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The Tunnelers Campaign Session 7

Played Tuesday, August 5th, 2025

It is June 5th, 2003, 3:30 pm.

Jerry, the party’s new ally, is dying on the ground of his campsite under the bridge in 0506. The party is horrified and trying their best to stop the bleeding, using Jerry’s own first aid kit to try to stop the bleeding. Their fast action keeps him in critical condition rather than outright dead, but without further intervention he is not long for this world. Jel and Ash realize that while they do not want a death on their hands, they also are leery of getting attention: the direct involvement of law enforcement would end their trip in its tracks.

Like a month ago I had rolled random encounters for the 5th, and one of those was an escaped entity from the vampire themed thoughtform in 0406, for which I am using an edited and adjusted version of the OSE module Halls of the Blood King. I knew this thing (stats as a Blood Thrall from the module) would be lurking outside the river dungeon for an opportunity to ambush, but I didn’t know until now just how perfect it would be: what better to attract a vampire thrall’s attention than profuse bleeding. Ash decides to yell for help, and when she spots a figure walking along the river she gestures to it. As it approaches, the hot summer day grows cold and sound grows slow and distant, and the figure comes into focus: a lurching thing halfway between a hazmat suit and a suit of medieval armor, covered in intricately sculpted red patterns like distorted muscle and veins, helmet an open mouthed skull revealing utter darkness. It points at Jerry’s body as it approaches.

Jel panics as it draws near and tries to block its path, and it lazily moves to grip her by the skull, so she swings on it with a pickaxe. It lashes out and misses but continues to be intent on the bleeding body above all else. Ash takes one of her bladed shovels and severs a piece of its arm, and I roll morale based on it taking a large amount of damage. The thrall is briefly shaken into lucidity and asks in a horrified voice not to be slain, and tries to bargain with the two tunnelers: The Blood King can save him, and I need to do my job, please don’t hurt me any more!” Ash demands Jerry be unharmed, and it promises, but notices her wound, touching it and sucking the blood off its fingers. The party hate this enough that they attempt to finish it off, but cannot before it lifts Jerry and lopes away to the west.

The party follows it, desperate not to lose an ally, and follow the road in an aura of cold and silence unnoticed by the mundane motorists passing by. By 4:45 the travelers arrive in 0406, and the party watches in horror as the thrall enters a vast iron gate that fades like a mirage. As the cold and silence fade, they take in their surroundings: a variety of huge boulders strewn around near the highway, many covered in graffiti. Low quality speakers blast the sound of Poem by Taproot into the air (not one of the better nu metal songs of the era, if I may editorialize).

Ash and Jel investigate and discover 11 local teens hanging out in the rocks. Five of them are older teens (mostly 17) and fully bedecked mall goths, and have the boom box from which the music emanates. The other six are nervously standing nearby, trying to keep up the courage to participate in the the clique. Several of them hide alcoholic beverages as Ash and Jel round the corner. The mall goths ignore the newcomers, until Jel (addressing one of the hangers-on) asks if the kids have seen anyone else come through here, wearing something red and armor-like with a skull helmet. At this point three of the goths break off from the rest to confront Jel and Ash. Their ringleader, wearing a trench coat and sunglasses to emulate a matrix character, is flanked by one carrying the booom box and another with a binder of CDs. They put in KMFDMs Symbols album, for effect, and he announces: I am a powerful sorceror.”

A confrontation begins. To the party’s surprise the ringleader does openly admit to knowing something, though it is somewhat askew of what is expected. He claims that he created the Blood King, and that he is a powerful sorcerer. He does not believe their friend was captured by a denizen of the Blood King’s realm, because vampires can only come out at night (he has failed to account for others becoming independently entrapped in the thoughtform and being enthralled). As Jel grows angrier and Ash shows her wound to make a point, things escalate. The goth ringleader variously asserts his power and denies responsibility, and finally threatens to curse the party and also tell the cops about them. “When push comes to shove-” he begins, intending to say that the local sheriff will believe that some visitors were threatening the local teens long before they believe that he created a dangerous vampire, but Jel pushes him over instead. Trying not to cry in front of his cohort he tells the party that they can enter the Blood King’s realm at night and that he cant help until then.

Jel and Ash are dissatisfied with this outcome but realize he seems serious about needing to wait until nightfall. Ash asks about yetis, to the bafflement of the teens. Those things are Himalayan, I think” says the one carrying the CDs.

I was informed after the session by Ash’s player that believes in vampires and has an obsession with blood” are guiding parts of Ash’s character from the session she was rolled up in. I was delighted with how the random encounter dovetailed so well with that.

Up next Mask 02: Ship’s Scapegoat I was tagged into this project by Stella. It’s a very cool idea and I am delighted to see it play out. Ship’s Scapegoat
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