SESSION VIII
The secrets of the the obelisk are revealed, Lemon is paralyzed by the secrets of the universe while Huxley is haunted by his old life and ancient technology. Finally great treasure is unearthed, but proves a dangerous burden rather than a boon.
Grimgrim – Fighting priest of the
fierce God of Dooms, Monstcrom! (M) Cleric 1
Lemon Jackson – A
wizard, who prefers to go without clothing, has 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 noseless monster), disturbingly unpleasant affect and
taste for human babies - Pole arm and scimitar (F) Elf 1
The party again encamped in the shrine and reset their traps –
expecting a counter attack by the cultists (and not realizing that
the cultists were almost out of undead guards, scared and spending
the night besieged by ghouls).
Grimgrim speaks to Jackal-mask when he appears and the god seems far
less perturbed this time. He tells Grimgrim that his priest seems
delayed, but to expect him in another day or two, though after the
success of the day the party should have no problem with the
remaining cultists, and if they kill them the next day his servants
will reward them “beyond all imagining with riches from the
ancients.” With a divine promise of wealth in mind the party gathers
their equipment and quickly decamps.
Space Zombie - by Soren Bendt, 2010 |
In walking across the grounds the group is assailed by strange
visions of ancient battle, the smell of ozone and burnt flesh are
accompanied by explosions and the sounds of plasma discharges.
Ghostly figures in fishbowl helmets dart through the fog just out of
sight.
The party is undeterred by these harmless phantoms and makes
it to the smoke blacked steps. Bits of burnt zombie appear to have
been scattered about and gnawed on in some kind of disgusting feast,
but nothing moves. Inside the entry chamber things are even more
messy, a strange corpse with blacked finger bones protruding from
rotten hands lies on the floor surrounded by smashed skeletons and
several splattered corpse fleas. The doors that the party left open
are all closed and planks have been nailed across the door leading to
the office.
The adventurers search carefully, and their caution is rewarded when Nell
discovers that the door to the cloak room has a thin wire attached to
it. After snipping the wire Hux kicks open the door and sees that the wire
led to a wooden prop holding up a lit bowl of coals and that the
floor has been covered in oil soaked rags. Lemon gingerly removes
the coals and places the bowl in the vestibule while Nell checks the
next door and finds it braced, but not apparently trapped. The band
fears that Nell simply failed to detect something sinister, and even
after listening at the door and hearing nothing (“well zombies
waiting to jump us don't make any noise”) is afraid to press on.
Instead the party goes to the yet unexplored central doors and pries
them open. The doors swing easily and reveal a deserted temple with
a large central statute of Furter carved out of
gilded wood newly installed. Flanking the crude statute of the top hat wearing
zombie hand are the rest of the funeral gods done in much finer
marble. Drag marks and old stains on the floor make it obvious that
the funeral god's statutes have been pushed back from their original
central positions into ones subservient to Furter. A green marble
altar with a Godseye stands before the statutes, but it is inactive and not even Grimgrim wants to fiddle with it.
Hux immediately begins trying to chip off the gold leaf, but is
stopped by Grimgrim (“A foul God but still a God, desecrate not his
image”) but more by the fact that the leaf is very thin. The party
searches the room finding some cubes of valuable looking incense (26
cubes, worth 5 GP each) made of feasting tree resin.
There is a huge bronze door behind the altar, the group unanimously chooses not to open it due
to the enormous number of protective sigils painted on it and large
number of fetishes obscuring a disturbing relief of a giant fanged
man slaughtering an army of Sasquatches.
Not sure where to go the party returns to the door beyond the coat
room and throwing caution to the wind bashes it open. Huxley's
shoulder bounces off, but when Huxley, Drusilla and Nell pick up a
marble bench as a battering ram the door, even braced, gives - after a
severe denting. The room is occupied by two cultists standing behind
a line of three zombies and nine clockwork skeletons, three of whom are armed
with crude sharpened bone javelins. The bench holders make a mighty effort to throw
the bench at the zombies and it shatters crushing the lead attacker,
damaging a skeleton and stopping the rest of melee attacker's charge. Lemon
takes a thrown spear to the gut and falls to the floor unconscious and
bleeding while the other two spears clatter off Drusilla's armor. Rather
than aid Lemon, Grimgrim raises his iron cross and attempts to drive
off the undead. He is partially successful as a burst of holy black flames pushes back all but one skeleton. The two zombies plunge
forward still and one smashes Nell to the ground, bleeding and
broken. Huxley responds with a mighty stroke, decapitating a zombie.
