Grimgrim – Fighting priest of the
fierce God of Dooms, Monstcrom! (M) Cleric 1
Lemon Jackson – A magician sans pantalons 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, possessed with in strength
disproportionate to his years and small frame. (M) F1
“Eyestabs” Nell – A scary woman
armed with many poison hat pins and a dead dwarf's crossbow (F) A1
Drusilla – Eleven lass of surpassing beauty(for a creepy eyed,
fanged, and slit-nosed monster), disturbingly unpleasant affect and
taste for human babies - armed with pole arm and scimitar (F) Elf 1
The PC's awake with the dawn, and after a spell memorization, sortie
out of the shrine to discover a graveyard once again cloaked in mist.
Grimgrim explains his promise to Jackal-Mask and the party agrees to
go after the cultists rather than the fleas.
The party is slightly disturbed by the pile of torn rags, bloody gibbets and splintered bones they discover where they left the
cultists' bodies, but it's not unexpected.
As they are discussing the party notices a group of human figures
warily walking towards them. The adventurers retreat up the steps of the
shrine when it becomes clear that whoever is approaching has spotted
them. The group is made up of two scalemail clad hooded men, three
hulking zombie guards and three skeletal robed figures that move
jerkily. The party waits until the line of zombies stops at the
bottom of the steps and just as one of the cultists raises a had as
if to parley, Grimgrim shouts “Dammed unclean filth, shrivel in the
light of Monstcrom!” brandishing his holy symbol and preparing to
leap down the stairs.
Monstcrom's power is strong and the zombies turn to flee, followed by
the robed figures. The two men turn as well, but the rest of the
party viciously attacks them with missile weapons.
Nell flings a poisoned hat pin at one of the fleeing cultists,
catches him in the side of the face - he collapses frothing and
twitching as the scorpman poison bursts his heart. Huxley's hand axe
slams into the other fleeing man and Drusilla puts another axe arrow
into his still form. All is not in the parties favor however, as
Lemon's thrown dart flies wildly and harmlessly strikes a fleeing
zombie enraging it enough to turn and attack.
The bolt necked Zombie advances while Grimgrim and Hux leap to
engage it. It misses a clumsy grab at Grimgrim who smartly smashes
one of its elbows with his flail. Hux's thrust ineffectively tears
the dead thing's flesh, but Drusilla finishes it with a brutal blow
from the second rank.
Grimgrim mentions that a funeral god will reward the party for
bringing the dead cultists to some sort of pit, presumably in the
graveyard, and the party sets of looking for it.
The adventurers quickly stumbles upon a large pool filled with murky water.
They skirt around it afraid of tentacles, or schools of undead
piranha (I wish I'd though of that!) and soon afterwards find some
kind of excavation going into the ground. While the party is poking
around in the pile of busted coffins off to one side, despite Grimgrim's
warnings not to dig up graves, a group of eight corpse fleas emerges
from the sinkhole and begins chittering in a disturbing manner and
clacking their long serrated arm claws together. The party prepares
to defend itself and tosses the bodies of the two cultists and their
zombie guard towards the fleas and the pit. All three corpses are
dragged into the pit and the party quickly retreats afraid that the
fleas will turn on them at any moment.
Still filled with a sense of success the party marches boldly through
the graveyard toward the large masoleum in the North East,
presumably to do Jackal-Mask's bidding and maybe even to recover the
locket requested by Dawn the farm temptress. The party's
brave/foolhardy plans are set aside when they approach the steps to
see no less than twelve neck bolted Furter zombies and at least as
many robed skeletons standing out front. The guardian dead also
notice the party and one of the skeletons begins to ring a gong. As
the massive portals to the sepulcher begin to swing open the party
assesses the odds and turns to run. Several skeletons pursue them,
but quickly turn back when it becomes apparent that the character's
lead is not getting any shorter.
The party returns to their shrine redoubt and ponders a course of
action. Lemon and Nell suggest and all out assault on the mausoleum: a bombardment of oil bombs, a flight of missiles and a
steady retreat to draw out any enemies who survive. Drusilla suggest
further exploration of the graveyard, while Hux is adamant that they
not return to the sepulcher's front doors. A scouting expedition is
suggested and the party agrees that Nell will attempt to sneak about
the sepulcher looking for a backdoor, a way on to the roof or other
means of attack while the party watches from a safe distance.
