SESSION V
Grimgrim – Fighting priest of the
fierce God of Dooms, Monstcrom! (M) Cleric 1
Lemon Jackson – An loin cloth wearing wizard with strange yellow eyes and who tattoos himself with spells.
(M) Magic User 1
Huxley McTeeth (Hux) – A gaucho with
a past, clad in plains finery (M) Fighter 1
“Eyestabs” Nell – A tall scary woman
armed with many poison hat pins (F) Assassin 1
Drusilla – Eleven lass of surpassing
beauty, disturbingly unpleasant affect and taste for human babies (F) Elf 1
The diminished party has been lurking
in their apartment looking at their dwindling stack of Gold for a
week after their disastrous foray into the ASE gatehouse.
The party has reached the following
conclusions:
- They aren't going back into the gatehouse for a while. (They don't realize they've already killed the meanest thing in there)
- They need to beef up their ability to not die – oil is going to get more popular I think, but there's talk of buying dogs or slaves and of hiring henchman. Of course they lack money for these things.
- They need to get rich quick. (I really like ASE's treasure progression/cost of living, while advancement feels a little slow the party is so far cash strapped and a bit desperate, just as unestablished treasure seekers should be.)
Finding replacements isn't an issue
'cause P and B are itching to join in, so the following vignette is
invented.
The party goes to their local tavern to drown their
sorrows. The Toothless Gear recognizes them all now, and nobody even
bothers much about Drusilla (who even if a sinister “baby biter”
is the best looking and often only woman like creature in the place). The barkeep
was even sad to hear about Mukuls, because of one time Mukuls came in he
helped bring some kegs up from the cellar, but Gearman wasn't sad enough
to throw a free wake – though the party promises one “when they
get paid”.
Dickering with the bartender over the
price of fungus beer is a tall muscular man in garish gaucho's dress
– wide brimmed hat and fur chaplet over the left shoulder, basket
hilted saber and a sweat stained triceratops leather brigantine with
silly bead-work depicting flowers and dinosaurs all over it. He even
appears to have some kind of gaunt plains' strumpet on his arm, who
is staring outward at the bar patrons with a look of surprise and
nervously fiddling with her unfashionable, backwater hairpins. She is also
armed with a heavy looking basket hilted saber, more appropriate to
the saddle then foot, and it is hard to believe ssomeoneone so skeletal could wield
such a heavy weapon.
The plainswoman introduces herself as “Nell
Hassephaffer, but everyone calls me Sweet Nell” and offers a firm
handshake to Drusilla while her smile and eyes seeming to take in Grimgrim
and Lemon with a hint of flirtatious mockery.
“That's my Cousin Hux”, Nell continues,
“We all is looking to find some work, but there ain't no tops to
punch in this town – you lot look like you might know of something
that pays, and ain't as rough as ropin n' a bull top in
heat – not that much is, ya know.” (P is seriously
putting on the accent here, but since everyone was laughing why not.) Grimgrim motions the Certopsians to sit
down and says shouts “Gearman, get you toothless self over here
with a round of whiskey – there's business to discuss!”
Whatever happened the night before a great deal of beetle whiskey,
fungus beer, waste vodka, grub alcohol, cactus wine and even bark liquor (it's piney!) was consumed – see previous table for types of
thousand cities' booze, their costs, and histories. Monstcrom knows
how, but the next morning the party is 20 gp poorer and massively
hungover. Lemon may or may not remember a romantic interlude. Grimgrim and Hux now seem to know many of the same songs and
Drusilla woke up wearing Hux's armor on the kitchen floor. She
may also have traded her lacquered moon decorated helmet for Hux's steel
lined hat, but given that the helmet doesn't fit Hux and Drusilla
swims in the hat, the trade can't be permanent.
Their heavy drinking out of the way, the party confers with
it's new friends about funds. It turns out that the party all
together have somewhere in the range of 200GP. Enough for supplies,
and maybe a henchman or two. First they need something to do though, but they
still don't like the idea of going into the city underfoot, and the
Molybdenum Tombs have crystal panthers and whatnot.
The party picks Hux and Nell's minds for places where foreigners,
drovers and sailors might loiter in Denethix, because they figure
these folks will know of adventure.
Lemon has the highest charisma, with Nell also being quite capable of
turning on the charm when she's not being a dead-eyed killer. Lemon,
Nell and Hux wander off to hire some damage sinks in bars along the
street of lesser men. They also plan to ask about stories of
treasure or adventure that don't involve Mt. Rendon. After a few
hours of buying old sea dogs and decrepit drovers drinks, Hux learns
that there's a giant froghemoth in the midst of the vile fen guarding
some kind of ancient flying machine, there are well armed goblins to
the north marching like an army, and that somewhere along the coast
there's a graveyard of lost ships.
