Session 11 – The Stoneheart Dungeon II (Lost Lands)

 

piercer

“Nice stalactites…” Famous last words of Garulf the hireling

 

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

Rektolas | High Elf Fighter 4 | Mats

Nitrolas | High Elf Magic-User 3 | Mats

The Old Sleaze | Human Sorcerer 3 | Martin

Make Me | Human Paladin 3 | Martin

Meatshields & NPCs

Men-At-Arms | Fuldo | Garfield | Garfunkel

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


Session Eleven – Blood and Bones

WARNING – SPOILERS AHEAD!

The session started in media res, the PCs in the middle of a fighting retreat, dragging the unconscious paladin to safety out of the fountain room.

Blitz the cleric went ahead back into the corridor to study the suspicious markings on the corridor wall and suddenly realised that he was standing in front of a secret door. Salvation! After some fruitless searching he accidentally pushes a hidden loose stone, opening the secret door and triggering a magical trap, exploding blue flame in his face. Luckily, he manages to dive out of the worst blast but not fast enough to save his beard from getting severely singed in the process. [The player rolled a 1 on his Note Stonework roll…].

Simultaneously with the secret door swinging open, the PCs in the fountain room sees movement in the fountain blood sludge, eight bloody skeletons climbing out and heading straight for them. The valiant characters put up a good fight and manages to smash apart three of the abominations but not without some serious damage to some of the party members. Blitz hears the commotion and rushes back to the fountain room where he manages to call down the divine power of Jamboor to drive off the remaining skeletons.

Not wanting to linger near the fountain, they decide to retreat into the narrow corridor behing the secret door. Angelina and Alba stay behind at the dungeon entrance to guard the horses and gold (with Hoder and Fenrir and some hirelings). To fill out the ranks, Blitz manages (with some charm and promises of gold) to persuade two hirelings (Fuldo the Pierced Halfling and Garulf the Town Drunk) to accompany them into the bowels of the dungeon.

Behind the secret door, a dark narrow corridor runs west into the darkness. With the guiding light of Old Sleaze’s light spell, they move into the corridor, single file. After some 25 feet, Nitrolas the Elven Wizard tells them to stop as he has spotted a half-concealed lever on the wall just inside the corridor. Cranking the lever, a grinding noise is heard somewhere but nothing seems to happen. After trying the lever a few times, hearing the noise but seeing no tangible effect of the sound, they move further. After some 40 feet, the corridor curves to the north, revealing a descending stair cut directly from the rock. As they stand there someone shouts that they should try the lever again, to see what happens to the stairs. The result is that a floor trapdoor opens, plunging Nitrolas the Wizard and Haxxl the elf into a hidden pit. Haxxl manages to get a hold on the edge of the pit but Nitrolas falls 30 feet and is smashed unconscious as well as spraining his leg [There was a 1 in 6 chance of a crippling injury and Nitrolas naturally player rolled a 1…]. The other players manages to pull Nitrolas to safety with some climbing and rope work and after receiving some healing he is fit enough to move on, albeit slowly due to his mangled leg.

The stair leads down to a very wet strange natural cavern with a pool of rancid dark water stretching into the darkness to the east. Along the walls are empty iron torch holders. To the north, a rusted iron door signals the exit. Old Sleaze places a light spell on a hand crossbow bolt and shoots it into the darkess beyond the pool. It reveals a shore on the other side. No one wants to go into the water to explore the other side. Finally, Fuldo the halfling is coerced into going there on a makeshift raft. For this he is paid two gold coins up front. The PCs go back to the thrashed clerical office above and use an old table and some more assorted wooden junk to construct the vessel. Finally, Fuldo slowly paddles across the dark pool to the other side, a rope attached to the bow of the raft. He makes it across and anxiously starts exploring the shore. After a minute or so he waves back, shouting “It’s safe, there’s nothing he…” His merry little halfling shouts shifts to screams of terror as two slimy tentacles shoot out of the calm water, ensnaring him and dragging him into the water. And that was the last anyone ever saw of Fuldo the pierced halfling. And the two gold pieces.