The walls of the sepulcher are slick marble, unpierced by windows and
its roof is covered in carved minarets, seemingly of solid marble as
well. Nell sneaks around back and the party follows. A group of
corpse fleas bounds out of the graveyard and watch the party
chittering in a vaguely threatening manner. They fleas don't attack
however, and they watch as Nell begins her ascent with 40' of thin
rope tied around her shoulders. It would be a tricky climb for
anyone, but is eased slightly by columns The final ascent to
the roof involves a difficult under-hang, but Nell's almost
supernatural strength and dexterity carry her through (Roll under
Dex+Str – 25 [+2 for Nell's Class/lvl bonus] and Nell rolls the 5) with
seeming ease. Once on the roof Nell ties the rope to two sturdy
minarets and the rest of the party clambers up.
While the rest of the party readies 8 oil bombs (they are down to
only a few flasks left) and Lemon lights his lantern, Nell creeps
forward to peer over the front edge of the sepulcher and as expected the
undead guard-force is lined up on the steps, though some may be
invisible under overhang. She motions the party forward and they
sneak as best as they are able, Grimgrim and Drusilla having thought
even to remove their noisy armor. The party makes it to the edge,
clambering over and around the slippery marble block carvings (mostly
curlicues, skulls and demonic fanged faces) of the roof without
rising an alarm. Just as they reach the edge a zombie looks up, its
neck bolts flashing, and the players lob their flaming oil bombs
almost in unison. Nell, Lemon and Drusilla have the presence of mind
to hurl their flasks underhanded behind the under-hang and towards
the doors, trying to block the dead from escaping indoors.
The oil bombs slam into the steps, quickly followed by a second
flight of three more bottles. The intense heat and reek of burning
zombie pushes the party back from the edge, and combined with black
smoke makes it hard for them to rain missiles on the flaming undead
below. The PC's decide to make their escape and launch an attack on
the doors while the undead are still in confusion, and the party clambers back
to their rope. They manage to climb down and rush around the corner
of the Sepulcher just as the flames are dying down. 11 Flasks of oil
over two rounds make quite a mess and the soot blackened doors are
surrounded by flaming piles of bone and flesh. Several of the dead
are still standing, five zombie, (four of whom are badly burnt) and 3
unburnt skeletons seem to have escaped the oil attack.
Grimgrim raises his holy symbol, but the dead are too angry to be
frightened off by Furter's metal-ness. Nell's crossbow is more
effective, a heavy bolt striking a skeleton in the chest and
destroying the complicated soul-clock that animates it. Drusilla's and
Lemon's thrown weapons miss while Grimgrim and Hux rush forward to
engage badly roasted zombies.
The cleric and fighter wade into the zombies, and their heavy armor
protects them from several serious blows, however they are too busy
warding off the attacks of the five zombies to return an attack.
Lemon misses with a dart, but Nell kills another skeleton, this time
exploding its skull with a bolt and sending it to wander spinning
through the graveyard. Drusilla's spear puts down a badly crisped
zombie attacking Grimgrim as well.
The front line renews it's attack and Hux cleaves the unwounded
zombie in two, while Grimgrim smashes one of his assailants' skull to
pieces. Nell's bolt sends down the last skeleton, just as it lines
itself up to attack Huxley from the side. The parties only injury
comes when Drusilla accidentally jabs Huxley in the back of the calf
with her spear, opening a bloody gash.
Despite his injuries, Hux fights on, spitting a zombie's chest with a
savage stab and dropping it. The last zombie catches one of Lemon's
darts in the back of the hand but despite its burnt state fights on.
Huxley's armor brushes off it's attack and another bolt from Nell
ends the fight. The door appears to be opening a crack, and the
party rushes forward with Nell, Huxley and Drusilla all wrenching it
open wide and sending the cultist behind sprawling. The three cultist
startle as the party pushes forward, with Huxley's unbandaged leg
leaving a bloody trail behind, amongst the burnt and hacked remnants
of the cult's animate guard force. Another glance is all it takes
for the cultists to scrabble through a door and motion their animated
reserve of two skeletons and a zombie forward. The charging zombie
catches a dart in the throat and is finished by Grimgrim's flail. A
skeleton claws Grimgrim's neck and sends him stumbling back half
choked. The Skeleton's are brought down quickly however and the
party stops to rest a moment, bandage their wounds and take victory
slugs of brandy. They deserve them having just slaughtered 43 HD
of undead, with only minor wounds.
