Session 13 – The Stoneheart Dungeon IV (Lost Lands)


Deep dungeons….

Game System | Blood & Treasure Complete

Setting/World | The Lost Lands by Frog God Games

Dramatis Personae

Blitz Dunkelsturm | Mountain Dwarf Cleric of Jamboor 5 [Death domain] | Berndt

Haxxl Rosethorne | Wild Elf Duelist 5 | Berndt

The Old Sleaze | Human Sorcerer 4 | Martin

Make Me | Human Paladin 4 | Martin

Hoder | Ogre Fighter 4 [Brute variant] | Flan

Fenrir the Vain | Human Barbarian 4 [Thane variant] | Flan

Meatshields & NPCs

Men-At-Arms | Garfield

Torchbearers | Ranulf | Wee Dingwall

Absent this session

Angelina d’Monica III | Human Assassin 5 [Acrobat variant] | Djuro

Alba Dayanite | Half Elf Psychic/Magic-User 3  | Djuro

Rektolas | High Elf Fighter 4 | Mats

Nitrolas | High Elf Magic-User 4 | Mats

Session Thirteen – Purple Haze

No level-ups this session.


After having rested near the entrance, the PCs delve into the dark deeps again. This time, Hoder the Ogre fighter and Fenrir the vain barbarian join in while Angelina, Alba, Nitrolas and Rektolas stay by the entrance. The plan is to go back to the big cavern where they fought the creature from below, but it turns out that the ogre is too large to pass the narrow passage into the cavern. The party then decide to split up (always a jolly good idea ;)). Team A (Hoder, Blitz, Sleaze and hirelings Wee and Ranulf + zombie Garulf) go west through the singing corridor to investigate the Y-section with the obviously man-made heaps of rock. Team B (Make Me, Fenrir, Haxxl and hireling Garfield) go east to the big cavern and then into the passage they found in the pit where the monster attacked. Zombie-boy Garulf tags along group B as a moving lantern-holder.

Team Alpha

Upon returning to the Y-section the PCs start to check the little cavern before the two blocked passages more thoroughly, but nothing is found except for semi-hidden extra tunnel going south and ending in a dead-end. They then decide to take the right passage. Wee is left behind to guard the left passage.

Since the passage is so narrow they must proceed single-file (Hoder, Ranulf, Blitz, Sleaze,  Garulf the zombie) and everyone except Hoder must climb over the stone heaps blocking the passage. As the point of the file is negotiating the second stone obstacle, they find a narrow passage going south-west into the rock. Ranulf is coerced to get in there in search of gold and glory. Blitz cast a light spell on a smaller rock and Ranulf throws it into the passage that turns out to be quite long (∼60-70 feet) before it sharply turns north. As Ranulf slowly advances into the dark, Blitz sits on the heap of stones keeping his eyes open for trouble.

Suddenly, a savage roar is heard from behind them as a huge scarred ogre leaps over the rear stone heap and smashes the head of poor Garulf the zombie! Next in line is Sleaze the sorcerer who tries to turn and fight, but instead gets hit in the chest by a vicious sweep of the ogre’s huge and very evil-looking morning star, sending him crashing into the stone wall of the passage. Things look bleak for our protagonists, but Sleaz-o manages to cast a Sleep spell with a good effect, sending the ogre to a sudden slumber, arching backwards over the stone heap. The ogre is quickly put down of with multiple coup-de-grȃce stabbings and Hoder steals its Mad-Max style armor as well as the evil-looking morning star. Checking on Wee the rear guard, he must have been surprised by a sneak attack as he is on his back, his head caved in to a mushy pulp.

Before they get to rest or properly assess the situation, a group of blood-smeared skeleton warriors armed with shields and swords attack from behind! The fight is quickly finished however, as the dwarf cleric manages to turn them. When the skeletons flee, the PCs follow and cut some them down with little resistance.

[Did we play this group any more here??]

Team Bravo

Meanwhile, the other group has snuck down to the cavern where they found the illusory wall and entrance to the hidden Temple of Muir. The high-roofed cavern has two exit points – one goes north-east and is situated high up on the wall. The other goes south east and is a continuation of the cave. Our boys go south east, keeping a low profile. The cavern is narrowing and widening again, branching off a at several places, creating a quite elaborate cave system with many side tunnels. As they are edging along into the caves, they suddenly become aware that a strange creature is looking at them. A large centipede like beast with tentacles surrounding it’s mandible area. The creature just stands there, emitting an annoying hum and following their every move, slowly closing in… Out of the blue, it rushes to attack. Simultaneously, two more of the things appear.