Drusilla is also filled with rage and using her scimitar manages to
cut both arms off Nell's attacker before cleaving it's head in two.
One acolyte begins gesturing at the cowering skeletons while the
other rushes forward with the remaining skeleton to attack Hux. Grimgrim
uses his divine magic on Nell and she surges to her feet as if struck
by lightning, her fractured skull audibly crunching back together.
Drusilla turns to help Lemon and pulls out the spear, staunching the
bleeding with her thumb and the pain jolts the delicate Lemon to
conciousness. Huxley seems to go berserk, and his wild
strikes, while failing to connect, drive the attacking skeleton into
the advancing cultist's path. Whatever the remaining cultist is
doing to the turned skeletons it is ineffective.
Drusilla continues to give Lemon first aide and he stabilized but in
a great deal of pain (2HP of his 3). Both are out of the battle.
The battle seems to stand still, Nell, Grim and Huxley glaring
balefully as the skeleton and cultist untangle themselves. The other
acolyte's gestures are unsuccessful still and only the clatter of
bones and Lemon's cursing breaks the silence.
With a shout Huxley leaps forward and dispatches the startled acolyte
while Grimgrim's flail smashes the skeleton down. The other cultist
finally gets seven of the turned skeletons back into action and they
turn to face the three active adventurers. Nell flings a poisoned
hairpin at the cultist and strikes him in the throat, the poison
rapidly reducing him to an ugly bloated greenish corpse. Grimgrim again
attempt to drive off the charging skeletons and again Monstcroms
power forces them to cower in the corner. The party takes several
minute destroying the cowering skeletons by pelting them with broken
bits of the marble bench and well placed hand-axe throws.
Angry and depleted of healing magic they drop a rope into the open
pit followed by a burning chunk of the cultist's robe. Nothing moves
below, but the light reflects off of piles of bones. The party is
unaware, but the remain cultists are few, terrified, unaware that
their advance guard has been annihilated while they desperately try to
raise a few more zombies to stave what they now fear is an intrusion
by hardened bounty killers in the service of a junta of mad gods led
by Monstcrom.
After bandaging Lemon up as best they can, the party descends the
rope to find themselves in a room filed with piles of bones, both stacked
neatly and scattered. Generations of dead are represented by the
cavernous ossuary's' stacked bones, but the party hurries through
after spotting a door on the other side of the bones with a neat path
leading to it. Another path branches to the back wall and the adventurers
follow it to stand before a monumental plaque. Drusilla recognizes
the strange writing on the plaque as a carved spell, reversed so that
it can't be read directly from the stone, but able to create a
rubbing that will be useable if it properly is flipped. Both her and
lemon quickly copy it into their spell-books, Lemon vaguely
understanding that the spell is more powerful than he can cast and has something to do with
the dead.
The party presses on, ignoring the massive stacks of bones, and finds a
thick wooden door plated with bronze. It's locked, but when Nell
examines it she can tell that there is something wrong with the lock.
Further examination and prodding determines that some kind of
pneumatic dart trap will fire through the over-sized lock hole if the
door is forced or picked. The band proceeds with the simple expedient of having Grimgrim hold his metal clad tower shield against the lock while
Hux gives the door a hard kick. Sure enough, a burst of three darts
fires out the key hole and embed themselves in the
shield. All three appear coated with a red dust that Nell is able to
identify as “poison, likely corpse dust. Nasty stuff, kills darn
quick, rots the eyes and brain”. Whatever it is, Grimgrim
washes the dust off his shield very carefully with some brandy and the darts are
tossed into a corner. Additional bashing breaks the door open with
no more trouble - except for a flight of three crude spears. The spear
glance harmlessly off of Grimgrim, Hux and Drusilla's armor and the
party sees four shadowy robbed figures retreat through a door at the
end of a colonnaded hall.
The halls contains a series of carved pillars, and recently a number
of hammocks have been strung between them. There are footlockers
under a few of the hammocks, but the players do not stop to loot.
When the characters reach the middle of the hall a trap is sprung. A
net drops, catching Huxley and Grimgrim (Nell leaps free with her
uncanny reflexes) and a pair of zombies with sparking neck bolts emerges
from behind the pillars, one in front of the party and one behind.
The door that the figures escaped through also begins to swing open.
Everyone is stunned, but both zombies miss their swings. Grimgrim and
Huxley begin to struggle free but are forced to cower as three more
spears slam into their shields. Nell's reflexes again allow her to
make an amazing shot, placing a crossbow bolt neatly into the eye of
the forward zombie and extinguishing its unlife. Drusilla is equally
vicious as her crescent lops off a zombie at the kness and the butt
pulps its head, saving Lemon. The three skeletons at the end of the
hall prepare to throw another set of spears, while Lemon draws his
silver dagger.
