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Pink Gins & Googlies chapter 1: Cairo Calamity Episode 1: Bay of Bastet

Loading their picnic four ladies of the Cranford Ladies College Old Girl XI Empire & America Touring Team

  • Mavis Winthrope (Old Scouser Roleplaying) – awkward number 3 bat
  • Gwendolyn Devonshire (Andy S) – modern woman
  • Margret ‘Mags’ Hebblethwaite (Matt) – a scholarly type
  • Hettie Larwood (Andy H) – scholar girl and fast bowler

Board a British Imperial Airways plane borrowed by its pilot and Mag’s cousin Herbert Hebblethwaite.

The plan is for a day trip to the Temple of Bastest dig before their match against 273 Squadron RAF Wives & Daughters XI.

Taking of after some technical difficulties (with roll 20 / discord) they hit a sandstorm and flying down into the village notice a rope across the runway. Altering Herbert he hops over the trap and touches down just avoiding a crash.

Disembarking they are confronted by a tankette speeding out the sand. It has a cage on the back stuffed with local fellahin men. Herbert protests by white uniformed bully boys cosh him with rifle buts and throw him in the cage.

Outraged they protest and boarding the tankette are confronted by white polo shirted and trousered ne’redowells wearing either bush hats or solar topees brandishing riles. After ordering the cricketers off and telling them to remain in the village for ‘the test’ the guards open fire wounding Mavis.

Aggrieved the ladies see other detachments raiding the village as the sandstorm clears. They find locals and find all the men of the village have been kidnapped. The temple of Bastet was taken over last night by the hoodlums and soon construction took place and the raid followed.

The girls gather up they’re baggage including Mavis and Gwen’s pistols and and by a plucky local Yasmin who straps knives to her burka they sneak down a dried wadi between the lines of guards surrounding the village. They then pick through rubble but Nags is spotted by a guard.

Hettie using her bowling skills districts the guard with some hurled rubble and the party manage to knock him out even though Mavis takes another knock. Yasmin then cuts his throat. Hettie picks up his weapon ( a mannlicher carbine.)

Sneaking round the temple they see it has had a marquee thrown over it s chimney erupts from it and the whole complex generates strange lights and noises. At he back the prisoners are held in a collected cage guarded by two guards and periodically four guards come grab two victims and throw them into the temple followed by screams. It won’t be long before Herbert is due for the grinder.

Hettie bowls a cricket ball to try and knock the bar on the cage freeing the prisoners. On a natural 20 it is just a thou too long a length a jams between the bar and the cage door. Not wishing to alert other guards with small arts fire the heroines hurl rocks at the guards knocking them out and free the imprisoned males.

As the prisoners celebrate and guards respond they grab Herbert and race into the side entrance of the temple. There they are confronted with a charnel house conveyor belt prisoners are

  • Sprayed with acid removing these human skin
  • Injected with weird formulas
  • Stretched and pulled by automated surgical equipment
  • Sprayed and layered with chemicals and washed on tanks

A dozen of the end result of the process gamble on haunches around a lab coated man in dark glasses who pats their supplicant snouts with leather gauntleted hands. Great hulking 10-12″ tall crocodilian-man creatures of rippling threw and hungry eyes.

NEXT WEEK: THE WARPED OFFSPRING OF DOCTOR VON VULKAN

Overall session went well I think but technology shows I think I’m right to cap at four players and try extra sessions if I can to accommodate other players.

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Hero kids revival 2 & 3 : the valley of medusa and the forest of the rat king

Jay and Zoe crossed a bridge where they met a Druid Sindow (mummy) who was travelling the same way as they as they tried to reunite the penguins with their owner Farquah.

They entered a narrow valley filled with dozens of statues of adventures caught in action poses. Walking through they feel a hiss and Jay is hit by an arrow – a poison arrow! Zoë rushes and gives him a healing portion while the Druid searches for the attacker listening to a ominous hiss.

Sindow has no look but Jay spots their enemy – Medusa ! Luckily she isn’t looking at him and he’s able to point her out to Zoë who wraps her magic long hair around the eyes and head of Medusa pulling her into a tree that Sindow makes crunch into a fist capturing the monsters

With the penguins help they bind the Medusa. She claims to have been cursed and can’t reverse having made people statues but they’ve decided to take her to Farqual to try and lift the corpse.

