Session 16 – The Stoneheart Dungeon VII (Lost Lands)


Runes go ka-boom

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

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

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

Hoder | Ogre Fighter 4 [Brute variant] | Flan

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

The Old Sleaze | Human Sorcerer 4 | Martin

Make Me | Human Paladin 4 | Martin

Meatshields & NPCs

Man-At-Arms | Garfield

Absent this session

Rektolas | High Elf Fighter 4 | Mats

Nitrolas | High Elf Magic-User 4 | Mats

Session Sixteen – Balls to the wall

Level-ups this session: Old Sleaze Sorceror 5 and Blitz Cleric 6.

Obituaries (Gallery of Honor)

Last time we left our would-be heroes in a large cave close to the rat dens on level 1. In the far end, a depressed area with alcoves stretching further into the rock was found and the PCs had just “convinced” the last remaining hireling (Garfield) to climb down and investigate, armed with a sword and a stone with light cast on it. At first all seemed calm, but suddenly he started to scream in horror…

Some PCs slid down the slope to the alcove, weapons drawn, while others helped poor Garfield climb the rope in record time, and run into a corner to hide from all the world’s horrors…


Garfield in his happy place after being saved…

The alcove was brightly lit by the light-rock that the hireling dropped, revealing a roughly 40 × 40 ft. room with six rotten and smashed coffins on the floor, and with a wooden door at the south end.

Scuttling in the shadows was two rodent-like shadowy creatures that seemed to be made out of pure shadow. If it hadn’t been for the bright light nobody would have seen them. A frantic battle ensued as the shadowy being got reinforced by three more creatures that seemed to seep out of the walls. Eventually, the PCs managed to slay the hell-shadows. Mysteriously strength-less and fatigued, they proceeded to search the coffins, but found nothing of value. Then two more shadowy beings, this time human-sized appeared out of the walls to attack from behind but they were repelled as well. After some futile attempts to pick the lock of the south door the paladin finally kicked in the door, revealing a small room with two more or less intact coffins, containing some coins, jewelry, art objects, potions and a magic-user scroll. They also found a foul-smelling round hole in the rock, hidden below obe of the coffins. It was clearly a smell from hell and by lowering ropes the measured the depth to about 100 ft. Blitz the dwarven cleric decided to summon a monster to send down the hole to investigate. A strange spider answered his call and went down the hole only to report back that it was dark and that there were more caves down there…

(Note for players: In order to speak with a summoned monster you must actually know its language).

The PCs decided to leave the hole alone for now and explore this level first. First they checked the passage leading northwest from the present cavern, which led to a stairway down and which they decided to leave for now. As they went back to the big entrance cavern, they carefully checked the rat tunnels but found nothing new.

In the big cavern, they investigated the semi-hidden passage in the north west corner, which led to a dead end small cave, filled with strange fungi, mushrooms and luminescent algae on the rock walls. They also found many traces of giant rats, making for a hasty retreat.

After some discussion, it was decided that they should go down to level 2 and investigate the high wall that cut off the main cavern there. First, they oiled up Hoder (who had been waiting, fighting Stirges in the narrow corridor outside the narrow passage on level one due to his size) and managed to pull him through. As they now have a potion of diminuition, they figured that they can solve the exit later. Bruised, and missing a nipple, the large ogre is now reunited with the rest of the group. The PCs went down to level 2 and started with taking a rest in the secret Temple of Law. After being properly rested, they went to check out the 30 ft. high ledge cutting the cave in half. On the top, two passages could be seen from below. Angelina decided to climb the wall and throw down a rope to Blitz, making for a scouting party. The others remained in the cave. Up on the ledge, it is evident that there’s a large cave on the other side as well and that the ledge actually separate the cavern like a wall. The ledge also works as a gangway from the openings to the north and south. Suddenly, a bright rune is lit above the north opening. Then one at the south. Neither scout has seen symbols like these before. Then, a very bright rune starts shining in the middle of the ledge. It shines successively brighter and then erupts in a sea of fire! Angelina spots the danger and throws herself out of the blast zone, but the dwarf takes the full force of the blast, reducing his clothes and beard to a crisp (9d6 damage). The smoke have barely started to dissipate before they hear the flapping of many wings…

A large swarm of Stirges comes straight at them, a few remaining to attack the PCs on top of the ledge, the rest flying over and attacking the PCs at the base. The battle is chaotic, but the PCs eventually comes out victorious. Some PCs very wounded, but all still alive.

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

And now for something completely different:

Q: What colour are Blitz’s eyes?

A: One blue this way, the other blue that way…

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