Haxxl the wild elf duelist leaps and attacks, slaying the first beast. After this he makes an acrobatic move and jumps out of the centipede’s melee range. Make Me charges into the battle and manages to score a few good hits, but is getting hit on the hands by several tentacles and topples over, unable to move. Fenrir also charges in and fights valiantly, slaying a beast but is hit in the melee and falls, paralysed. Meanwhile, Haxxl stands back and shoots arrows at the monsters. At last, everyone except Haxxl and one of the beasts is lying on the ground. Before the beast is able to strike, Haxxl manages to hit the creature, killing it instantly. The wild elf checks the rest of the party, finding that they are alive, but unable to move and sits down to wait for them to “wake up”. After over an hour of anxious wait, they start moving again and after a rest with bandaging and healing our now shaken heroes continue deeper into the caves, where they find a stash of many coins in leather bags hidden under a heap of revolting offal.

Running directly east is a passage that turns south after some 90 feet, ending in a curved stairway leading down to a T-section with yet more passages, one of them filled with a purple haze*. The PCs decide to backtrack and take another route that they saw earlier. In the most southern (west) part of the cavern system is a passage leading down, featuring a short stair cut directly from the rock. At the bottom they find a T-intersection going west to a dead-end and south east to a passage filled with a moist and cold purple haze. It seems they have to negotiate the mist anyhow they turn…

Fenrir ventures into the mist, following the left wall. Upon reaching a turn, he is suddenly hit by a sharp object, wounding him in the torso. Returning out of the haze it is apparent that he has been hit by a trap or weapon. Since he is better armoured, Make Me is chosen to venture into the haze, a rope attached to his waist. Inside the haze, vision is restricted to just a few feet and even then it is blurry. After following the wall for a short distance Make Me is hit squarely in the abdomen by a sharp object just like Fenrir before him. Make Me retaliates and swings his sword blindly, connecting to something! After some confused bling fighting [we used old school -4 to hit, but I later saw that B&T states a hard -10 to hit when fighting blind, which we will use henceforth] the paladin manages to slay whatever is attacking in the haze. After searching along the cave floor he finds the assailant and a weapon. It turns out to be a zombie-like creature, dressed in chain armour and a once white tunic emblazoned with a spider-like symbol, armed with a nasty-looking pole arm.


Spider, spider on the wall….

Haxxl ventures back in, now unassailed, finding a branching system of narrow tunnels leading east. After some 120 feet the tunnels widen up and form a cross with passages going north, south, west (where they come from) and east. He then follows the rope back to the others and the whole party advances to the cross-section where they decide to stop while Make Me and Haxxl scout on eastward, where the haze dissolves. After about 50 feet, there’s a side tunnel leaving north (which is not explored) and some 40 feet further into the narrow tunnel it seems that the tunnel is blocked by a mass of stone boulders, like after a cave in. When they investigate the cave in, they notice that it is merely an illusion and that the passage continues beyond, ending in a well-cleaned little cave with two wooden barrels and a little-used backpack. The tunnel enters the room about 5 feet over the room’s floor level. After visually scanning the room, Haxxl goes in. The backpack contains adventuring gear and the barrels contain water and wine respectively. The only exit from the little cave is an obviously man-made perfectly straight tunnel going south-east. The PCs decide to leave the backpack and barrels untouched and goes back to the tunnel going north, which turns out to lead to the area (marked * in the text above) they decided to skip a while back. They go into the purple haze again where they defeat yet another of the spider symbol adorned zombie-things.