Meanwhile in the scary woods the hero kids where about to enter a rat passes the message to the Rat King (they’ve met him before.) he swears to free the Medusa – with that I had to run it the very next day.

It wasn’t mums cup of tea though so the Druid took her own path. (Mum prefers Khan of Khans …)

So entering the scary forest Zoë was jumped on abs attacked by two rats and knocked out. Jay rushed and gave her potion awakening her while the Penguins where all attacked by rats. Jay tried several original attacks trying to create cyclones or storms but not quite succeeding but together they managed to fend of the rat attack. All the while they were tainted by the Rat King from the depths of the forest.

With his his first wave defeated the rat king dropped a glass jar on the penguins with a pipe attached and threatened to gas them if the hero kids didn’t free Medusa. Zoë used her her to lift the jar so the penguins rolled away. Then while the penguins help it open she whirled her long hair helicopter style to blow the poison gas back up the pipe at the Rat King making him choke.

Following the pipe Jay taunted the Rat King with a cheese sandwich from his backpack into the open and then they unblindfolded Medusa and shouted the rat king so she accidentally turned him to stone.

Free from peril they escaped the forest and reached Farqhars rusty little cottages his magical hot chocolate restored the heroes health And removed Medusa’s curse. All her victims where returned to flesh …

Including the Rat king who no doubt wants revenge !

Though My youngest has requested a scenario where Dracula tries to take over Farqhars chocolate factory …. chip of the old block that one

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Lunchtime Lairs 18d: an aside Agent of I.G.O.R.

A gargoyle clock sounds and the Master goes to elevenses leaving the unlucky Waterwind & Satanna in the care of Igor. Unexpectedly Igor offers to free them he’s some form of undercover agent and needs they’re help to get control of the rampaging chimera they freed.

The adventurers agree, passing Cerebus who Igor is able to tickle and nuzzle like an enormous pet. They pass up into the master private suite avoiding dart traps Igor spots. Entering the central lounge the notice something unusual on the ceiling and are attacked by a giant chameleon – another of Master’s pets. One of them picks up a candlestick to throw but it is sentient and shouts an alarm waking the beast and triggering a stone door that slams shit behind them.

As it lashes out wrapping it’s tongue round Waterwind. Satanna dives under a table carrying on his back as cover as Igor with a twang of Monty Norman guitar pulls a pistol crossbow and shoots at the beast.

The hapless is reduced to zero hot points by the chomping metal dentures of the karma chameleon and falls to earth. The lizard misses Satanna and tongue lashes the table dropping it on the prone wizard.

Deciding the beast is too tough Igor dashes for Waterwind dragging him to the next upward stairwell while Satanna heaves the table and uses it to block that stairwell so the lizard can’t attack them.

Igor navigates traps and they wake Waterwind who is hideously scarred by his face being munched. The next room is Masters study.

The team scour the arcane tombs of the Master. Waterwind and Igor find that a sentient sacrifice is needed to control the orb that will bring the Chimera under control. They decide to execute Satanna, who unfortunately hears their scheming and attacks.

Waterwind casts sleep knocking out both compatriots, he explores the next room up bypassing razors on the ladder and finds the orb and a chest. He ties the sleeping Satanna , wakes him and explains he planned to betray Igor.

Friends again the cleric and wizard find a sentient bookmark amongst the Master’s stuff. They try and sacrifice that but it doesn’t work. They then open the case finding a adult halfling – which they gag and kill which gives Waterwind control of the beast.

While our heroes(?) do this, the untied Igor has awoken and observed this from the ladder. As Waterwind brings the Chimera to battle master who tan out on to his balcony to protect his home. In a epic fight that Master narrowly wins depleting his magical powers he sneaks up and holds them up a crossbow pistol point.

He orders Waterwind when he recovers from feinting after the magical battle to use his light spell to send a signal of dashes and dots. Then a four griffon mounted squad swop attacking and killing (?) master and rescuing the party. To their surprise the riders are sophisticated Orcs in leather armour, flying helmets & goggles using complex bows.

For Igor was an Intelligencer of the Goblin Office of Recognisance (I.G.O.R) espionage agents of the Union of the Great Goblin Empire (UGGE) beyond the desert. Waterwind and Satanna are being flown off for interrogation while Igor looks forward to surgical reconstruction to looking like a Goblin again ….