Blitz the dwarf panics and rushes the iron door, trying to pry it open, but to no avail as it is locked. In his terror he brings out his warhammers and starts pounding the lock to get out. The rusted door is weak and the lock mechanism fractures under the frantic blows, revealing a narrow (circa 6-foot wide) dark corridor cut from the rock, leading north… There is a strong draft and an intense smell of ammonia.

The party cautiously press on into the dark. The floor and walls are covered in a thick layer of guano, hampering movement due to the risk of slipping and getting a bat shit bath. After some 35 feet the cave roof opens up to a huge sinkhole above. It seems to rise about 200 feet, revealing a faint sliver of outside sky. The shaft is also home to a huge colony of bats hanging asleep on the walls. The draft is now more intense and there is a whistling sound coming from ahead. Some 20 feet up ahead the corridor reaches a T-intersection going east and west. Blitz wants to go west but the rest goes east, following the high-pitched sound and the dwarf grumbingly follows. The sound volume increases with every step and after about 70 feet it is so loud that yelling is the only mode of verbal communication. Here, the corridor reaches a Y-shaped split going northeast and southwest. The draft is so strong that the PCs actually have to struggle to keep the footing.

They decide to go northeast. The corridor is more irregular here, the width fluctuating between 3 and 20 feet at places. As they progress, the sound and draft gets weaker. The sound of dripping water echoes from the cave walls. After about 60 feet the corridor gradually opens up to what seems to be a large cavern, stretching from south to north. There is a stagnant body of water to the east and all surfaces are wet with moisture as water trickles down the walls and into the black pool. The cavern ceiling is irregular and rises up about 40 feet to a jagged surface with a few stalactites. Garulf the hireling moves along the south rock wall towards the dark water, torch and sword drawn while Rektolas and Haxxl move along the eastern rock wall, keeping well away from the water. Suddenly, the eerie silence is broken by Garulf’s screams of pain and horror. He is on the cave floor, upper body pierced by a large stalactite, which actually seems to wriggle and move! A split second later, Rektolas’ sharp elven senses alert him and he barely manages to dodge another falling large stalactite. The stalactite hits the stone with a fleshy thud and lies there, wriggling and showing a large maw, trying to get into position to bite him! Rektolas manages to run the thing through with his long steel, killing it.  The PCs run over to Garulf and assault the strange stalactite with cold steel as it is gnawing away huge chunks of Garulf’s limp body, slashing the thing open, spilling its weird innards on the floor, but Garulf is very dead. Thus ended the squalid life and dreams of Garulf the town drunk, in a cold wet cave in the bowels of the earth.


 

And there we had to stop for the session. Next session is up in a few weeks. Stay tuned for more adventures from the Fistful of d20’s bunch up here in the cold North!  

 

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Session 10 – The Stoneheart Dungeon (Lost Lands)

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Dark forest…

Game System | Blood & Treasure Complete

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

Dramatis Personae

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

Haxxl Rosethorne | Wild Elf Duelist 3 | Berndt

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

Alba Dayanite | Half Elf Psychic 2/ Magic-User 2 | Djuro

Rektolas | High Elf Fighter 3 | Mats

Nitrolas | High Elf Magic-User 3 | Mats

The Old Sleaze | Human Sorcerer 3 | Martin

Make Me | Human Paladin 3 | Martin

Meatshields & NPCs

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

Torchbearers | Ranulf | Wee Dingwall

Absent this session

 

Hoder | Ogre Fighter 4 [Brute variant] | Flan

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


Session Ten – Blood and Bones

WARNING – SPOILERS!

 Haxxl, Alba and Rektolas leveled up (Dul 4, Psy/M-U 3 and Ftr 4 respectively).

This session began with the players just sitting up on their horses after having spent the night outside the ravaged temples of Thyr and Muir.