A spear catches the distracted Huxley in the arm bruising him badly
and leaving a nasty cut, but failing to penetrate his armor
completely. The other two spears whiz past clattering among the
pillars. Nell is unable to load her crossbow quickly enough to fire because she is
dodging, but Lemon's dagger flies true and strikes the acolyte
directing the skeletons in the thigh. The acolyteturns to
leave, cursing, when Nell's crossbow bolt explodes the back of his skull. The
three skeletons run forward as Drusilla steps to meet them with
shield and Scimitar. Huxley and Grigrim are still tangled and seem
to be making things worse with their wild slashes and futile
struggles.
Nell puts another bolt in exactly the right place, and one more skeleton
goes down. it's clockwork heart reduced to springs and cogs. Drusilla
meets a Skeleton mid-charge and neatly slices through it's backbone,
kicking its windmilling torso into the darkness. Lemon's dart
misses the third skeleton, but it is shattered when Grimgrim, half
out off the net and furious smashes it against a pillar with his
shield
The party stops, exhausted form the combat, but certain they are
almost at the end of their quest. Hux's cut is bandaged and soon the
group forces their way through the remaining door. The adventurers
enter the next room, finding a hastily tossed barracks, and catching a
glimpse of a robbed figure darting from the door at the other end
into a curtained alcove on one side. The party advances on the
curtain, and pulls it aside to reveal an array of enemies prepared
for battle. Three Franken-zombies, one with enchanted thread still
dangling from its stitches, are flanked by two men in decorative bone
splint armor with four cultists making a second line and a figure in
robes kneeling before a statue of Furter in the rear.
There is no time for words as the party leaps to the attack! Lemon's
sleep spell drops three of the cultists and one of the armored guards, while
Drusilla sends a dart of moonlight that resembles a striking hawk
towards the second. He is staggered long enough for Hux's saber
strike to open his belly. Nell's crossbow bolt rips into the
standing cultist in a burst of gore. Grimgrim fails to drive off the
three zombies, a miasma from the icon of Furter interfering with
Mostcrom's power. The zombies rush forward and flail ineffectually
against Grimgrim and Huxley's armor.
Huxley slashes at a zombie cutting off it's left hand, Nell sends a
poison hat pin at the kneeling figure, but it misses, and Lemon
prepares his final bottle of oil. The kneeling figure rises, turns
and pronounces a dread phrase. Grimgrim is paralyzed with visions of
his own death and the essential loneliness of the experience of being
a decaying corpse. Lemon is likewise held with contemplation of Das
Ein, and Huxley barely shakes off the effects – his brutal battle
rage pushing through all philosophical considerations.
The remaining party is frightfully effective, dropping the three
zombies and closing on Furter's high preist, who raises his chin and
readies a mace made of a petrified human hand caged in gleaming black
steel. A thin circlet rest on his brow, it's evil sparkle
distracting attackers with arcane flashes. The fanatic priest is
clad in a fine suit of copper scales. Before the melee begins the
priest intones “forgive them, though they abandon the gods above”
and gestures at his mace. It responds by taking on an evil red glow
and flexing its stone fingers.
Huxley lashes out with a brutal slash that would been mortal to a man
not infused with divine rage, Drusilla's thrust is blocked by the
priest's mace, but Nell puts a crossbow bolt into his calf. The
priest drops to his knees, and touches Huxley while glaring into his
eyes while stating “I curse you, feel the death off all you've slain for
gold”. Huxley reels backward flailing feebly with his sword. Nell
steps forward calmly and puts another bolt, point-blank, into the priest with
her characteristic nonchalance. Drusilla misses, as does (barely) the
priest's swing at her. Screaming, Huxley cannot connect with his
sword, and gets in front of Nell's shot. The priest smashes Huxley
with a grazing blow of his mace but miraculously fails to seriously injure the
maddened fighter. Drusilla drives her weapon into the priest's back
and the fight is suddenly over. With Grimgrim and Lemon standing
paralyzed, eyes brimming with terror, and Huxley on the edge of
madness, the party's two most merciless members brutally massacre the
cultists disabled by Lemon's spell.
Within minutes both Lemon and Grimgrim come around, but no amount of
brandy or consolation will calm Huxley. He appears to have been
permanently effected ( Bestow curse! – a bit of insanity, Wisdom -2,
and -1 to hit for each thing he's slain that day up to -4) as the
voices of all the men he's killed for greed rattle about in his mind.