And here we had to break for the session. To be continued…. \m/

Session 12 – The Stoneheart Dungeon III (Lost Lands)


Creepy crawly Ankhegs…

Game System | Blood & Treasure Complete

Setting/World | The Lost Lands by Frog God Games

Dramatis Personae

Blitz Dunkelsturm | Mountain Dwarf Cleric of Jamboor 5 [Death domain] | Berndt

Haxxl Rosethorne | Wild Elf Duelist 4 | Berndt

The Old Sleaze | Human Sorcerer 3 | Martin

Make Me | Human Paladin 3 | Martin

Meatshields & NPCs

Men-At-Arms | Garfield

Torchbearers | Ranulf | Wee Dingwall

Absent this session

Hoder | Ogre Fighter 4 [Brute variant] | Flan

Fenrir the Vain | Human Barbarian 3 [Thane variant] | Flan

Angelina d’Monica III | Human Assassin 4 [Acrobat variant] | Djuro

Alba Dayanite | Half Elf Psychic/Magic-User 3  | Djuro

Rektolas | High Elf Fighter 4 | Mats

Nitrolas | High Elf Magic-User 3 | Mats

Session Twelve – The Dwarf’s Lament

This session quite a few PCs leveled up: Haxxl Dul 5, Angelina Asn 5, Fenrir Bbn 4, Make Me Pal 4 & Nitrolas M-U 4!


We began the game in the large watery cavern, having just lost the trusty hireling Garulf, and killing the last of the weird flesh-stalactites. The PC decided to re-group, sending Rektolas and Nitrolas to guard the entrance and sending down  Wee Dingwall the torchbearer and Ranulf the Man-At-Arms. The renewed party of stalwart explorers continued the exploration of the cavern, keeping well away from stalactites as well as the black pool of water. Observing the water, the PCs suspect that there might be some sort of underwater passage to the east, but no one wanted to go even near the water’s edge in fear of tentacly things lurking below. They found a small dead-end corridor going west, ending in small cracks in the wall. However, nothing was found lurking in the cracks. To the north, there was a longer but similar corridor, ending in nothing but small cracks. In this corridor they also found a very sturdy bronze door, emitting traces of magic and fitted with a silver lock. After fiddling with the door a little while, they decided to come back later if they could find a key.

The PCs went back south and decided to explore the arm of the “singing corridor” going east. After about 60-70 feet, the corridor opened up to a triangular shaped cave with a huge natural stone pillar in the center and two corridors continuing east. The entrances to these corridors was blocked by deliberately placed stone rubble, making the PCs a bit suspicious, as they would have to climb over to get access to the corridors. After some discussion, they decided to head west instead to explore in the opposite direction.

This lead them back, past the T-intersection leading to the stairway up, and into a new corridor leading straight west for about 50 feet. This corridor would gradually narrow until the PCs could only pass if they removed their gear and inched their way sideways. Beyond this obstacle, another large cavern opened up. Silent and dark, the cavern was dead silent, with the roof being about 30 feet above their heads. To the southwest there was a 10 foot vertical rise to a ledge of darkness. To the immediate right (or northeast), a semi-circular depression of about 10 feet, and beside it a corridor exiting the cavern to the northeast. The NE corridor led to a small set of stairs, cut out of the rock, and ending in a dead end with yet more of the small cracks. Coming down the stairs, Haxxl heard some scuttling noises and saw what he thinks was a large rat running inside one of them. Next, they decided to check out the SW ledge. Haxxl managed to climb up, finding a new small cave with several exits, one of them peculiarly smooth. While exploring this part of the cave, they also came upon a new narrow corridor, exiting the main cave to the northeast.

Finally, they decided to check out the depression. About 10 feet deep, with loosely packed mud and earth at the bottom. Blitz spotted some small animal bones in the dirt, probably from rats. He also saw what seemed to be a hole in the wall of the depression, mostly covered by mud. After some bickering on who should go down and dig for treasure, Blitz the dwarven cleric was lowered down on a rope, bringing his trusty shovel. After some digging, the earth suddenly erupted in a shower of mud and a huge insectoid head with a pair of ant lion like mandibles shot up and bit out a bit of the dwarf’s right butt cheek (11 hp damage)! As the monster tried to get in position for another attack, the PCs started to shoot a barrage of missiles while dragging up the frantically shovel-swinging and butt-hurt dwarf at the end of the rope. In the midst of all this confusion, Haxxl the wild elf duelist tried to get a shot with his longbow, but slipped and managed to fall on his own arrow, piercing himself in the side-fat! Not cool. At all. But hilarious as hell 🙂

(Haxxl’s player rolled a natural 1, then an 9 on the fumble table  [hit self for double damage], then a 12 [roll twice on fumble table and take both results], resulting in a total of 16hp damage plus the stunned condition for 2 rounds). And here’s a link to my home-brew S&W fumble table if you’re interested: D12 Critical Hit & Fumble Tables 

After being assaulted by all those missile weapons, the monster retaliated by spitting a jet of acid on the dwarf (19hp damage) to cover its retreat into the earth, but was hit again with a lucky shot (natural 20, 1d12 extra damage), killing it on the spot.