Drusilla heads to an elf bar but the only rumor she can glean is that
“Deezlex's elixir is looking for elf girls to promote it at wealthy
student's parties and the home for aged heiresses - all you need is
a short checked skirt and/or some fanciful elven wise woman robes and
they'll pay you 1gp a night”. She saw a posting that someone's was
hiring caravan guards to go all the way to the Lanthanide.
The party (again failing to realize that the wilderness is far more
dangerous than the dungeon in Old School games) decide to head West
to the shore and south until they find either frogamoths or
shipwrecks.
Preparation for a 30 day trek begin with 20gp going to buy a donkey,
40gp (from the PC's private stashes) to keep the apartment another
month and 40gp for a donkey load of provisions/supplies. The party
even buys a 6 person tent. They have no luck finding any henchmen
who want to sign on to a month long dilly-dally in the woods, as it
“sounds too much like work”.
Grimgrim wants to buy some attack dogs though, preferably at least 4,
with spiked collars. Hux persuades him that they need dinosaurs
instead and manages to locate a dino-dealer who has a mated pair of
rust horned rippers (small vicious dinosaurs that attack and have
stats as dogs). They are 10gp each. Hux buys them and takes charge
of their care, naming them 'Scrapple' and 'Bacon'.
The PC's are ready to being their trek, they see no difficulty in
walking 250 or so miles to the sea for unknown purposes. I can
easily see them not returning to Denethix, but I will do my best to
get them back into the gatehouse (really anything short of explaining
to them directly that it's a fairly easy first level dungeon).
They head South to Lugosi, early in the morning and stop for a midday
meal at the Stinking Fang. The barkeep indicates that he has
something special if the players want a “unique tipple” to go
with their blood sausage and cabbage. Only Grimgrim feels like
spending two gold pieces on something recommended by a barkeep.
Grim's curiosity is rewarded with a nice little show. The bartender
returns with a tray containing a glass, a bottle,a spice ginder, small
pitcher and a beet stalk. The bartender announces the “Bloodsucker's
Repast” in a festive voice, attracting the attention of several
lunchtime patrons, He quickly pours some kind of orange-red liquid
out of the pitcher and into the glass. He follows this with a twist
from the spice grinder and then holding the bottle, a thick rounded affair with a skinny neck, close to Grim's face gives the bottle a fierce shake. Grimgrim does not disappoint his god when the ½
rotted, fanged visage of the undead serpent within the bottle slams
against the side inches from his eye. A save under wisdom was made
for Grimgrim to remain impassively "metal" despite the very eyes of reptilian death staring at him for a brief second. With the dead
snake in the bottle thrashing the barkeep quickly pours a long shot
from the swaying bottle, snaps a serious looking plug back into
the neck that stifles the eldritch hiss of its resident. With a
more sedate demeanor, the bartender (a young fellow affecting a widows
peak) stirs the drink with the beet stalk garnish and places it
before Grimgrim.
The drink isn't bad, it appears to be some kind of vegetable juice,
savory spices and some sort of slightly off spirit that makes
Grimgrim's blood pound in his ears momentarily. A few of the patrons
clap sedately as Grimgrim calmly sips his drink. A few minutes later
a young, rurally attractive woman tentatively steps to the table and
bats her eyes at Grimgrim. She begins “I'm Dawn and I'm looking
for a man, or men and ladies, even elves really … I need a favor.”
Grimgrim glowers a bit, and Dawn drops some of her femme fatal
pretense. “Well you see it's my grandma's locket – she's dead,
and you don't seem afraid of the dead, well at least not Tottle's snake trick
at least”. The party is more interested now, but Hux scoffs, "if yer
grammy's up n' movin' taint us that should put her down, that's
always best a family affair – re-internment.”
Dawn explains that she doesn't think her grandma is undead, just
dead, but that grandma was a bit of a witch and so to be safe the
family didn't bury her in Lugosi. They took her down to the old
necropolis about 20 miles South-ish of the next town down the road,
Southdeep. The place is called “The Obelisk of Unwanted Memory”
and it's a special cemetery complex used since time immemorial by
most of the villages in the region. It's not even for burying most
people, just those who were evil, uncanny, knew magic or otherwise
suspect. There's a temple in the cemetery amongst the graves and
the gods make sure that the dead stay dead, no matter how strange
they were. Dawn thinks it'll be easy to find and loot Grandma's
corpse as her family (well-off farmers) paid for 5 years in one of
the sepulcher crypts before Grandma's bones were to be placed "reverently" in the ossuary. Dawn is annoyed because her family were
so afraid that witch-nana would return they had all of her magical
paraphernalia buried with her, including a locket that Grandma wanted
to give her, and that Dawn “absolutely needs now”. Grandma's
bones should be easy to find, though Dawn can't remember which of the
two above ground crypt rooms the body was placed in. The locket is
blackened silver and shaped like a bat with tiny emerald eyes.