With the party almost whole, they begin searching the niche, finding
that the icon of Furter was made of solid gold with gemstone eyes,
(500GP) and that the dead priest carries a beautiful platinum holy
symbol of Furter's undead hand (200GP). Examination off the corpses
finds gems worth 150GP on the guardsmen.
A ransacking of the barracks reveals 122GP in assorted coins and 5
bottles of quality cactus wine (50GP). When the party pushes open
the unexamined door they find a strange lab, with a steel operating
table, Tesla coils, mysterious jars of fluid and various parts of
bodies. A quick search reveals that one of the components of the
soul clockworks used making skeletons is an engraved platinum gear, and 35 of these
can be found (125GP). While the scientific apparatus is also obvious
valuable, the PC's recognize that they have no means of transporting
it, and that mucking with reanimation science might be unhealthy.
Moving onto the unlooted upstairs crypt the players smash open
varous vaults, finding another 900 GP worth of assorted grave goods,
and avoid messing with a creepy corpse that appears to be filled with
blue jelly (dormant black pudding actually). Opening another vault
manages to awaken some kind of rotting giant made of stitched
together corpse parts and reeking of formaldehyde. Luckily the brute
ignores the terrified party and stomps off into the woods with its
own agenda. They also find the mummy of an elderly woman in a black
dress and black fringed shawl wearing the locket described by Dawn.
Grandma has more than just a locket though, there's a silver Athame
and copper plate bound spell-book tucked into the niche with her. In
the final tomb they discover the corpse of a Moktar Holy Tom, clad in
dinosaur leather robes and wearing a gold nugget necklace (200GP).
The party takes it all.
The adventurers are perturbed that Jackal Mask hasn't made diamonds and
platinum materialize for them, but Grimgrim suggest that the party
give the priest and cultist bodies to the corpse flea pit in order to
remind the god that they accomplished their quest.
The corpse fleas are disgustingly happy, hopping up to the characters and
rolling onto their bellies as the band drags a surprising number of
warm bodies up to the surface. The fleas even begin to help move the bodies
to the pit. A persistent flea nudges Grimgrim to the edge of the pit
and waits waving its antenna in a wildly happy manner. Lemon is wary
of a double cross, but the divine promise of gold is a bit much to
resist and the party descends into the hole.
The corpse flea hive is terrifying, as rank upon rank of monster bugs
stare at the PC's. There are at least 40 of them by Grimgrim's
count, but they are all peaceful, worshipful even, and soon the bug
that nudged Grimgrim appears leading the PC's towards an oddly
straight wall in the cave. The cave itself is spectacular, with bits
of coffins and bones jutting from the walls and a slick layer of some
organic substance cementing the dirt in place. Several small
passages lead off of the main cavern and all the while fleas are industriously
burrowing into the bodies the PC's have provided.
As the PC's approach the wall the fleas begin to scratch at the
surface and soon reveal a pale blue ceramic expanse. Nell's tapping shows that the blue wall is a thin layer, and brittle. Grimgrim
hammers at the wall with his flail and soon smashes it open.
Within is a strange chamber, four capsule like coffins, one covered
in gold leaf (That Hux scrapes off – what's with that habit of his anyway?),
contain ancient mummified warriors – an officer with many jeweled
decorations, a pilot wearing a strange purple metal jumpsuit and
fishbowl helmet, a private clutching a laser pistol and an officer
with a fine saber made of ultra hard white material that is still unnaturally sharp.
The party takes it all and climbs to the surface, while fleas dart
back into their hole, with chitterings undoubtedly meant to be
friendly. The adventures examine their finds and discovers that they
have some very valuable jewels, an ancient sword, a durable
jumpsuit and a corroded laser pistol. Huxley, because he is the most
robust and cursed decides to test the pistol, but the rest of the
party is (rightly) afraid and retreats behind gravestones. Predictably, the pistol explodes, incinerating Huxley, but miraculously not
killing him (-4HP). The party tries to stabilize him, but he's on
the very edge of death and Grimgrim can't channel divine power to
nudge him over to life's side.
Note: You were waiting for a space zombie huh? Sorry a party of level 1 adventurers has no hope against the might of SPACEMEN ZOMBIES - I just forgot the "&" above. Spacemen & Zombies should be a trite Star Frontiers clone I think - with zombies and no wired flying squirrel chewbaccas. Lots of 'gyrojet' pistols though.
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