Lunchtime Lairs is a Wednesday lunchtime Jane in Liverpool city centre at the premises of the excellent Justplay games 12-2 every week – come and join us. We are currently playing Blackhack. This scenario was run by Me as a filler as Dave could continue our adventures in celebration. Neil joining us after his hiatus played Igor

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Lunchtime Lairs 17d: an aside accountant anarchist assassins

Lunchtime Lairs is a Wednesday lunchtime Jane in Liverpool city centre at the premises of the excellent Justplay games 12-2 every week – come and join us. We are currently playing Blackhack. This scenario was run by Me as a filler as Dave could continue our adventures in celebration.

Waterwind the tax collector mage and Satanna the Holy accountant staggered merry from the Thiefstown Coin Counters & Budget Balancers Association annual dinner drift past a municipal graveyard and hear a commotion.

Investigating they find the chains to the gates cut and four ruffians digging up a sizeable coffin. They attempt to sneak up but are challenged and the grave robbers draw their swords.

Waterwind casts sleep losing his spell slot. Binding the ruffians they find the coffin contains a huge orc recently hung and laid in a paupers grave. The scoundrels had a range of surgical saws and scalpels with a curious case filled with blue gel that would accommodate one of the monster’s limbs.

Waking a token grave thief Zarg it turns out they are paid to buy or steal monster parts for an Igor. Still frankly drunk the accountant adventurers decide to get Zarg to drive them to Igor’s place.

Out of town it is a creepy fortified manor within its walls they are confronted by the curious Igor & offer to improve his business model. Igor decides they better meet Master.

Sent to a creepy be gargoyled living room they are confronted by the master who confounded by the drunken ramblings try’s to drop the financial swashbucklers down a trapdoor – failing he and Igor escape via a swivel door to his arm chair.

Using the hapless Zarg to pick the lock the adventurers drift past pictures with watchful eyes to find a cellar steps guarded by a Cerberus. Betraying Zarg by giving him a torch and making noise fails to get him savaged so Waterwind cuts his legs and he falls to be savages by the beast. The adventurers use the distraction to force the door into the cellar and enter Master’s Lab.

A cacophony of weird science, sorcery and monster body parts confronts them with Igor stirring cauldrons & Master attending a giant figure under a sheet.

The PCs decide to mess around with switches (both players rolled a D6 the bigger the difference the worse the effect – they rolled a 1 and a 6..)

Machines cackled into life the beast on the slab was brought into life by crackles of energy despite missing one arm. It had a turtle body, ogre arm , a giant brain in a gold fish head, dragon wings and lobster, octopus, furry and giant humanoid legs. It had slammed the Master in awaking and Satanna ran forward and tried to turn undead.

And despite massive penalties it worked – the beast flew out of doors in the roof in panic. Master unfortunately recovered his wits and blasting our heroes (?) with fireballs reduced them to zero hit points.

They survived and awoke in the cage – Master intends to make them pay by making them subjects of this next experiment ….

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Lunchtime Lairs 16c: Merry Old Soul? Or How Two Warriors Learnt to Speak Softly to Avoid the Big Stick A Lunchtime Lairs Jointii

Lunchtime Lairs is a Wednesday lunchtime Jane in Liverpool city centre at the premises of the excellent Justplay games 12-2 every week – come and join us. We are currently playing Blackhack. This scenario was run by James.

After their distractions of the beak squad aerial assault and a mysterious child battery farm the travellers in the charge of Blegrim and Marcellus spotted a massive explosion at a nearby farm. Never having encountered a danger he didn’t want to run towards Blegrim turn the coach from the main highway towards the chaos.

Entering the property the party is trapped by the Guys’ thorny perimeter defences so proceed towards the smoking crater that was formally the farm warehouse, passing small fires in the fields set off by flaming debris.  On nearing the crater the coach disturbs a disagreement between Romula and Moloch regarding the necessity of exploding everything in sight and Romula recognises her old comrade Blegrim she thought was lost for good under the mountain.

There is a brief catch up and introductions between the groups in which Romula and Farqual both develop some distrustful feelings towards Blegrim’s new master Brother Eldritch. Romula over the apparent unholy joining between master and servant and Farqual over Eldritch holding his beloved Beak Squad in bondage. The two groups decide to join forces and proceed to Celebration via the underground route now exposed after the warehouses explosion, however the paying passengers of the coach refuse to risk the unknown. Eldritch instructs Blegrim to reach Celebration and return to fetch him, Mother Mary, Ahajad and the merchant Lorrie by more conventional means.