Our heroes now had to deplete all of their healing magic to restore the elf and dwarf at least to some of their former glory. Also, the dwarf’s armor took a serious hit from the acid, but its function seems intact still despite looking a bit scruffy. After some short R&R, the PCs decided to dig further in the pit, where they found some treasures as well as a narrow and smelly corridor leading NW and further down…

…leading to a huge cavern, stinking of decay. The ceiling was some 60 feet above, with a exit passage to the south and an opening some 30 feet up the cliff wall, leading north. After some exploring, Sleaze the sorcerer finds a strange part of the wall, where his hands seem to pass right through the stone. Blitz uses detect magic and can determine that this is indeed some sort of magic illusion. The PCs decide to step through the illusion and find a narrow passage, going west in a winding pattern before ending in a small dead end cave. The dwarven cleric can still detect magic and sees that a portion of the cave wall is emitting a faint blue glow.

Behind the illusory magic is a very ancient and obviously man-made structure of very smooth and very clean white marble. The place emit a feeling of bliss, safety and law, and it is obviously some holy place of worship. Make Me the Paladin of Muir immediately recognizes it as a holy place of Thyr and Muir. They have entered some kind of antechamber with four white pillars inscribed with power runes of Law. In the NE wall is a silver basin with pure water. To the SE is an equally white tomb, lined with standing stone sarcophagi and at the end is a raised dais with a huge stone sarcophagus, which the paladin instantly recognizes as the Tomb of Alaric – the greatest paladin hero of his faith. Beside the sarcophagus are smaller stone structures holding the Chalice of Elanir and the Stone of Tircople [both of which the paladin was quested with to take and bring to the Great Temple in Bards Gate]. Make Me performs a worship ceremony and has an epiphany where he is visited by the spirit of Alaric, telling him to don Alaric’s armor and weapons and go out and do good to further the will of their deity. As he has the epiphany, the Tomb of Alaric opens, revealing the intact body of Alaric, dressed in a magnificent plate armor and holding an exquisite bastard word of Law. Around his brow is a finely wrought gold circlet. Make Me he paladin dons Alaric’s things and packs the Chalice and the Stone.

Meanwhile, his less, err…pious associates investigate the other tomb (going northwest from the antechamber where they entered). The room is lined with eight standing sarcophagi with the corpses of the most valiant warriors that have fallen in the service of Thyr and Muir. Even the non-believers recognize the famed names here. The PCs quickly search the sarcophagi, finding several magic weapons and armors. Each corpse also wears a silver circlet, which are not taken in honor of the heroes.*

*Or so I think, must check the loot list next time we play, but I think that Berndt still has it.

It also turns out that the silver basin in the antechamber is a self-filling font of holy water, which some of the PCs drink and fill their waterskins with.

The PCs consider having a long rest here, but decides to go back up and meet up with the rest of the PCs first. Nothing bad happens on the way back and soon all the PCs are re-united and rest behind the secret door near the dungeon entrance. While the others sleep, Blitz the cleric of Jamboor along with his sidekick Haxxl, sneak down into the dungeons again and cast Animate Dead on Garulf the dead hireling. They clean him up and put on a leather armor to “keep the things in” and finally, Blitz casts a Gentle Repose spell on the new zombie-henchman in order to keep him from decaying. In the morning, the lawful paladin is a bit suspicious, but Blitz manages to fast talk him into thinking that Garulf did not actually die, and that they now have managed to heal him back to health, but alas, his mind has gone in terror and now he only can follow simple instructions and moan instead of talking. So, for now, the paladin has no clue about having a re-animated zombie in the PC party. The others know, though, and are secretly laughing behind his back…

And here we had to stop for the day. To be continued the 13th of March…