According to the crude map provided by Manchego the gnome in Bard’s Gate, the dungeon should be located in a forest about 10 miles further up the valley. After a few hours of travel with mountains on both sides and a river to the right, Rektolas’ sharp elven eyes spots glinting metal on the other side of the river, about 2 miles away. It’s too far to see any details but there seem to be movement. The party quickly dismount and assume low positions along the river bank. Whoever (or whatever) it is over there seem oblivious to the PCs and move away towards the northeast.

Our heroes resume their trek and soon spot the treeline further ahead. When they come nearer, the forest looks impenetrable, full of twisted trees and dense undergrowth. A quick survey reveal a fairly well-traveled trail skirting the edge of the forest, but no one can tell if it’s made by animals or men. Manchego’s instructions mentioned a path marked by stones that should lead from the edge of the forest to the dungeon. After some searching the PCs find a path into the forest, marked by two mostly overgrown obelisks. Blitz ventures inside and already 20 feet in, the twisted trees and vegetation of the forest seems to swallow all outside sounds as well as light.

The party must now continue on foot as the forest is too dense to travel by horse. After some hour of slow travel with many detours, the scout (Rektolas the elf) spots a huge tree with the path splitting to go around the tree. Advancing carefully, he spots several bodies hanging from the branches, wrapped up in some resinous rope-like substance. The elf warns the others and runs up the path and around the tree to scout ahead. As the others arrive they see even more bodies hanging higher up in the forest canopy. Haxxl and Angelina stalks off into the forest to see if anyone’s hiding there. Before they can decide what to do, four large (about 4 feet diameter) spiders drop upon the party, now spread on a long line along the path. A frantic battle ensue and Make Me the paladin is bit by a spider, succumbing to it’s venom. Luckily, Alba manages to cast a sleep spell that neutralizes two of the spiders, allowing the final two to be fought and killed. Luckily, the paladin will live, but he’s now weakened both by blood loss and spider venom (-3 to strength).

The PCs climb the tree and cut down the lowest hanging bodies, which turns out to be dead ordinary humans with no valuables on them. After a quick rest, it is decided that the meatshields should stay here with the horses while the characters continue towards the dungeon.

After a scary walk with odd scuttling sounds following them, the narrow path suddenly opens up to reveal a large clearing with an angular large crag standing in front of them. And in the base of the crag – an arched opening, framed by two half-toppled and soot-blackened pillars…

Moving closer, it is apparent that this once was a center of good, but now it has been defiled by evil. The stone blackened by soot and dirt. Good runes and symbols overwritten by evil looking runes and infernal grafitti. Rektolas runs into the dark opening, full speed…

The rest of the PCs follow shortly, wondering what’s going on and find the elf standing in the first room, apparently some antechamber before a long and dark corridor into the mountain. As outside, the room has been defiled and nothing of value can be found. Being able to see in the dark, the non-humans take the lead, with the humans following with torches. Old Sleaze the sorceror puts a light spell on his staff. Some 25 feet into the corridor there’s an opening to the right, leading to a small room with a cot and and a small table, which might have been an office of sorts once but now is in ruins. Meanwhile, Haxxl has detected what might be a secret door in the left wall (just past the “office”). He consults the dwarf who concur that there is some kind of stone construction there, but they can’t seem to find out exactly what: door or trap?

The PCs decide to move on to see what’s ahead of them and some 45 feet from the “office” the corridor opens up to a huge room (70×80 feet), dominated by a 25 foot diameter font in the center. The room and font radiate an almost tangible feel of evil and terror, seemingly emanating from a grisly red luminescent chaos rune on the font. The font is spurting forth blood and it’s basin is filled with bones. As the PCs are taking all this is, the blood starts to bubble and the bones merge together into skeletal creatures with glowing red eyes, armed with spectral swords and shields. Four of the undead exit the font and attack! After a few blows have been dealt, Blitz the cleric manages to turn them and they cover and move away from him. At the same time four new skeletal forms are born from the font and lunge themselves at the characters. Despite being more in numbers, the PCs get hammered by the undead and the paladin takes a critical hit, felling him to the stone floor, bleeding from a deep wound (-3 hp but he manages his death save). The PCs rally to drag him into safety and cut down two of the undead. The cleric manages to turn the last two, who join their turned comrades in a corner… Alba binds the paladin’s wounds and gives him a healing potion (thus stabilising him). As they make a fighting retreat and drag the barely conscious paladin toward the exit from the room, four new skeletons climb out of the font…

