Session 8 – The Stoneheart Dungeon (Lost Lands)

Full Metal Alchemy

Game System | Blood & Treasure Complete

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

Dramatis Personae

Blitz Dunkelsturm | Mountain Dwarf Cleric of Jamboor 4 [Death domain] | Berndt

Haxxel Rosethorne | Wild Elf Duelist 2 | Berndt

Hoder | Ogre Fighter 3 [Brute variant] | Flan

Fenrir the Vain | Human Barbarian 2 [Thane variant] | Flan

Angelina d’Monica III | Human Assassin 3 [Acrobat variant] | Djuro

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

Rektolas | High Elf Fighter 2 | Mats

Nitrolas | High Elf Magic-User 2 | Mats

Meatshields & NPCs

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

Torchbearers | Ranulf | Wee Dingwall

NPC | Runar Asbeard

Absent this session

The Old Sleaze | Human Sorcerer 3 | Martin

Make Me | Human Paladin 2 | Martin


Session Eight – Working for da man


This session saw no new PCs entering the scene. Also, all PCs leveled except: Blitz, Angelina, Old Sleaze and Make Me.

Last session ended in the creepy caves of the Feather-Pig. Our heroes (at least they think of themselves as such) had just discovered a dried dead man in a creepy looking black metal armor in a narrow cave cul-de-sac. They also simultaneously realized that the only way out of the cave complex is through the three hostile trolls outside…

They laboriously drag the dead guy out of the tunnel and decide to remove the weird armor – “It’s probably worth a lot!” After a gross removal and cleaning session the armor lies on the ground. Blitz casts a Detect Magic spell which indicate that the armor indeed is of the magic kind. However, after describing the weird details of the armor no one wants to try it on. At last, Rektolas the elf fighter volunteer and put on the armor. Immediately after doing so he experiences the worst pain ever in his groin and butt area and around the nipples. It is as if the armor actually grabs his body and adapts to it’s shape. The others try to remove the armor but it is not possible due to the intense pain! Looks as if Rektolas and the Armor are inseparable. Literally.

Despite a second search of the caves, the PCs fail to find another exit and they realize that they must handle the trolls somehow. While planning, they scan the packs and things found in the caves and find a map describing the way to the Stoneheart Dungeon tucked away in the spellbook recovered from Wilhelm Esmond-Womald’s pack. They also discuss the next course of action and decide to try to break out of the cave and then head for Crimmor and try to find Unraga Praag, the alchemist who sent the now dead adventurers to retrieve the Feather-Pig cysts in the first place. After all, they now have some cysts and maybe they can sell them with a nice profit.

The PCs realize that a fight with the trolls will end up with many dead so they plan to use one of the dwarven iron balls and see what it does. From Blitz’s knowledge and what they heard from Elspeth Montesqieu the balls are some kind of magically or alchemically explosive device. Blitz has also figured out that the dial-thing on the side ought to activate the balls.

Ball of Iron (with the dial arbitrarily turned about 1/3 around) is wrapped up in a blanket and thrown out to the trolls (by Hoder the ogre), under the pretense that they are returning Kagrigor’s head (that Alba Dayanite stole last time they fought the troll. Coosin the troll picks up the bundle and turns to Kagrigor with a victorious grin when the device blows up in his face, engulfing the troll in a black, slow burning and almost solid fire. The troll runs off screaming in fear and pain, making Ma loose her cool also. The only one standing fast is Kagrigor, looking somewhat bewildered, looking at his hated enemies and back on his running kin. Finally, he decides to follow them and runs away promising that they will meet again…

Our heroes slap their hands in victory and returns to Crimmor-on-the-Lake to meet up with Unraga Praag. However, the man isn’t easy to find. After a fruitless search at the Iindriarog’s Tent Market and The Blessed Net tavern, the PCs finally find the elusive man at The Merchant’s Wagon inn. A very tanned body guard type finally admit them into Praag’s deluxe suite (complete with porta-laboratory) at the inn. Praag turns out to be a man of foreign (southern?) descent, talking with an unknown accent and dressing in very bright and colorful garb, wearing a strange pill-box hat. The PCs lie, claiming to be part of the original adventurer group that Praag tasked with going to the Feather-Pig cave. If he suspects foul play, he doesn’t say anything and after some haggling the PCs manage to sell the cysts (9 of them?) for 1000 gold. Praag also offers further work in the form of going to a place called the Stoneheart Dungeon to retrieve an item for him. The adventurers will get X gold upon returning the item and moreover they can keep whatever they find there. The PCs agree to the contract and get instructions to travel to the great city of Bard’s Gate where they will get further instructions from a business associate of Praag’s.

Runar Asbeard, furious that the PCs have abandoned the search his love Arialle, leaves the group in anger to keep searching for her himself. [Did you keep the 5 hirelings, or did they stay in Crimmor?].

