Session 6 – Crimmor/Stoneheart Valley (Lost Lands)

Karigror the Mean Troll (by mf_jeff @ deviantart)

Game System | Blood & Treasure Complete

Setting/World | The Lost Lands by Frog God & Necromancer Games

Dramatis Personae

Blitz Dunkelsturm | Mountain Dwarf Cleric of Jamboor 3 [Death domain] | Berndt

Hrunkah | Half Orc Thief 2 | Berndt

Angelina d’Monica III | Human Assassin 1 [Acrobat variant] | Djuro

Alba Dayanite | Half Elf Psychic 1/ Magic-User 1 | Djuro

 

Meatshields & NPCs

Men-At-Arms | Darkwolf | Fuldo | Garfield | Garfunkel

Torchbearers | Ranulf | Wee Dingwall

NPC | Runar Asbeard

 

Absent this session

Hoder | Ogre Fighter 2 [Brute variant] | Flan

Fenrir the Vain | Human Barbarian 1 [Thane variant] | Flan

The Old Sleaze | Human Sorcerer 2 | Martin

Make Me | Human Paladin 1 | Martin

 

Session Six – Trolls, pigs and one-legged ladies

WARNING! Will contain traces of spoilers.

A new PC entered the scene – Alba Dayanite, a half elf multiclassed Psychic/Magic-User from the Order of the Crimson Locust. All we know of her is that she shaves her head partially and that she likes to walk around half naked and act all weird. Those Psychics…

[In this campaign, psionic PCs are uncommon in the extreme. They are all of human or half elven descent and belong to one of a few Psychic Orders – much like monks that concentrate on the powers of the mind. Of course, there are other more monstrous people with the same powers…].

Hrunkah leveled up (Thief 3), as did Angelina (Assassin 3).


The story began in the run-down village of Crimmor, by Lake Crimmor. After having helped the villagers with the stirge menace our heroes needed to rest and wait for the rest of the gang to join them from Fairhill. The R&R period was spent looking for clues on the missing young woman’s (Arialle‘s) doings last she was seen. Our heroes also put up signs advertising for henchmen (read: arrow-fodder), which resulted in a rag-tag bunch of losers joining them for their excursion into the wilds. This also resulted in meeting a young lad called Runar Asbeard, who had good intel on Arialles whereabouts. Young Runar is deeply infatuated with Arialle, but sadly she is more into bad-boy wizard wannabee Felix Longbottom. Runar overheard Felix and his gang of no-good companeros when they discussed a plan to go hunting the fabled Feather-Pig in the mountains to the north. Apparently, a foreign alchemist called Unraga Praag had offered them top coin for certain anatomical parts of that particular beast.

The PCs coerce Runar to join them in their search for Arialle, claiming that he now has a chance to show her what a hero he is.

After bying supplies and renting a cart & mule, the four PCs, Runar and six henchmen leave Crimmor. Their plan is to travel north to the foot of the Stoneheart Mountains, which amounts to about a day of travel. The landscape is wide plains with occasional hills and groves of trees. To the east they can see the Crimmor River and to the west is the Fairhill Forest.

In the early afternoon, they decide to take a break in a forested area beside a small crystal clear pond, fed by a small creek from the nearby hills. The serenity of the place is overwhelming and everyone is enjoying the break from travelling. Suddenly the peace is broken, when Blitz sees humanoid skeleton parts covering the bottom of the small pond. It turns out that there’s a lot of them! The PCs start surveying the area, weapons drawn, spotting a cave opening some 75 yards away, up on a rocky hill.

On apporaching the cave they see a wooden scaffolding with two human bodies dressed in chain, hanging upside down. Someone is aging meat it seems…

Carefully, they continue the approach from two directions when suddenly a huge green head peaks out, gnarling on a human femur. Several members of the party looses arrows and crossbow bolts and the troll is hit in the arm. Then it attacks, clawing wildly and biting down on poor Darkwolf‘s head, ripping it off and ferociously spitting it against the rock wall. The bastard son of some country Duke ends his life headless in the mud outside a troll’s cave… Prospects look grim but Alba manages to cast a successful Sleep spell, causing the troll to fall to the ground with a meaty thud. The PCs immediately chops off it’s head and keeps it well away from the body. They can now call themselves Troll Slayers, which is a mighty cool thing.