Renewed and euphoric from their victory, the party looks around. They
are inside the sepulcher, and room is the same slick greenish white
marble as the outside walls, brightly lit by sunlight streaming in
from the open doors as well as from the surly glow of four brazers in
the corners. A cloying herbal incense scent seems to lay behind the
overpowering smell of oil and burnt rot. Three doors lead from the
chamber, two small patterned bronze doors on the right and left and a
massive double door directly across from the entrance. The walls
have been carved with mourners of various races and descriptions, all
facing the central doors. The room is otherwise empty and it appears
the floor has been recently scrubbed.
The party has Nell listen to each of the doors, and hears nothing
from the central doors or the left door. Behind the right door,
where the cultists retreated, Nell hears frantic hammering and some
muffled discussion. After a short debate the party pushes through
the left door, finding it locked from the inside. A steel booted
kick from Hux shatters the lock and the party pours in ready for
mayhem, but finding only a dusty and thoroughly smashed office. Close
examination reveals that a battle must have been fought in this room,
as old blood has been splashed on the walls and dried on the floor.
The other door exiting the room has a mystical white sigil painted on
it and is sealed with white lead. Lemon finds papers in one of the
cabinets, a list of “entombed” with names, two dates and a
number following. A few even have notes next to the names that says
ominous things like “special – black rot laid to rest” and
“special – silver chained, burnt”. Another drawer is filed
with a receipt ledger apparently for burials and entombments. Not
interested by this meticulous record keeping, the party prepares to
enter the next room, after spiking shut the door to the entry chamber
and blocking it with a large desk. Listening to the sealed door
reveals nothing, and the party has no doubts about the wisdom of
barricading themselves in and opening a up a magically sealed crypt.
The party picks off the lead and Nell tries to pick the lock with her
tools. It doesn't work, and Hux once again smashes in the door.
Grimgrim and Hux barrel into the room, throwing axe and holy symbol
at the ready, but the room is again eerily empty.
Two tiers of man sized stone doors line the walls and several stone
tables rest in the middle of the room and 3 sheet covered bodies rest
on the tables. Everything is made of the same green white marble
and carved with the occasional flourish or curlicue. Beyond the
tables is a hole leading down into blackness and on to right wall is
another elaborate bronze door. Hux lofts a hand-axe towards the
nearest sheeted corpse, but all it does is dislodge a desiccated arm
to hang over the side of the slab. The party advances on the corpses
and Drusilla whips the sheet off of one with her military fork. It's a
dried out corpse, whose chest appears to have been torn open from the
inside. The other corpses are the same and all are very dead. All three
appear to be wearing the remnants of cult robes and scale mail. As
the party is messing with the corpses a now well known chittering comes from the
hole and three corpse fleas leap up from below, skittering on the slick
floor. The fleas appear to be watching the party, but do not attack,
still chittering occasionally instead.
Mindful of their original purpose in finding grave goods the party
beings to inspect the stone doors on the wall, and correctly assuming
them to be crypts the party begins to yank open the heavy stone
doors. They find several strange corpses, including a man whose head
has been replaced with a stitched on octopus, a bag of broken bones,
a perfectly preserved barbarian warrior and a set of gilded bones
(200GP). This tomb robbery is interrupted when Drusilla springs a
trap.
As Drusilla levers open another stone door, this one ominously marked
with a painted red X, she hears shuffling from within, but is not
able to react before the door is pushed open from within and a horde
of animate, mummified grunkies leap forth, attacking her viciously.
She is bitten a couple times by the tiny menaces and several are
hanging on her armor trying to get at the flesh underneath. Drusilla
is able to draw her cutlass, and strike one down, but the next round
the tiny beasts manage to topple her with a myriad of bites.
