raving mad and in control of Ding-dong. This led to some really electrical shenanigans. We were really not prepared for Dinger to start trying to murder the lot of us. Nara fell to the ground going into death throes. Someone in the nick of time remembered that we had acquired a potion of vigour in Liwil. Administering the potion stabilized her long enough for Bimbles to provide further aid. Things were really going in Evil-Ding-We’s favour and then Carla came up with the idea, in the nick of time, that only evil possesses folks so dispel evil may be helpful. It was. Ul’So was cast from Ding-We (his collapsing to the ground totally confirmed it) and returned to her now not petrified body rather than wherever her soul had launched from. Biff acted with what had appeared to be unusual speed and insight. In reality he had been planning to do this to possessed Ding-We but didn't act with immediacy. Biff charged the wacko wizard and launched her off the top of the plateau - SPLAT!

With the smell of burnt flesh thick in the air we grabbed a quick breath before making our next move. 

 

 

ROLECALL

Carla the Green High Priestess of TMB (C9) 231115 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 190355 xp +5% <200001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Superhero (F8) 187286 xp +5% <240,001> CRT 1d24/V

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

Rahgnar the Dwarven Superhero (D8) 152123 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)  

Raul the Voyager (MD8) 169382 xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.                               

Ding-We the Peg-Legged Sorcerer (W9) 385132 xp +10% <470001> CRT 1d10/I

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

Bunny the Thief! (T9) 216918 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 92941 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) 152516 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 135460 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) 76552 xp +5% <125000> CRT 1d6/I

Biff Bartley the Half-Orc Blackguard (HO7) 71997 <120000> +5% CRT 1d12/II

Sasha Plasha the Warden (R7) 76972 xp +10% <100000> CRT 1d10/III

Dolec Da (F3)

Jogar the Nine-Fingered (T4)

 

‘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

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

Gurn Hammerhand the Dwarven Swordsman (D3)

Wendul the Thaumaturgist (W5)

 

 

RESERVES

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

            REMAINING RECUPERATION: 9 DAYS

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON) -ADJUSTMENT REQ’D

            

Boris the Dwarven Lord (D9) 319718 xp +10% <400001> CRT 1d20/IV

            REMAINING RECUPERATION: 14 DAYS

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

            Serious Injury: Brain Drain -2 INT

 

Elapsed Campaign Time

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

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

Knights and the fair folk, that was weird right?

How many more days will this take?

Tale of the Tape

 

Basilisk Hill Pony. AC 7 [12], HD 2+2 (11 hp), Att 2 x hoof (1d4), THAC0 17 [+2], MV 150’ (50’), SV D12 W13 P14 B15 S16 (F2), ML 9, AL Neutral, XP 35, NA 0 (0), TT None 

The warhorses raised by the Basilisk Knights can carry 300 pounds at their normal movement and double that at half their move rate. When ridden by Knights on patrol they are equipped with all leather barding that grants an AC of 6 (instead of the 5 from standard barding), weighing 40 pounds. They are also hardy, requiring 75% of the normal feed required by a warhorse. 

KILLS

Ul’so the insane wizard

LOOT

Potions: speed, growth

Stout hickory wand of Some Luck - once per day, when used as a focus to cast a spell, allows her to reroll one variable effect (damage, duration, number of targets affected, etc.) and take the better of the two results 

Thursday, 10 November 2022

Another Story from the Murder Dome (Session 146)

 SESSION 146: Under the Dome

            Once the looting of the naga’s chamber, and a Steve break, we went back to check out the other door on this level. Beaten copper with a pentagon shaped depression in the middle and lots and lots of cables all over it. Ramrod did not let the complexity phase him. He pulled out his tools and went to work…It did not work. The door appeared to be deficient an energy component and would not open without it. Not even with Ding-We using magics to convince it. We went back downstairs to the other uninspected door. It was another ork camp inside of the structure, those guys are so dumb. Dumb but that was the extent of their commonality with your garden variety orks these guys were wild boars. Our reward was a singular strange gen the size of a blueberry that carried an unknown dweomer. We went back down the corridor this time to check out the stairs going down. Voices were heard as we approached gruff commanding tusk filled ork maws and that of presumably preferred humanoids. The orks were playing slave drivers for some sort excavation exercise. Our sneakers moved down the stairs to get a better assessment of the situation.

