Seventeenth Session (11 page pdf) – “Kill All Vampires!” – The vampire crypt keeps the pirates occupied for a while, and finally they finish up at the Sun Temple Colony and set out to hunt down Morgan Baumann.
The PCs are trying for a by-the-numbers disposal of staked vampires and retrieval of loads of loot, but Lil being enchanted nearly puts a huge wrinkle in that; they recover very quickly though.
But luck catches up with them on one of the five crypts; those find/remove traps rolls are always just waiting for you to fail them. They escape the crypt as it fills up with water and a stone slab seals it off… Oh, but that’s not good enough, time to go back in! That’s when the going gets rough.
Tommy leaps the stone slab with Sindawe and Serpent close behind. All of them clear the chamber before the slab closes the way. It grinds shut and the sound of water filling the crypt can be heard through the stone.
Wogan says, “I have a Chime of Opening and Water Breathing. Let’s get you guys back in the game!”
Serpent comments that most of the Azlanti race’s enemies were water breathers.
Tommy announces, “That’s fiendish… they trap their enemies down below to starve but give them the water necessary to survive.” They cooperatively spin a tale of some hapless skum caught by the trap, perfectly comfortable but slowly dying. Good times.
They stake the last vampire but overnight Tommy and Lil are a little distracted while on guard duty and some blood ooze thing I found in some book recovers it. Once they get down there again he’s alive, which really, really freaked them out. But then all those God-touched cultists they’re dragging around with them got real lucky (five, hits, two crits) and laid 35d8 damage worth of searing light on the guy!
After that, it’s all done but the partying. They got a metric ton of loot out of it too, so they were happy, and then they traded a lot of it for cool Azlanti magitech doodads (including a walk-in freezer for the ship).