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…


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