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A little lost, the party follows Fletchers' lead after their shopping spree to go and sell the cargo hold of stolen found Soul Jars to the location of the meet they had tortured out of the previous captain (and maybe sell the crew too! Fletcher doesn't bring this up with anyone else)

Arriving at the destination the group finds a desert ruin with a few people wandering around, taking crates and boxes into a cave mouth. At the same time the engines of their new ship seize up and shut down, some external force draining the power and trapping them here.

After a brief discussion about pulling the ship from the location (away from where they intended on traveling to in the first place) or making some sails to leave the location (AWAY FROM THE LOCATION THAT THEY HAD INTENDED TO TRAVEL TO IN THE FIRST PLACE) they decided to stay and wander down to see if anyone here was interesting enough to kill and/or talk to.

Inside the cave they found a group of cultists who were gathering and collecting the Soul Bottles, and convinced them that the entire multi-ton shipment promised was in a magic crocodiles backpack and the hoard of sailors they intended on selling was the two poor 7hp merchants who were struggling to see through their own tears.

Then they descended deeper into the huge chasm the cultist had lowered ropes and crates, where apparently the promised "gold" was to be exchanged for Souls.

Finding a ledge the party discovers many disembodied souls floating about and decide to chat with the dead, mostly telling them things like "Eat them, not me, they are DELICIOUS" and then nicking off at high speed further down the chasm.

Everyone manages to descend further and leave the ghostly beings behind (which I discovered had a "tethered to location" trait and realize they cannot follow the party) they arrive at the base of the pit...

Around them, crate after crate of Soul Bottles but not a person to be seen except some strange glowing being apparently blocking the entrance to the main cave. Looking about the group discovers the crates had been armed with explosive runes, and packages of highly flammable materials.

Tony attempts to use his (non-existent) Arcane skill to disable the Arcane runes and take some but is generally unsuccessful, luckily not unsuccessful enough to set one off however. Others wander about and poke here and there, but the worst is yet to come....

Fletcher, listening to the voice of the Hags that are still left in his head, starts lighting up various flame-y mechanisms to obey the hags wishes to "blow it all up"

There is some insistence that the bit, "ALL up" does indicate the hags have little expectation that anyone will survive and the last time they asked this was when they set off a nuclear explosion... so maybe not recommended, but Fletcher persists and decides to blow this Popsicle stand.

This understandably causes some panic as the party realizes they are sitting on a bomb some physco seems intent on setting off and they all gap it once more past the only defense and into the next cave. Styx finds it slightly easier to pass the gatekeeper due to the interest the god behind the door has in him but eventually almost all of them make it before the burning rope Fletcher lit burns down...

Almost all...

Remaining behind, Fletcher, apparently mesmerized by the burning rope and Dangira who ran in the wrong direction initially and don't make it back in time before...

On the other side, the cave entrance behind them now closed by a silvery wall of power, the remaining party feel the thud of the explosion and turn to see Styx in a one sided conversation with the clockwork rift in the planet, the planet god themselves...

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Page last modified on July 20, 2023, at 01:34 PM