The cave is dark and very filthy but after some searching our heroes come out with some coin and other treasure, and they benevolently grant the henchmen a hefty part of the copper coins.

After throwing the dead bodies of both victims and troll into the cave and sealing it with the large round rock that acts as a door, the journey continues.

After a few more hours they reach the foothills of the mountain proper and starting the ascent into the rocky landscape they hear a horse neigh in the distance. Angelina and Hrunkah, the rogues, scout ahead and in the last rays of the setting sun they come upon an open meadow in front of a rock wall with a small cave. There’s a small grove of trees with two tethered horses and the remains of what seems to be a campsite. Checking out the campsite they see a face-down body under a black hooded cape, and beside the fireplace there’s a worn backpack with a strange object strapped on the outside.

The body is a youngish human male, half his face and hand swollen and meaty, deformed and full of large blister-like things. The rogues are very careful not to touch the body with their hands. The others join up, and Runar says that this is indeed the sad remains of Herr Felix Longbottom, the Wizard, but no one can tell what has happened here. The PCs decide to make camp and wait for the next day before entering the cave. Blitz the dwarven cleric can confirm that the strange object is of dwarven manufacture, but he does not know what it is. It is a near perfect sphere made of cast iron, with a 3 foot chain attached to one end and intricate brass patterns going around its circumference. On one side is a brass dial. Apart from standard adventurer gear they also find a rolled case of rough fabric containing a brass needle contraption and a wax-sealed glass vial containing a green liquid in the backpack. No sign of Felix’s colleagues or Arialle, except a love letter to Felix, also found in the backpack.

After an uneventful night, the PCs finally venture into the cave. Two henchmen are left outside to guard the horses and equipment. The cave mouth leads to a damp and dark cave, smelling of moisture and some other intangible scent. There’s a large opening straigt ahead and two smaller ones to the sides. While the main group stay in the main cave, Angelina and Blitz crawl into the small opening to the right. After a small chamber with the remains of a camp fire and a heap of faeces, the cramped corridor continue about 40-50 feet before opening up to a bigger (but still small) oblong chamber. There’s a patch of greenish goo covering the ground and beyond that, something is gleaming like gold in the torchlight. Blitz retreats out but Angelina tries to set the patch on fire using oil and alchemist’s fire. After a botched try, she makes it but has to retreat due to the heat and smoke completely filling the cramped corridor.

Next, Blitz squeezes into the even smaller opening in the left wall of the main cave. It’s a very narrow, but slightly taller crevice in the rock, winding in a wide curve for about 60-70 feet before ending in a cave-in. The area of the cave in opens up to a height of about 20 feet or so and there’s a sharp smell of ashes and burnt flesh in the air. On the cave floor there’s a female boot, with the lower leg still attached. While Blitz stands there, he hears a panting sound and the sharp clang of metal hitting rock, sending a shower of stone fragments his way. Climbing the stones of the cave-in, he finds a desperate and wounded one-legged woman perched on a small ledge beside a burnt-out fire. After having helped her get out of the cave she tells her story. Her name is Elspeth Montesquieu and she is a member of Felix’s merry gang of adventurers, who had been hired by some alchemist to retrieve some of the skin sacks that the Feather Pig produce while in their winter sleep. The alchemist had also provided devices for injecting a sleep poison to keep the creatures still while doing the surgical procedure (and how to do it was a secret that Felix kept to himself). However, they never got to complete their mission as the party was attacked by something very fast and hideous as they entered the inner parts of the cave system. In mere seconds, all her friends were slaughtered, torn to pieces by something in the cave. Something very fast and very strong. The things nearly tore her leg off but with her last strength she managed to escape and find refuge on the small ledge in the very narrow crevice. Up there, she carved off the last pieces of tissue still keeping her lower leg attached and burned the leg stump in a small fire. Elspeth says that something is wrong, that she can feel something moving under her charred and rotting scar tissue. Something living.

After hearing Elspeth’s story, our heroes started a discussion on what to do next, ending in a half-lame plan to return to Crimmor or Fairhill to ensure that Elspeth gets care before it’s too late and also to bring the rest of the PCs before returning to the cave.

Anyhow, we had to break for the day and I’m not sure that anything definite was decided upon…