The PC's ask if Dawn can pay anything for the locket, and Dawn bats
her eyelashes and rubs suggestively against Grimgrim with the line
“Oh, I am just a poor young farm girl, I don't have gold, but I
would be ever, ever so grateful.” She adds “Plus the necropolis
is full of valuable grave offerings.”
It is unclear if Grimgrim wants to investigate this obelisk in hopes
of treasure, Dawn's favors or pure lust for combating the undead, but
the Grimgrim (and the rest of the party) clearly feels this is an
adventure they must take.
Hux interrupts Dawn's flirtations to ask - “Well now missy, this
spot you're talking about, why you reckon you need our help to find
your grandma's fripperies.” NOTE: Yes, B is really talking like
this, I think Hux is so taciturn because B has to script this sort of
thing.. Dawn seems intimidated by Hux's Eastern bluntness but
explains that nobody visits the memorial grounds anymore because the
cult that has taken over is very unfriendly to visitors.
Dawn says they can leave a note with the bartender when they return,
but that she must be running, and flounces off winking at Grimgrim.
After lunch the party heads South, staying on the good road, and
meets up with a traveling veterinarian who compliments Bacon and
Scrapple's glossy scales. He says they are only a few miles from
Southdeep and should get there just after dark. Indeed the party
makes it to Southdeep, even if they almost miss the turn off, and
refuses to stay at the inn when they find out the rates. They take
their chances with the caves at the bottom of the hole and are
awakened late in the night by the snarling of the rippers.
Something slick and stoney looking has bubbled up from cracks in the
cave floor and is now crawling towards the sleeping Hux leaving a
trail of glistening brownish slime. The dinosaurs refuse to attack
whatever it is, and Hux jumps up grabbing at his saber and shield.
Hux sleeps in his armor, but the other PC's do not, meaning this
could be a very dangerous fight for them. Nell plunges a crossbow
bolt into the stone colored mass, but it doesn't seem so slow it.
The slime creature oozes forward but misses Huxley. Huxley manages
to nick the creature in response. Lemon is preparing a flask of oil,
Grimgrim steps away from the ooze, and Drusilla misses her thrust,
too hemmed in by the retreating party members. Hux lands a solid
blow, and Drusilla fires another bolt plunging it into the ooze,
which is starting to look ragged. Lemon flings his oil and it fizzles
on the ooze's dense wet substance. The ooze lashes out again at Hux,
but is unable to catch him. Before it can recover Drusilla plunges
her spear into the ooze and it stops moving.
The party is furious that they weren't able to sleep safely inside
Southdeep, but the next morning when they speak to the local Fist
guards they are met with a shrug. Apparently oozes, slimes, jellies
and other nasty things come up out of the pit sometimes, but since
they're usually not numerous it rarely presents a problem. Again I
am amazed by the PC's ability to pump out and avoid damage. A three
HD gray ooze, which I thought would be a real threat, was a minor
nuisance.
The PC's leave town angry that Southdeep is both dangerous and
uncaring. The party heads due South along the road. It is another
bright day and the party encounters no one and nothing moving North
along the increasing badly repaired dirt road. At one point the
party discovers a burnt covered wagon, abandoned several months, that
has been pushed to the side of the road with a few bones scattered
about it. The party had gleaned little information about the area
South-West of Denethix, only that a worn road follows a line of hills
in a curve towards the ocean with inbred hill clans lurking on one
side and rude, dusty, dried-out farming villages on the other. Like
the nearer Certopsian, this area represents Denethix's hinterlands,
where the Fist travels rarely and then usually only for punitive
expeditions against bandits, goblins or the forces of rival Wizards
trying to expand their domains.
The PC's are leaving the settled lands around Denethix, not realizing
the danger of wilderness hex-crawling. Still the area they are
entering is semi-civilized, and the areas between Denthix, the
hills/fens and the ocean are borderlands as opposed to true
wilderness. I've created a table of random encounters for
this mostly forested hinterland area (to be posted later).
The PC's have turned off the main road and are walking towards the
Obelisk of Unwanted Memory when they encounter a recently felled log
across the pathway. As the party stops they hear a call from beyond
the log and a man in a rust brown coat of plates over fine chain
mail and wearing a visored helm trots out from behind the trees. He
waves heartily and shouts “Mourners, you'll have to stop for a bit,
me and my lads are auxiliary road wardens for these parts and must
report that the way to the obelisk is currently closed. We've been
instructed to inspect passers by for contraband and to collect the
road tax that local powers have authorized us to take.” Hux shouts
“ambush – charge left!” and promptly charges to the right
followed by the rest of the party, trying to get under cover.