After travel preparations, the PCs leave for Bard’s Gate via the main road, the Tradeway, going east. After almost 4 days of uneventful travel they reach Bard’s Gate, jewel of the Stoneheart River and home to about 25000 souls (large city). Following Praag’s instructions, they find the Outer Quarter (a quite seedy neighbourhood) and The Eye and Scrotum occulte shoppe, where their contact can be found. The contact, Manchego the gnome is found in the back room, with a very scantily clad half-elven lady whom Manchego refers to as his niece, Misty. She leaves the shop with a “Same time tomorrow then, Uncle” and a flirty wink to Fenrir… Showing Praag’s letter of introduction to the gnome, he swiftly provides them with brief instructions, a crude map to the dungeon and sends them on their way to adventure.

The map shows that dungeon is located some 80-90 miles to the northwest of Bard’s Gate, in a place called Valley of the Shrines, in the Stoneheart Mountains. There’s an old pilgrim path, marked by two ancient white monoliths that leads to the valley, winding through the densely forested and hard-to-navigate foothills leading up to the mountain valley. After about 2 days of travel the PCs reach the pilgrim path and start the ascent into the mountains. The terrain is treacherous, forcing them to dismount and lead the horses often, slowing down travel greatly. The trek alont the path takes about a day, on which they hear many sounds from the dense coniferous forest. At one instance a huge Stirge emerges from the forest. Before it can fly back it is shot down by a volley of arrows and crossbow bolts (of which most miss in a most embarrasing way).

Finally, the path opens up to a lightly forested valley with a small lake. There is a sense of calm in the valley, as if the ancient gods of good still have some power here. Beside the lake are two ancient temples to Thyr the Lawgiver (to the east) and Muir the Lady of Paladins (to the west). They are now in a sorry state of disrepair and neglect and the white marble is blackened as if they have been burnt.

The PCs decide to enter the eastern temple ruin, dedicated to Thyr. Inside the Greek style temple, the sitting statue of Thyr has been beheaded and his regalia has been shattered to pieces. The walls of the temple is covered in evil glyphs and smeared with blood and feces. The fonts for holy water are likewise desecrated and befouled. The PCs carefully search the ruin and Blitz the dwarven cleric finds a text in Celestial on the base of the statue: As you obey the commands of Thyr so does this figure obey your COMMAND.

As he reads the text, he triggers a spell trap which explodes in his face. However, casting a Command spell and saying open, the statue swivel around to reveal a dark stairway into the darkness below. The PCs go down the stairs, and find themselves in a square room with chairs, tables and books. They search the west and north walls and find secret doors in both walls. The secret rooms contain a wealth of lawful spell scrolls and books with holy text on Thyr.

In the middle of this, Haxxel hears a sound from above and goes up the stair to investigate, where he is attacked by four armored and unusually fast skeletons. The skeletons are all covered in fresh blood. Haxxel backs down the stairs, trying to warn his friends and to create a choke point. The skeletons attack relentlessly and advance down the stairs, where a chaotic battle ensue.

In the battle, Haxxel (who has the 2-weapon fighting feat) manages to score one critical hit (natural 20) and one fumble (natural 1) simultaneously. Rolling on the fumble table he scores a 12, which means that he must roll twice on the fumble table and take both results. So Haxxel smashes a skeleton to powder with a solid hit for 20 points of damage. Next, he manages to hit Hoder for 16 points of damage AND he mysteriously manages to cut himself on his own blade for 8 points of damage! Fun times 🙂

The battle is hard, but at last our heroes prevail, having slain 4 of the strangely powerful skeletons.

And here we had to break for the day. To be continued…




Session 7 – Stoneheart Valley/Sleeping place of the Feathered Swine (Lost Lands)


Eat. Grow. Burrow. [by Logan Knight of Last Gasp fame]

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

Haxxel Rosethorne | Wild Elf Duelist 1 | Berndt

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

Rektolas | High Elf Fighter 1 | Mats

Nitrolas | High Elf Magic-User 1 | Mats

Meatshields & NPCs

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

Torchbearers | Ranulf | Wee Dingwall

NPC | Runar Asbeard

Absent this session

Angelina d’Monica III | Human Assassin 3 [Acrobat variant] | Djuro

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

Session Seven – Children of the Worm

WARNING! Will contain traces of spoilers. And pieces of people.

This session saw three new PCs – Haxxel Rosethorne, a wild elf Duelist (who replaced Hrunkah the half-orc thief). He was joined by Rektolas the high elf Fighter and Nitrolas the high elf M-U (all 1st level).

Also, all characters except Alba leveled up!

We began in media res, outside the loathsome cave of the Feather-Pig. Having explored (and nearly died in) the side tunnels last session, the PCs found Elspeth Montesquieu and decided to take her to Crimmor for treatment and also to bring the rest of the PCs back to the cave before venturing further into the cave complex.

Preparing to enter the caves, the PCs heard a loud noise in the woods over to the west. Something was coming directly at them. Fast. Something large and very heavy! As the ground began to tremble under trampling huge feet, the PC party scrambled into the cave for cover, just in time to see three large and angry trolls enter the clearing outside the cave. One of them looked very similar to the one they killed and decapitated a few days before. Looks as Kagrigor the Troll wasn’t as dead as they ass-u-me-d. And he’d brought some help – Ma and Coosin! The trolls starts taunting the chicken hoomanz to come out and fight, but the PCs (wisely) stay inside the cave. At that point the trolls begin to throw large boulders at them and an exchange of missiles begin, without doing any real damage to anyone.