Immediately below the entrance to the underground is a cellar containing evidence of the Guy’s trade in special beans as crates of the produce are stacked around the walls. The party follows the only tunnel for some time until they reach a three-way fork. As all options lead in the general direction of Celebration the decision is made to split in to three groups. Blegrim and Marcellus take the left hand branch and eventually reach another fork, this time of two options. Investigating their surroundings the warriors notice the tunnel composition has gradually changed from the solid stone seen beneath the Guy farm to an earthy composition. Marcellus notices what appear to be drag marks in the dirt leading down the right hand fork so deciding celebration is more likely to be where there are signs of life they choose the right hand route.

The tunnel narrows until it eventually ends in a heavy set door. The door is unlocked and the warriors enter a long narrow room with another door at the far end. The warriors hear a click as the door behind them locks and a metal framework springs from beneath the dirt and traps Marcellus who narrowly avoids some nasty looking barbs that cover the inside of the trap.

A disembodied voice greets the heroes and the Mole King introduces himself and welcomes them to his domain. A challenge is issued to match wits with the Mole King in a game of riddles to which Blegrim and Marcellus agree, feeling they have limited options at the present.

“What is greater than God,

More evil than the Devil,

The poor have it,

The rich want for it,

If you eat it you will die”

Blegrim quickly activates his psychic link with Brother Eldritch and asks for assistance. The good brother does not welcome this interruption, dinner time approaches and he is dealing with a skittish carpet merchant. With no help offered by their ‘ally’ the warriors beseech the good King to give them three attempts to answer. Pleased by their deference the Mole King grants the request and Blegrim answers in turn love, fire and capitalism.  With their final answer the King reproaches them for placing an economic doctrine above the divine just as a hulking mole/human hybrid with massive fore claws bursts from beneath the floor. The steel trap releases Marcellus and the warriors defend against the burly beast. Fortunately the lone assailant is no match for the seasoned adventurers and is quickly dispatched. The door to the next room opens and the Mole King invites Blegrim and Marcellus to begin round two.

Entering a familiar setup the two adventurers are somewhat prepared for the Mole King’s tricks and manage to dodge the traps each spring. Congratulating them on their physical skills the Monarch of this realm proceeds to test their intellects.

“The more you take the more you leave behind

What am I?”

Blegrim once again asks for some largesse from the Mole King but is rebuffed this time. The Mole King expects his players to provide some challenge for his amusement. The heroes fail to answer satisfactorily and are confronted by four of the King’s subjects. Blegrim handles his quarry masterfully barely sustaining a scratch but Marcellus fares far worse. He gets into an attritional contest with two Mole Men and after dispatching one finds the other seems enraged and enters a berserker state. Marcellus recalls that the naked mole rat exists in large eusocial family groups and wonders if similar family ties have caused this emotional and merciless assault. Marcellus is only narrowly saved by Blegrim’s axe and collapses in a heap as the Mole King invites them to continue with the game.

Knowing he is unlikely to survive another assault Marcellus implores the King to let them rest and heal for which he will be rewarded with an exceptional riddle when they finally meet. Intrigued by the offer of a first rate riddle the Mole King directs the warriors to a side room which had previously gone unnoticed but must have always been there in anticipation of such an eventuality as this. Inside Blegrim and Marcellus are separated by a series of metal bars from a table laid with a feast fit for a king, healing potions and poultices, and two cots against the wall on which they can rest. The Mole King says all this will be theirs if they answer him a riddle.

“What has four wheels and flies?”

Blegrim smiles remembering time spent on surveillance in Thief town during a previous adventure

“The town night-soil wagon!”

The bars retract into the floor and the heroes fall upon the feast like a pair of penguins ravenous for snook. After seeing to their physical needs and feeling they could take on a 12 foot chicken Blegrim and Marcellus head to the next riddle room to test their intellects, once again avoiding the traps of their dangerous but singular minded foe.

“Riddle me this

He who makes it has no need of it

He who buys it has not use for it

He who uses it cannot see or feel it

What am I?”