Initiative is rolled and the party makes it into the bushes before
the bandits hiding behind the log, or on either side of the road can
react. The party can't react because they can't see their enemy,
except for the two startled bowmen that try to bar their way. Hux's
charging thrust misses but Grimgrim smashes one bowman off balance
and Drusilla finishes him with a thrust that takes off his left leg
above the knee.
The closest bowman puts an arrow into Hux, right through his dinosaur
hide shield due to the short range. A flight of arrows from from the
other side of the road bracket the party and one catches Grimgrim in
the armpit. As the Party moves deeper into the wood, the bowman in
front of them attempts to break from melee, throwing his shortbow in
Huxley's face. Nell fires a crossbow at one of the bandits barely
visible behind the fallen tree and makes a miraculous shot through
the eye killing him instantly. Huxley hacks down the fleeing archer,
taking some glee in plunging his scimitar into the ragged man's
spine. Lemon drags Grimgrim, who is calling on Mostcrom's favor to
heal his arrow wound. Grimgrim feel the arrow head lodged between
his ribs turn to warm water that flows out of the wound as it
magically closes leaving him winded but almost recovered. Three
of the bandits are dead, and an unknown number remain with their
leader, hidden in the woods across the road or behind the tree. The
party clusters behind tree trunks, their mule milling in the center
of the road. Huxley and Drusilla each appropriate one of the dead
Bandit's short bows and quiver of arrows while the rest of the party
waits.
After a few minutes a man tries to crawl towards the forest from
behind the log, but a quarrel thumping into trunk near his head sends
him back under cover. Again the party waits and nothing happens. A
Turn passes, than two. An arrow lofts from the woods across from the
party, and then another from a section of the woods farther up the
road. Another turn passes as the party remains hunkered behind their
trees. The mule begins to wander off, up the road.
Finally the voice of the bandit leader calls out from the trees
across the road. “Well see, now you've done it, we've had to
surround you bandits and your attack on the law will go badly.” "I understand the confusion, lonely road, armed strangers... but
you killed Lebo, and that has to be explained to his children if no
one else.” The party says nothing and cranes to see if a target
shows itself. Again the leader shout, “These are hard times, I can
make this right, but it'll need money, just let any of my lads you've
captured go and throw a purse out into the road with 200gp in it and
we can go our ways.” The party waits, and finally decides to solve
the impasse through trickery. Lemon fills his purse with stones,
copper and silver pieces and then shout “Alright, I can see we've
made a mistake, here's a purse of gems and gold, it's what we've got,
just let us on our way.” Lemon tosses the purse into the road and
replies “There's your gold, call off your men.” Another turn
passes, and the bandit leader emerges from the forest. The party
wants to shoot him down, but he's concealed behind his horse and the
party doesn't want to kill valuable treasure.
Lemon decides to go through with the plan anyway, dropping his sleep
spell on the leader and the bandit behnd the log, while Drusilla's
pink mist attempts to knock out any bandits in the trees across from
the party. The spells are somewhat effective, though all the party
sees is the horse drop into slumber. The bandit leader is astounded,
but fights off Lemon's sleep magic. Grimgrim's slingstone bounces of
the leader's plate, Hux's arrow goes wide, but Nell's heavy bolt
seems to have punched through his armor. The leader shouts for his men, but
there is no answer and as he turns, Drusilla's thrown axe catches him
in the back dropping him to his knees and dislodging his helmet.
Grimgrims well aimed slingstone ends it, caving in the crawling man's
skull from behind. The party waits only minutes before it's melee
fighters charge towards the opposite woods ready for an ambush. No
arrows speed towards them, and they find only the unconscious man
behind the log and another in the woods beyond, both of whom Huxley
makes sure do not awake. The party quickly wakes the horse, which
Huxley mounts and rides off in search of the party's mule. The rest
of the adventurers finds little of value, the leader's silvered sword and
loose change worth about 20GP. They strip the dead bandit leader of
his armor though, and now Huxley is clad in plate mail, with only
Drusilla needing heavier armor.
The PC's have done well, but are out of spells and exhausted. They
move on (luckily as a bandit escaped - unknown to the party), and
rest, massaging out their bruises and drinking away some of their
excess energy from the fight. The next morning Lemon decides to
memorize his Hell's arrow spell (an evil magic missile) rather than a
sleep spell, as the party is entering a haunted graveyard and he
worries they will meet the undead.
Nice report. I like how the party have gone away from the dungeon, into the wilderness.
ReplyDeleteYeah, not much happened that session, mostly the players argued about how to avoid getting killed in the future and got drunk in town. As to the wilderness - they're going back into a dungeon next week, but they think that just because it's above ground it'll somehow be safer. Frankensteins, they end up fighting Frankensteins and bugs.
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