            The entirety of the lower level was a cavernous opening, with a somewhat rickety wooden ramp system suspended above, looked sketchy but not enough to stop our gang. Below the floor resembled cooled lava, an almost smooth surface of black pitch, with odd formations here and there. The majority of the excavation was occurring roughly in the centre of the chamber. The ramp zig zagged above the main dig, in such a way to obscure those above and below.  The digging was inside a great shallow pit, some thirty feet in diameter and nearly fifteen feet deep in the centre. Bunny kept onto the ramp system for a better view, three slaves could be observed digging in the pit while an uncertain number of orks barked orders from about the lip, moving in and out of site. The rest of the group moved onto the ramp network preparing to smash some pig-man. 

The ambush commenced. Too bad the real leaders were hidden. As their dorks fell the big guys waged a potent counter. A wizard (?!) pointed his finger at the hobos. “CRAP!” One of those awesome burning embers that grow into fiery balls of death. The wooden ramp system was dry and woody. It burst into flame and then ash almost instantaneously. It began to rain hobos as many of our group fell to the floor of the cavern. Game on. Hobos versus super orks. Cleaning up after the slugfest it was learned that the hobos were sadly too late to save two of the slaves, strange people with owl-like features, that the brutish orks had butchered minutes before the ambush. There were three humans remaining two fighters and a rogue the remnants of a captured hobo band that were enthralled by the naga. They were Dolec Da, Fridhes the Frozen and Jogar the Nine-Fingered. 

After some conversing it became apparent that they would be travelling roughly in the same direction. To the west was an area called the Basilisk Hills and there was a small settlement called Liwil that connected to a trade route. There was safety in numbers, we invited them to travel with our horde. However, much to Rhagnar’s chagrin we now had three more bodies that required mounts so he had to cut loose the many boulders he had strapped to the spares. This made the horses happy.

 

Day 5 (16.23 à16.22): Clear – We left the dome and rode to the west for a little while there was a used trail also heading roughly in the same direction but the theory was it would likely lead to more super orks so it was decided to head north for a few hours before turning back to the west. This did slow things down a bit but gave better cover. The day was uneventful.

 

Day 6 (16.22à15.22 à14.23): Cloudy – Aside from Steve getting his horse killed when he rode over and then collapsed the lid of a centipede hive. The day was fairly uneventful as we rode through the oaken forest that slowly began to transition into the rolling landscape of the Basilisk Hills (sub-hex 07003). Our travel-friends now getting their bearings within a familiar landscape figured that the settlement was 5 – 6 leagues south by south-west of our current position. We mulled this over, considering our next move.

 

            

ROLECALL

Carla the Green High Priestess of TMB (C9) 231115 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 190355 xp +5% <200001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Superhero (F8) 187286 xp +5% <240,001> CRT 1d24/V

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

Rahgnar the Dwarven Superhero (D8) 152123 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)  

Raul the Voyager (MD8) 169382 xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

                                                

Ding-We the Peg-Legged Sorcerer (W9) 385132 xp +10% <470001> CRT 1d10/I

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

Bunny the Thief! (T9) 216918 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 92941 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) 152516 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 135460 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) 76552 xp +5% <125000> CRT 1d6/I

Biff Bartley the Half-Orc Blackguard (HO7) 71997 <120000> +5% CRT 1d12/II

Sasha Plasha the Warden (R7) 76972 xp +10% <100000> CRT 1d10/III

‘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

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

Gurn Hammerhand the Dwarven Swordsman (D3)

Wendul the Thaumaturgist (W5)

 

 

RESERVES

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

            REMAINING RECUPERATION: 11 DAYS

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON) -ADJUSTMENT REQ’D

            

Boris the Dwarven Lord (D9) 319718 xp +10% <400001> CRT 1d20/IV

            REMAINING RECUPERATION: 16 DAYS

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

            Serious Injury: Brain Drain -2 INT

 

Elapsed Campaign Time

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

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

Were/ are these super orks actually SPACE ORKS?

Does deviating towards Liwil really matter?

Are we in a rush?

What about this trio?

Tale of the Tape

Dead orks and bugs – Boo!

KILLS

Large centipedes (20) 120

Orks (2) 20

Super Orks (4) 160

Magic Super Ork 100

Super Ork Lead Hand 50

LOOT

A weird magical gem

Tuesday, 8 November 2022

Who Put a Spacecraft in our Path? (Session 145)

 SESSION 145: Once More Creeping through the Wilderness

            We pulled the big dead bug thing out of the way and the scouts plunged into the tunnel. This lead to a natural cavern littered with bones and refuse – definitely a bug lair. Not too far into the chamber we discovered the most likely source of the drag marks and somewhat fresh blood, a dead merchant. The fiddling with the feed pile triggered a response from the collective. Ankhegs were coming from from peripheral branches all about main chamber. The buggers were rather nasty, especially once they encircled our hobos and began gorking acid bombs and then launching into the fray with their nasty mandibles. Fortunately the acid puke was simply a one time opening salvo. Once blows began trading back and forth the gang gains the upper hand and began dropping bugs one by one. During the battle a noise could be heard from an adjoining chamber. It was the rage of the queen driving her hive to fight harder to protect her and the eggs. The hobos then came for her.

