Sunday, November 25, 2007

WWBD (What would Bolgrim do?)

This will be a shorter post than most. Mostly because Bolgrim destroyed somewhere on the order 40 undead creatures over the course of adventuring. So, with that being said lets do a little retelling of this great tale.

First off the Adventurers spend a little time cleaning up after the great ball. Then the party made their way back to their respective homes and slept for a good 9-10 hours. Everyone was totally exhausted.

That morning Anna Taskerhill and Churchkey have a private talk and then take off for Cauldron Lake and begin sandbagging. They have a short interaction with Jenya who they convince to get some sleep.

Other party members run some errands around town and then make their way to help with the flood relief efforts. Conall arrives a bit later than everyone else, but his bowls are now moving at the correct speed.

Barrett does a bit of info gathering and spends some time listening to the theatric reading of the Broadsides and then takes a copy for himself. After reading this document it brings up a lot of issues both political and social.

That evening, at the insistence of a much rested Jenya. Churchkey gathers the party and they set off that evening for the strange ruins to try and gather the last three wands of water control, not to mention the removal of one wickedly tough creature. Anna Taskerhill takes charge of the efforts to build some temporary dikes and help move those citizens who have just lost their homes and businesses.

The party enters the long tunnel from the jungle into the side of the mountain. Not more than a dozen steps from the end of the tunnel leading to the winch and basket mechanism, Churchkey notes that the ground is littered and splattered with blood. Yet before them stand two of the four guards. After yelling for their attention one of the guards turns and part of his face slides a bit to the right and flaps open all the while the "guard" moves forward mouthing words with no voice.

The party jumps into action and shortly Bolgrim announces that skelitons are susceptible to blunt weapons, but zombies are susceptible to slashing weapons. Everyone does a rapid weapon change as two more zombie guards come out of the guard house. It takes no more than a few rounds of combat, but at this time, the party finds out that these zombies hit really hard.

After a scouting mission using spider climbing it is determined that the beach head has somewhere around a dozen undead on it. With a bit of wrangling they are able to get Bolgrim and Donner to the roof top of the other winch house. Here they wait all of a round and then Bolgrim summons the holy light of Pelor. It was unknown until this time that zombies sound just like really big mosquitoes hitting a bug zaper when Bolgrim is around. It takes out 8 zombies the first round.

A few more rounds go by as the rest of the party is lowered to the beach head. A few rounds of combat but with no real danger.

From here the party makes their way to the carvers where they were last time. Here they make a slow walk into these tainted caverns. The very first cavern has well over a dozen skeletons and zombies. The party waits for Bolgrim and then 10 of the creatures are removed from the combat.

There are a few more combats with random zombies and skeletons. Pepper even destroys a group of normal skelitons and turns some zombies... saving the more serious and devastating turns of Bolgrim.

Heading down the caves where the howling beast came from the party is moving cautiously when there is a great explosion. Churchkey and Barrett are both injured by some sort of magical explosion. At this they hear howling.

Moments later wave after wave of undead come pouring from the upcomming chambers. Bolgrim takes out the first wave with holy fire that turns these damned creatures back to the a peaceful death. Combat is a bit deadly, but not too bad.. when the howling beast emerges.

The last remaining zombies are removed from combat and the party concentrates on this deadly and sickly creature. Donner does a nice job of flanking it and the rest of the party begin to slowly surround this thing... undead or demonic, no one knows.

After far too many rounds it finally dies. It is searched and a good 1/2 hour is used to remove the armor and spiked chain that are actually woven into the fabric of this creatures skin. They also find some wands (some look like the water wands and others do not).

after a bit of healing the party makes their way back towards where they fought the T-Rex. Here they run into a number of waves of undead. Again the holy word of Pelor removes any threat of note. One combat however is just a few zombies and wanting to save the last few of Bolgrims turns for larger combats the other holy men step up to the plate.

They are able to turn the zombies but not destroy them. After killing the few that remain in the chamber they chase after the one that got away.

Turning a corner the party sees a large room rittled with small little glassy gem like flecks of stone in the walls. The light sources are reflected like disco balls around the room. In the dead center of the floor is a very large dark stone alter, coffin, chest. But it is big and boxy.

The party quickly disposes of the zombie in the room and investigates the box. It turns out to have a lid and is also coated in some kind of poison. Using some of the keys found in the caves and some ingenuity they lift the lid only to find two mummified creatures rise from the boxes recesses. Shielded from the fearful nature of these creatures Churchkey runs into battle.

Unfortunately, Bolgrim, Barret and Pepper make a run for it. The fear effect is to strong. Conell, thinking quickly casts a remove fear spell and Barrett and Pepper shake of the fear affects. Conell then has a dickens of a time running after Bolgrim. wishing the dwarf was not wearing those damn magical boots.

Churchkey and Donner take up the front lines attacking these mumified beasts. A few rounds later the now freshing emboldened Barrett and Pepper add backup to these two front-liners.

The mummies finally stop moving and the party can take a look inside the chest. Here they find money. Now when I say money, I'm not talking about $20 that you forgot in your jacket pocket from last winter and then suddenly go..."Hey, cool! lets get a beer". No, I'm talking about the kind of money that might fall out the back of an armored vehicle, help pay down your mortgage sort of money.

It is here our party awaits to adventure again. To finally finish this damn ruins and save the city from the ever rising waters of crater lake.

4 comments:

Jooj said...

Man, I rock.

clasigmund said...

jooj,

you totally and completely rocked. When seeing that this was coming down the pike I was thinking that you were going to have a field day in this part of the adventure. Of course the fates would have it that you would be out of town... Damn!

I wish I could bring your comment from the other post into this one where it is more appropriate.

Korgul said...

You forgot to mention that I never critically hit anyone.

Yeah, it was The Bolgrim Show last session. All of your turning powers came in really handy.

Wliam said...

I didn't know that you could take epic level turning at 6th level. . . maybe Bolgrim has a holy artifact he isn't telling us about? Or maybe a secret stash of Heward's Handy Undead Pest Control (just sprinkle some on your deader infestation and, Presto!)

Awesome work.