Trapped in the cave, there’s no other option but to explore deeper into the darkness. The meatshields are left in the first cave to keep an eye on the trolls. The main tunnel leads to a narrow cave with a wet and slippery floor, sloping towards a dark yawning hole in the center. Due to his bad sneaking skills, Blitz tells Hoder the Ogre to carry him to the other side of the chasm. Unfortunately, Hoder makes a wrong step and slips, gliding down the slope and into the hole, dragging Blitz with him. Hoder tries to use Blitz as a crutch to stop the glide, but this only results in Blitz helmet being pressed down on his head. Hard. They both disappear screaming into the dark hole… Luckily, the rest of the crew make it past the crevice unscathed. Past the cave is a winding tunnel, going down and then up. There’s a narrow side tunnel leading to Elspeth’s hiding place, the stone wet with blood-mixed water.

Meanwhile, Hoder and Blitz have landed on a heap of smaller pebbles, breaking their fall gently. Above, they can see the other PCs (laughing!) through the hole in the cave roof. Before climbing back up, they decide to scout the area a little. A narrow tunnel leads down 15 feet to a larger cavern, smelling of rotten hair and sour skin. Upon concentrating, they hear the faint sound of slow and heavy breathing. They are not alone! Hoder and Blitz decide to withdraw and climb up to the rest of the crew.

The reassembled party sneak further into the winding tunnel. After a while it opens up to a large blue-lit cavern with stalagmites. The stony ground is slick with blood and there are grisly heaps of body parts in various states of decomposition. Four bloated and vaguegly humanoid creatures are gorging themselves on the rancid flesh and entrails, the sound of their frenzied feeding echoing off the stone walls. The creatures immediately feel the PCs presence and attack!

The battle is short and extremely brutal. The creatures try to grab the PCs and rend them apart, but some dark work with hard steel put them to the ground. The PCs notice that their bodies ooze unusually large amounts of greenish, bile-like goo, which they instinctively try to avoid. Having averted the creatures, they search the cave. The blue light comes from a large pearl in a pond of clear cave water. After chickening around a while, Fenrir (?) ventures into the water and grabs the pearl. Upon inspection, it’s full of small holes where tiny translucent crabs can be seen scurrying around. A keeper! They also manage to salvage some gear from the heaps of body parts. The poor people in the heaps don’t need it no more, right?

Next, the PCs continue down a tunnel leading south-east. The walls of the cave take on an organic structure and each step feels nauseating. After some 15 feet another smaller cavern opens up, it’s wall adorned with four holes, about chest high. Being the smallest guy, Blitz crawls into the holes where he finds some ragged clothing, coin and gear. There’s also three of the dwarven iron spheres hidden here. Suddenly, a creature attacks from the final hole, trying to drag Blitz in. It is disposed of quickly, though.

The PCs proceed into a small tunnel to the south, opening up into a smallish cavern where two of the creatures are busy vomiting green bile down the throat of a still living but grotesquely swollen man. His legs have been torn off and the hands are just shrivelled claws of dry skin and bone. Another human male lies on his back, even more shrivelled and bloated. Our heroes attack without thinking, killing the two vomiters and a third creature that was lying in ambush on a stone platform. The man on the floor asks them to free him of his misery, which they do, along with the other man. It turns out his name was Wilhelm Esmond-Womald. In his pack they find some more usable gear, including a bag of Red Spice (a narcotic) and a wizard’s spellbook with some previously unknown spells.

It turns out that the cavern is a dead end, forcing the PCs to backtrack and go into another tunnel, that leads to the large cavern (where Hoder and Blitz ended up after their fall). A huge swollen beast is hibernating in a nest of semi-decayed feathers, it’s skin dotted with fluid-filled cysts, of which a few have burst. Beside it is a broken glass vessel.

The PCs decide to try to take the contents of the cysts, maybe they can sell it to Unraga Praag? Haxxel volunteers to operate, since he’s very agile. He makes a makeshift protective outfit (gloves, hat and a scarf over the nose and mouth). They manage to detach one cyst, getting it into a glass jar, but the next one pops splashing Haxxel with green goo in the face! Immediately, he feels that something is tingling and as if something is trying to burrow through his skin on the cheek and below the eye. Not wanting to end up like the ones they’ve seen in the cave, a dagger is heated red and Haxxel cuts away the affected parts under great agony. Hard core, but then he’s a Wild Elf Barbarian! They continue, managing to sample some more cysts without further accidents.

There’s also a narrow tunnel leading west from the chamber. Squeezing in there, they find a cave full of Drooping Moonshade magic mushrooms and beyond that a dead end tunnel with a strange black metal armor of unknown design.

Here we had to end the session, already well over the time slot.

What’s with the weird armor? Are there any other exits from the cave? If not – how to handle the troll situation? To be continued…