Again the warriors request that the King show munificence. Eager to hear his playthings’ riddle the King tells them he has been impressed by the martial prowess they have displayed which has so far assured they have no need of the riddles solution. Realisation dawns on Blegrim and Marcellus that so far they have yet to die during the King’s riddling and they shout in unison

“A coffin”

His furry Majesty congratulates the heroes, invites them to the next chamber, and tells them will soon be able to bask in his Riddling glory. Filled with confidence as they continue to the next chamber Blegrim and Marcellus momentarily forget the King’s Modus Operandi and Marcellus is ensnared in a steel trap, a barb puncturing his skin. The Mole King informs Marcellus he is now poisoned and he is sure the added prize of the antidote will concentrate his mind when he considers

“What has a bed but doesn’t sleep

Has a head but doesn’t weep

Has a mouth but never talks

Always runs but never walks?”

The poisoning must have indeed concentrated Marcellus’ mind as he thinks deeply and realises the Mole King has a love of riddles of a particular construction. They have multiple clauses all of which must be satisfied by the answer. Whilst the difficulty of the riddle rises with the number of clauses Marcellus realises this also limits the number of potential solutions. After a little more contemplation he has it!

“A river is the answer”

“Excellent!” exclaims the Mole King “Enter my chamber for the final test.”

The party emerge into a large high ceilinged circular chamber. At the centre is a raised mound of earth, around its base are chests stuffed with gems and gold, and atop sits the Mole King on his throne. He is an imposing beast, clearly the alpha specimen of his race, dressed in ermine robes bulky gold chains and a jewelled crown upon his head. The keen eyed warriors note a collection of bones adorn the regal trappings that signify his station. Around the chamber perimeter are a number of doors suggesting that there are multiple paths through the King’s riddle trap.

Addressing Blegrim and Marcellus the Mole King offers them a choice – answer a final riddle and they can receive their reward or offer the King a riddle he can’t answer and he is at their disposal, for he is a curator of riddles and prizes a new addition to his collection above all else. Fail the test they choose and they will meet their demise at his hands. Deciding any opportunity to avoid combat with the King and his Minions is the best course of action the pair decide not to immediately attack and instead pose a riddle of their own. They tell the King of their choice and he warns them to abide by the rules of riddling as only a true riddle will be accepted – He indicates one of the bones hanging from his chains and advises the heroes this finger belonged to a fool who asked what he had in his pocket. The warriors confer for a moment and Marcellus asks of the King

“I talk but I do not speak my mind

I hear words but I do not listen to thoughts

When I wake all see me

When I sleep all hear me

Many heads are on my shoulders

Many hands are at my feet

The strongest steel cannot break my visage

But the softest whisper can destroy me

The quietest whimper can be heard

What am I?”

The Mole King Beams with delight for this riddle is new to him. He thinks deeply turning the puzzle over in his mind savouring it as if it is a fine wine. Arriving at a solution he likes he addresses Marcellus

“The answer must be truth”

“No great king. The answer is one who deals in un-truths – an actor!”

The great Mole laughs heartily. He has not been bested in a game of riddles for some time and congratulates the winners on their success. He places himself at their disposal, invites them to help themselves to whatever they can carry from his hoard of treasure and provides Marcellus with the antidote to his poison. The warriors ask if the Mole King knows the way to Celebration and if he has seen any sign of their comrades. It becomes clear that the King has captured some of their party in preparation of another game of riddles, two bungling thieves and an oddly dressed chocolate obsessed conjuror, who he agrees to release immediately as a part of the prize.

Two Mole Men are summoned and instructed to guide the treasure laden warriors to their friends and set them on the path to Celebration. The Mole King bids our heroes farewell and thanks them again for a game well played…

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Rogue Trooper: Operation Blue Moon Play Report

I hosted a little Mersey Games Knights games day in Hus and ran a Rogue Trooper inspired game using Cthulhu Hack . This is a spoiler free play report.

Using a tube like map I allowed by cut off Squad to retreat location by location. Each location had an index card with a comics panel on the front & stat bloc/location info on the back so the whole scenario was incredibly portable. Character sheets where also index cards. I extended the resource dice feature of Cthulhu hack so ‘frosty’ diminished as you spotted things ultimately you wouldn’t be able to ‘stay frosty’ and get surprised and if injured your chem suit got depleted when down to zero you where poisoned. This worked well but I need to think more about rations.

Anyone on to a player view from Matt

As a child of the 70s and 80s i grew up more on British War Comics than on American Superheros, and they still hold a place in my heart. The cross over between that tradition, and the Sci-Fi ThrillZone that is 2000AD is of course the legendary Rogue Trooper, so of course i signed up to play up a game of squaddies caught in that eternal war. Furthermore, we were using Hack, which i’ve never played, but looks amazing. So after travelling to a wet Central Liverpool, thats what i found myself doing.