After cleaning up, stop that acid burn, some general search and seizure turned up some nice things including a bushel of jade statues. They were found in a basket being held by a strange old lady statue/shrine (overlooking the main chamber from a shelf on the far side of the underground stream flowing through the back of the chamber. Bimbles used this time to commune with the dead merchant. His name was Bertus and he had been traveling west into the Basilisk Hills to sell three religiously themed amethyst cylinders. He had encountered some directional challenges during the journey and had thought he was lucky to find the travellers camp and shrine. Much to his death this area has become much more wild in recent years. 

During this time Steve had completed his dressing of a giant bug that Ding-We (not for the first time) had changed into a giant rabbit. The hobos retuned to the garrison group at the shrine. Sasha suggested settling in early and setting up a real camp versus the rough rest of the previous day. There was still lots of travelling to do and the chances for warm food and recuperative rest may be limited.


Day 4 (17.23): Morning came partially clouded. Luckily sparse enough for our tribe to notice a celestial phenomenon, a comet hurling through space and time. It was determined that it was somesort of blessing perhaps Carla’s sacrifice the previous day had earned us the favour of one of the Watchers in the Sky. Camp was broken down and the hobos pressed on feeling good.

It did not take all that long about 1 mile. “Hmm, that ain’t right”, Sasha seemed disappointed that the forest abruptly ended and we now stood before a lake. “Nope” was Bimbles guidance. "The trail is supposed to continue. Something ain't right". The horde decided to go North around the lake. Not too far along they approached a fallen pine tree that was home to at least one set of plate sized yellow glowing eyes. It was an owlbear and was also likely to have been a component of the previous noisy evening. We stood and it stared. It was decided to drop down closer to the waterline and pass by. The suspicion that it had fed well overnight seemed to prove true as it only watched as we detoured the lair.

            An hour or so later the lake began to narrow and a manor was spotted in the distance on the far shore – interesting. Marching on, we caught a whiff of smoke coming from just inside the treeline. A rough made stone and timber house nestled just inside the forest. We approached. A be bear of a man stepped forth from the side of the house holding a mitt full of herbs. “It is best that you keep moving travel as far as you can under the light of day. This forest is a dangerous place”. It didn’t seem like this grizzly fellow was much of a talker but that did not stop Ding-We. “He beefy boy can you tell us about your friends across the way?” This clearly irritated the Big-Man, “They are not my friends and neither are you”. Feeling the tension mount a new tact was taken, “Hey you like rabbit friend?” “I do” “But you wished it didn’t take a dozen to make a meal” “That is true” “Well, let us offer you something before we leave” Opening the portable hole out came a fresh, and cleaned- thanks Steve, giant polymorphed ankheg that was of course now a rabbit. This seemed to ease things. The beast of a man was now thinking how well his herbs would go with the monster rabbit. He gave a grunt of appreciation and repeated his warning about dawdling about in this neck of the woods. Our hobos returned to the lakeshore and rode on.  

            Even later we finally came to the apex of the lake and forded a feeder stream. This action caught the attention of an abnormally large pearlescent crayfish that was laying in the muck along the lakeshore waiting to snatch a meal. Steve was the target. Pulling him from his mount the creature attempted to bring its super chunky morsel back to the waters. Well, Stevie saw things the other way around his dinner was trying to get down his throat. The crayfish was not ordinary in size our nature. It was spell proof. Sadly for the big chunk of meat that was not enough for it to defeat a hungry hungry hobo. After cleaning up and largely filling the portable hole with another feast we rode on to the West back into the oak dominated forest. Fortunately the understory was largely herbaceous and progress was made.

            (à16.23) As the afternoon wore on the trees abruptly opened revealing a massive greenish dome rising out of the earth almost 50’ high and some 200’ wide. Investigating around the perimeter a circular space type door with a gang of orks guarding it was discovered. They seemed the bureaucratic type and went to twenty questions rather than their polearms. Opening the space door we entered into the strange structure. The interior walls and floor of the dome were fashioned from a shiny black, stone-like material absent of seams or any indication of tooling- Alien meets Star Trek (whatever that is). 

The orcs had set up a temporary shelter within the entrance hall; a rough framework of branches covered in animal hides. We progressed through a beaten copper door into a 10’ wide corridor. Quickly coming to two more doors or the option to proceed further down the corridor to where it splits into two stairwells, one up and the other down. Opening the door to the south revealed a kidney shaped chamber that was clearly being used as a rest area, dirty pallets and and bedrolls strewn throughout the chamber. Bah. 