Grimgrim's turning attempt is thankfully successful, and the pack of miniature mummies is driven off of Drusilla. The tiny horrors
dart around the room, letting out dry rasping hisses and attack
anyone they can reach. The party spends several rounds chasing the things about the room and smashing them, while Grimgrim manages to
revive the much nibbled Drusilla with whiskey and some herb poultices
to stop her bleeding.
With a comment or two as to why anyone would load a crypt full of
zombie lizard monkeys, the party continues to search much more cautiously, with Hux doing the opening and Grimgrim ready to turn
anything within the crypts. The party finds more odd corpses,
including one wrapped in chains and a couple of mummified nobles, a
gorilla wearing a natty morning suit is also unearthed. Among the corpses the party discovers a 200GP silver funeral mask and the
gorilla's exclusive gold club ring and platinum snuff box (300 GP
total).
Rather than brave the darkness of the corpse flea infested hole the
party decides to pursue the cult and returns to the entry chamber.
The sepulcher's entrance hall is empty, except for a lingering smell
of burned oil and the door the cultists dashed through is now spiked
shut. With the combined kicking of Drusilla, Hux and Nell the door is
noisily bashed open. Inside the room is much as the destroyed
office, but appears instead to have been originally a cloak room now
hastily converted into a barracks. Four guards were stationed here
based on the number of crude cots and two marble benches line the
walls and spread over the floor along with a canvas drop cloth. The PC's bash open a small chest in one corner, and in
addition to finding a spare robe discover a pile of rolled silver
coins (800SP).
Another spiked door is bashed in and the PC's enter a much less
desolate version of the grunkie trapped crypt. The crypts are each
marked with blue X's and the slabs are empty, but the room is not.
Several cots, that once spread across the floor are piled in the
corner and the cleared space is now filled with armed cultists and
undead. With shout of anger the enemy mass charges, unable to
surround the party and breaking, as the first attacking skeleton
impales itself on Drusilla's braced battle crescent and crumbles to
pieces.
As combat begins in earnest Lemon casts sleep on the massed cultists
and Grimgrim calls on Monstcrom's rage to drive back the undead. Most
of the skeletons stop in their tracks, but the zombies continue to
surge forward. Four of the six cultists also curl up on the floor
napping. Their magical options largely exhausted, the party must face
6 Zombie, 3 skeletons and two remaining cultists. Facing off against
four undead each, Huxley and Grimgrim have their hands full, but
their heavy armor manages to protect them. Huxley receives a
glancing and almost inconsequential blow from one of the zombies that
knocks his hat loose.
The party's response is deadly, Huxley, enraged by his hat's
dishevelment opens a zombie's belly with his sabre and sends it
sprawling. Nell's bolt nicks one of the standing cultists, and
Drusilla decapitates another zombie. One of the two active cultists
begin to kick their slumbering comrades, while the second begins to
chant a strange sequence of numbers that seems to increase the
zombie's speed slightly. The remaining undead renew their attack and
a zombie leaps forward throwing Grimgrim to the ground and sending
his shield flying. The party's reprisal is again brutal. Grimgim crawls
to his feet, while Hux slashes down another zombie and Nell's bolt
plunges deep into the chanting cultist's chest. A second zombie is
torn to pieces in an elaborate flurry of polearm thrusts. Only two
zombies remain, but two newly woken cultists rush forward to take
the fallen zombie's place. While the zombie tackling Grimgrim
manages to bite him, it fails to injure him seriously, and Drusilla
and Hux fend off the remaining attackers. Lemon throws a flask of
the party's diminishing oil supply with terrible accuracy, and
flaming cultists stumble about the back of the room.
The battle ends quickly as the surviving cultist drops down the hole
in the floor and the remaining undead seem to slow. The party does
not and hacks them down with almost no pause. After this latest massacre
the party stops to bind their wounds and consider their next steps.
None of the adventurers are seriously wounded, but they are getting
tired and their spells are diminishing. Rather than brave the hole in the floor the party decides to
retreat to the chapel they cleared last session and rest.
Bam!
ReplyDeleteAt NTRPGCON this weekend, I bought ASE1 based largely on the awesomeness of your play reports.
ReplyDeleteThat's great to hear! I hope you enjoy the setting as much as I do. I'll throw up the next play report tonight or tomorrow I think - though I am running out of backlog...
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