Journey into the Badlands


Journey into the Badlands is Session No. 74, which took place on 06/03/13.

Synopsis


The Party head into the Western Deserts to shut down the cultist uprising.

Characters



Plot


  • Meeting with Cifer, The Party is given their next mission; to half the surge of cult activity in the Nevadlands. Discovering about his operatives failure to convene with The Party in Nornheim, Cifer has secured a more reliable operative to work with The Party. They are to head to Ellay to meet with their new operative; Gualichu.
  • They leave Mission and sail for Ellay. Shenanigans abound, The Party is met with old friends and eventually meet with Gualichu.
  • Having to leave their ship behind, The River Rats stay in Ellay to man The Grizzly Snatch in the mean time.
  • Gualichu secures a covered wagon for the group, and they ride into Nevadlands aka the Badlands. There, Gualichu briefs them on their target: a regional leader of the Cult of Orcus, a wizard named Mondaine who’s said to be based somewhere in the city of Old Vegas.
  • The Party enter a small desert town, Henderson Valley, and briefly shack up at a saloon. Their stay is short, as they encounter members of the Cult of Orcus and are eventually chased out of town.
  • Spending the evening in the desert, The Party rides for their destination in the Nevadlands, Old Vegas.
  • Slowly riding through, The Party sees the outskirts of Old Vegas wrought with depravation; derelicts, the homeless, the starving running rampant scraping to survive. Men wearing Orcus cultist tabards committing acts of debauchery over townsfolk. Not wanting to get involved, The Party rides on.
  • Da’Loach, believing he has a feel for the city, tries to direct the wagon. Heading into a tight alleyway, The Party’s wagon is blocked by several cultists from both sides. Strangely, these cultists donned a tabard with a crude depiction of a baboon’s face.
  • The Party manage to drive through the blockade of cultists, but lose a few members to the cultists attempting to board their ride.
  • Losing Muzgash, Targus, and Da’Loach to cultists, Gualichu, Krum, and Axehammaran ride to the end of the alley and turn the wagon around to charge back and rescue their friends.
  • Crashing through them, The Party manages to re-load back onto the wagon and make their escape.
  • Their ruckus alerted many a cultist, and now, in hot pursuit, The Party ride to escape the herd of cultists and their followers.
  • Riding into a side-street with a makeshift roadblock, the horses leap over, but the wagon was compromised. The Party lay riddled on the street as their enemies are closing in.
  • Back on their feet, they manage to barge into a janky building next to them, and in the darkness they reach for whatever they could to try and barricade the door.
  • Da’Loach, lighting his ghoul candle, illuminates a small section of the room to discover bodies all around them hanging from chains on the ceiling, and a silhouette of a man on the other side of the room brandishing a halberd.
  • Upon seeing The Party, the man reaches into his pack pulling out a sunrod. Throwing it at The Party’s feet awakens the hanging corpses, as the undead are unable to see the light of a ghoul candle.
  • Surrounded and being grabbed at, The Party split barricading the door against the cultist horde and facing off with the zombies and their captor.


DM Notes



«Fate of the North« Sessions »Fear and Loathing»

Journey into the Badlands

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