            Down the corridor to the stairs leading up we went. The stairs pierce the ceiling of the second level and open into a room with curved walls similar to those below. The chamber is roughly thirty feet wide and fifty feet long, running south to north. Another large beaten copper door is directly adjacent to the head of the stairs. The surface of the door traced with a maze of thin silver wire, forming an irregular pentagon the size of a man’s hand in the centre of the door. The Doom of Cthedrak was likely to be found here. Who or what is that you ask. Well time will tell very shortly. Along the northern wall was a nest of branches, leaves and torn cloth adjacent was a low desk stacked with a personal library. As intimated two sentences back she was indeed present and not happy to have guests. Cthedrak is some twenty feet long, jet black snake, with the head of a human woman. Her head was strikingly beautiful, with ebony skin and shockingly white hair. She was a naga. “I think I could still work with that..”, was heard from the proximity of one of our deviant dwarves. She pointed a finger at the murdermob. A small red stone that expanded into a fiery globe hit us. Kaboom! Game on. This naga was tough but Nara was able to get past her defences with a psychic attack and restrict her movement. Her gaze however could not be controlled and she began taking control of hobos whom began to take up the naga’s defence. Our legion however, for once, did not waste time and jumped the old snake’s bones. Once her head was removed from its stem we moved onto the looting phase of the boss destruction program. Not only was there piles of coins there was a significant library of esoteric tomes. Welcome to payday!

            

 

ROLECALL

Carla the Green Matriarch of TMB (C8) 144390 xp +10% <200001> CRT 1d12/III

            Scars: permanent loss left index finger and scarring on arm

Bimbles the Patriarch of GSS (C8) 187630 xp +5% <200001> CRT 1d12/III

            Lasting injury: -1 STR, mashed arm

Hobo Steve the Superhero (F8) 184561 xp +5% <240,001> CRT 1d24/V

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

Rahgnar the Dwarven Superhero (D8) 149398 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)  

Raul the Voyager (MD8) 166657 xp +10% <240000> CRT 1d12/III

            Serious wound: permanent loss of CHA -4, 

Removed one of his own nostrils.

                                                

Ding-We the Peg-Legged Sorcerer (W9) 382407 xp +10% <470001> CRT 1d10/I

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

Bunny the Thief! (T9) 214193 xp <280001> +10% CRT 1d20/II

            Light wound: permanent loss of pinky finger, off hand

Ramrod the Cloned Magsman (T8) 90216 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) 151254 xp <200001> CRT 1d10/III

            Moderate wound: Scar on abdomen

            Lasting injury: -1 STR, mashed guts

Sloth the Bopper (L7) 135460 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) 75290 xp +5% <125000> CRT 1d6/I

Biff Bartley the Half-Orc Blackguard (HO7) 70735 <120000> +5% CRT 1d12/II

Sasha Plasha the Warden (R7) 75710 xp +10% <100000> CRT 1d10/III

‘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

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

Gurn Hammerhand the Dwarven Swordsman (D3)

Wendul the Thaumaturgist (W5)

 

 

RESERVES

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

            REMAINING RECUPERATION: 12 DAYS

Critical Wound: Punctured lung (-2 CON) 

            Mostly DEAD. (-1 CON) -ADJUSTMENT REQ’D

            

Boris the Dwarven Lord (D9) 319718 xp +10% <400001> CRT 1d20/IV

            REMAINING RECUPERATION: 17 DAYS

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

            Serious Injury: Brain Drain -2 INT

 

Elapsed Campaign Time

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

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

What is this strange domed structure?

What is behind door #2?

What mysteries are contained in the mountain esoteric tomes? 

What is downstairs?

Tale of the Tape

We took some beats but kept on kicking.

KILLS

Ankheg (6) 6000

Giant Magic-Infused Crayfish 800

Orks (6) 150

Spirit Naga - Sister of Doom 1800

LOOT

Amethyst cylinders with religious themes (3) 1200 gp each

Jade carvings (28) 200 gp each

Statuettes (2) 200 gp each

Moonstone tiara 4000 gp

Rich fur cloak 1700 gp

Sunset amethyst 750 gp

7500 sp

2000 ep

6000 gp

Gems (3) 25, 50, 75 gp

Ring “The mighty arm” 1/day 18STR for d6 rnds

Arrows +2 (3)

Scroll 1: 1-3/lv/MU

Scroll 2: 3-2/lv/MU

Scroll 3: 1-5/lv/MU

Scroll 4: 3-1/lv/CL

Stolen spellbooks (5) together all 1st & 2nd lvl MU spells per OSE