AS&SH Campaign Session 9 (Jan. 19, 2015)
cadam11 – Gadas the Kimmerian warlock (level 3)
capitalbill – Gunnr the Viking berserker (level 4)
lige – Brandoch the Kimmeri-kelt barbarian (level 3)
Rob – Marl the Magnanimous, Kelt legerdemainist (level 1)
Summary. Marl the Magnanimous joins our elite squad of professionals, who chase Nabazos the Ixian necromancer deeper into the snake-man complex, but find only watery tunnels, toxic pools, gateways to other planets and, for some, death by radioactive explosion.
Marl the Magnanimous Appears. After blasting and chopping their way through some zombies last session, the group discovered a tall wiry Kelt lurking in the shadows nearby. He called himself Marl the Magnanimous and said that he was a fellow adventurer, but had been hiding in fear after the zombies killed his pals. The crew took this story at face value and offered him a spot on their elite squad of professionals. From here, they raided two nearby rooms filled with weapons and armor, each collecting a black cloak with a serpentine eye image sewn on the back and at least one taking a shield bearing a similar image. Brandoch found a five-gallon keg of brandy and drank a few large swigs, noting its great taste. He then opted to keep the keg, hoisting it upon one shoulder easily and carrying his torch in his free hand. After many battles and much traveling without sleep, curious decisions began to occur…
Into the Watery Tunnel. The group took some nearby stairs down to a lower level, emerging into a room with a large pool of water on the north wall (snake-man statue in the middle) and doors in each of the four corners (magically locked, Marl determined). Rather than sconces and torches, the room had glowing glass bulbs that emitting a greenish light and some heat. Brandoch leapt onto the statue for a closer look but founding nothing – other than that the pool water seemed to flow north, under the wall. Looking carefully, he noticed a foot or so of headroom between the back wall and the water, suggested a small underground creek. Rather than try to kick down the magical doors, the party jumped into chest-deep water and trudged north. After a few minutes, they saw above themselves a narrow footbridge connecting a tunnel leading east-west. They hoisted themselves onto the bridge and headed west. Again, throughout the tunnel, more glowing bulbs.
Toxic Pool, Petrified Snake-men. The passage led to a narrow north-south room. The north and south walls held alcoves with statues of Hyperborean men, but they’d both been broken and disfigured above the waist. Through the middle of the room, running north-south, they saw a trough of hot yellow-green liquid, hissing, popping and releasing some putrid fumes. When Marl dropped in a rock, it seemed to dissolve. On the west wall was a polished steel double-door. Suddenly they heard some footsteps coming from the hallway, so they quickly backed out of view. capitalbill’s Viking pulled out his handy gorgon head and aimed it down the hallway – he saw four snake-men turn to stone on the bridge, then all collapse into the water below! Feeling safer now, they went through the steel door and found themselves in a very hot chamber.
Door to Saturn. Polished steel covered the walls, ceilings and floors of this area. At the far west end of a wide corridor, they could see a giant green orb sunken into the floor, and around it six small seats. To the north and south were openings to smaller rooms, each with two more doors – uncomfortably hot air rushed from these areas. Marl darted west to the giant orb, sat down and immediately placed his hands on it. Suddenly, he experienced a surge of dreamlike visions of Saturn, supposedly home to Xathoqqua. He felt various epiphanies of sorcery and science as the visions continued, but he also felt himself slipping into the globe, so he took his hands away quickly. After a split-second struggle of wills against some unknown cosmic power, he gathered his senses and firmly stepped away, feeling incredibly smarter than when he’d sat down: INTELLIGENCE +1! No one else felt like testing his mental metal, so the party headed back east.
I shoot it with my laser pistol! Always eager for action and adventure, Brandoch moved into one of aforementioned smaller chambers and opened a door. Inside, he saw a circular room with large green-glowing rod stretching from ceiling to floor. The heat was dangerously intense, almost burning his skin even at a distance, so he didn’t enter. The other three rooms were basically the same, except one was missing its rod. Marl speculated this must be the complex’s power center, drawing upon his newfound awareness that some ancient Hyperboreans knew the science of energy creation. Bored with this “discovery” and fueled by that delicious brandy, Brandoch angrily marched back to one of the doors. Everyone else hauled ass, fearing the worst! Brandoch then threw the door open and blasted the glowing column with his laser pistols! Suddenly everyone heard a massive explosion and saw Brandoch’s body fly through the air back into the main corridor, smashing against the wall in front of them! He didn’t move. The front of his smoking corpse was melted and charred, including part of his face. They could see his eyeballs had begun to droop out of their sockets and glow a faint green color…
Time elapsed: 4 hours
Treasure won: none
Enemies overcome: snake-men (x4)
Maidens rescued: zero
Adventurers slain: Brandoch, blown away by a radioactive explosion.