A squad of archetypes (Sarge, Rookie, Sniper, etc) lost in No Mans Land is classic setting that lets the players plug straight in to the feel of it. The GM gave us a map, and a destination, and let us choose our path through. In a really cool touch we got comic pages for each location, making it clear what was trying to kill us, and a couple of “special” abilities we could use once to help, which like typical players we hoarded until it was too late. Sorry, Sniper, we probably could have saved you.

System-wise Hack is just as impressive as I’d hoped. Its fast and intuitive, and the declining resource dice mechanic is perfect for a game that is at heart Survival Horror. It feels like a system designed for convention style games, although i’m not sure how well it would work for campaigns. But for this, its great.

And we got half the squad back! thats a win, right? “

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Lunchtime Lairs 14c: The Destination Stage, whip crackaway ! Whip crackaway ! Whip crackaway !

Lunchtime Lairs is back after a summer hiatus at Justplay games 12-2 every Wednesday

We rejoin the story of Blegrim last seen taken slave and find he was been bought as a stagecoach driver. He has a fighter riding archer in the form of Marcellus (played by Alex C) and passengers in the form of

  • Brother Eldritch & Mother Mary of the Temple of Love travelling on ecclesiastical matters
  • Mr Lorre a carpet wholesaler
  • Ajad the Arcane as conjuror (played by James) and conveyor of poisons off to pick up some griffin toenails from his supplier ‘silent bob’

The Stage is passing along the isolated Moors road between pier thieftown & the inland trading centre of Destination not far from Celebration.

As Blegrim and Marcellus spot a small horses figure shadowing their coach from the ridge line. They slow a little confirming there being followed to the agitation of their passengers.

Next two Pterodactyls appear with riders. Swooping on the stage Ajad charms the horses so Blegwin can meet them in combat alongside Marcellus who engages them with his longbow. There opponents are wiley while one lizard bird dies quick it’s short rider front flips on to the carriage and engages Marcellus in melee with its short sword. It’s some sort of oily diminutive mutant bird creature. He demands they ‘ just give us the vampire’ in a brummie accent. His colleagues mount is eventually beheaded by Blegrim and he is stranded on its back.

Meanwhile the pony rider is joined by three comrades on a cross country pump wagon with a harpoon arbalest. The harpoon smashes into the side of carriage impaling Brother Eldritch and as the breaks are slammed on the pump wagon dragging him into the light.

Ajad casts sleep on the pump wagon and rider and outnumbered 2-1 the remaining vampire hunting penguin (for it is the Beak Squad) leaps off the coach and scrambles for cover.

Blegrim runs to the impaled monk. While not burning the sun he does demand blood and Blegrim allows him to feed from his arm. As the vampire pushes the harpoon out of his reconstituted body he offers to return the favour and the barbarian sups and becomes Eldritch’s thrall/ghoul or renfield.

Eldritch asks the penguins are kept strapping them to the coach to discourage attacks by the two survivors. The coach speeds on. It comes to a pit trap and avoiding it the rear axel breaks. Fortunately there is a quaint isolated cottage nearby.

After investigating the garden and noting what a large oven the kitchen had they knock for assistance. A friendly crime welcomes them though they refuse refreshment and takes them to her late husbands woodstore in the cottage to find an axel. With Blegrim acting as a guard she casts sleep which Marcellus resists and pulls Blegrim in the woodstore before she can butcher him with an axe after which she locks them in and sounds a horn.

Finding a cellar door they find 8 cages with 5 kids inside. Sickeningly they are in magical torpor and appear to be being forcefed by funnels berries presumably as flavouring. There is also an infernal altar and ritual circle. Waking children prices difficult and only one survives 3 attempts – little Billy (no mates.) using the alter as a battering ram they break out the wood store to be confronted by the witches cannibal sons.

Fortunately despite there strength the fury of the ‘heroes’ overcomes these predators and they return will Billy. No thanks to Eldritch who did not respond to a psychic plea from help from ghoul-Blegrim seeing the relationship as one sided. They fail to successful wake the remaining two children.

They ride on just going past the Guy farm as there is a MIGHTY EXPLOSION (tying in with where we left the rest of the PCs.)

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