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Sunday 20 September 2015
DCC Campaign Update: Robot Necromancers and Night Goats
At the start of this session, we had Ack'Basha the cleric facing the devastating aloneness of being his party's only survivor. Only just after that, the hippie, who had buggered off into the mountains, came back as a cleric now and had brought a whole group of new friends with him!
Among them was a Boat Swine (sea-faring pig-man), an untouchable with a third eye (that's good luck, apparently), a would-be warrior, a Dwarf who wants to be a wizard, and some others. The Untouchable's name is "MC Hammer" but he doesn't actually know the lyrics to "can't touch this".
The PCs:
-learned that there's apparently some place called Gnoll Aqua Base 1.
-Found a book on Necromancy written by someone named Bolt-0, and were left wondering if it could possibly be the same conversation-loving Robot they know by that name.
(robot wizards are a problem in the world of the Last Sun)
-Already knew that G.O.D. disapproves of a lot of stuff, but apparently the super-frivolous use of Divine Aid to light a doobie is not one of them.
-Wondered if that counts as Peer-Pressure from G.O.D. "C'mon man, toke up, it's the divine will!"
-Were left more confused by the fact that apparently G.O.D. also approves of using Neutralize Poison to kill someone else's buzz.
-Quit goofing around and went back into the dungeon under the monastery, only to find some particularly feral halflings, and then a really creepy hallway with flickering lights that ends in an elevator door.
-saw 'things' in the hallway. May or may not have banished these 'things' if indeed they ever existed.
-Engage in some vandalism and non-compliance of regulations in the creepy hallway.
-discover that the elevator is in fact an elevator to Hell.
-Learn that the elevator to Hell is a one-way trip to a cave full of dire Shadows.
-See the hippie cleric sacrifice himself; realize that him shouting "run, you fools" as he was swarmed by Shadows would have been a lot more awesome if there was some exit to run to!
-Manage to find said exit just as they were about to be over-run.
-Escape the Cave of Shadows only to end up in a mist-filled corridor. The Hippie Cleric is dead and turned into a Shadow, while Ack'Basha is so drained by the Shadows he can't actually move, needing someone else to make 'air quotes' for him with their fingers while talking about the deceased Hippie "Cleric".
-Ran into, while resting in the mist-filled labyrinth, a lost trio of newbs. They are: an obese Red-mutant beggar who's surprisingly nimble, a Brahmin who got sick of his religious duties, and a squire with no knight.
-Risked stepping back into the Shadow cavern to dash and grab the dead Hippie Cleric's loot.
-Once again evade the Shadows and then start getting semi-lost in the misty labyrinth until they run into a six-armed fire-demon, which they manage to scare off only with some holy water and the beads of demon-repulsion, which they realize is the most important magic item they now have.
-keep getting more lost in the misty underworld. They run into some toothy gollum-like demons but turn those away with the holy beads too.
-Finally end up in a mexican stand-off with the Fire Demon Prince, pissed off at their presence, but unable to kill them. He makes a deal with them: some asshole summoner has stolen away his pet Night Goats, and if he sends them back to the surface world they will need to recover them.
(presumably the demon's Night Goats will look a lot less adorable than this)
-Having agreed, are transported back to the surface world, finding themselves in a Necromancer's magical summoning room.... which turns out to be in Highbay! In fact, it turns out to be right in the High Council building.
-Discover that in their absence, Sandi the Warrior Queen and Goldeater of Goldhalcon have escalated into a cold war with each other. Also, the Cyrilic mafia and the Bharata mafia are in the midst of a very hot gang war. All this meaning the PCs have kept up their perfect track record of fucking up every place they visit.
-Finally discover that the Necromancer room in the High Council building in fact belongs to Bolt-0 the friendly Conversation Robot! It appears Bolt-0 did write that ancient book from the monastery, and is more than meets the eye! But what's his true agenda?!
-decide it's best to end the session there, to level up, and so that the GM has time to get ready for a trip. We return to DCC next week!
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this may be a dumb question, but if no one from the original party of adventurers is still alive, why are they still trying to perform the original main quest?
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