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

Session 9 – The Stoneheart Dungeon/Valley of the Shrines (Lost Lands)

 

Ruined shrines by meisl@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 4 [Death domain] | Berndt

Haxxel Rosethorne | Wild Elf Duelist 2 | Berndt

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

Alba Dayanite | Half Elf Psychic 2/ Magic-User 2 | Djuro

Rektolas | High Elf Fighter 3 | Mats

Nitrolas | High Elf Magic-User 3 | Mats

Meatshields & NPCs

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

Torchbearers | Ranulf | Wee Dingwall

Absent this session

The Old Sleaze | Human Sorcerer 3 | Martin

Make Me | Human Paladin 2 | Martin

Hoder | Ogre Fighter 4 [Brute variant] | Flan

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


Session Nine – The Desecrated Shrines

WARNING – SPOILERS!

This session saw no new PCs entering the scene. Blitz and Make Me leveled up (Clr 5 and Pal 3 respectively). Much of the session was spent talking about life in general, so progress in the game was quite slow. 

The session began where we left off last time – after a fight with some weird, blood-drenched skeletons. The players continued investigating the lower crypt under the Temple of Thyr and found yet another secret room with more clerical scrolls.

Then they went to scout the Temple of Muir, which was equally desecrated. As in the first temple, the statue of Muir (Lady of Paladins) was decapitated and befouled. Blitz the dwarven cleric found a text in Celestial on the base of the statue, but managed to avoid the spell trap as he’d experienced the one in Thyr’s temple. Below the temple, a similar crypt was discovered, also with 3 secret rooms. With the help of the knowledge of Make Me (paladin of Muir) the players managed to solve the riddles needed to open the secret doors. The hidden rooms here were of the more martial kind, with armors and weapons but they also found 2 scrolls with clerical spells. Moreover, a magic chain mail and a magic longsword was discovered. As a paladin of Muir, Make Me meant that the weapon and armor naturally should go to him and a heated discussion ensued, ending in him getting the sword but not the armor (am I correct here, can’t recall how it ended…).

The paladin also voiced objections against taking all the holy items in the temples, but the greed of the others soon overwhelmed him, and the PCs actually looted both lawful good temples of all their treasure.

The map they had received from Manchego the lecherous gnome indicated that the dungeon they were seeking wasn’t actually at this place, but further north west in the valley, in a forested area and the sesison ended with the PCs packing up all their newly aquired loot and continuing the journey further into the silent valley…

To be continued next session after the Christmas season…

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

WARNING – SPOILERS!

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)

lastgasp_SleepingPlaceoftheFeatheredSwine

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…

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…

Session 5 – Crimmor/Stoneheart Valley (Lost Lands)

Flying rats… [Torchbearer Stirge by David Petersen: http://davidpetersen.blogspot.se/2014/01/more-torchbearer-beasts.html]

Game System | Blood & Treasure Complete

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

Dramatis Personae

The Old Sleaze | Human Sorcerer 2 | Martin

Make Me | Human Paladin 1 | Martin

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

Hrunkah | Half Orc Thief 1 | Berndt

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

Absent this session

Hoder | Ogre Fighter 2 [Brute variant] | Flan

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

Session Five – It bites!

This session, the PC ranks were enhanced by: 

Make Me the human paladin, of whom we don’t really know much yet. But that can’t be his real name, can it?

Sleaze-O leveled up (Sorceror 2) as did Blitz ze Pückelhübe (Cleric 3).


The session began with the PCs in the relative safety of the room just above what they suspected to be the Crypt of Eralion. The half-orc thief was severely weakened and exhausted by the evil magics of the crypt and after some debate the PCs decide that they aren’t strong enough to face the shady vampire yet, and that they’d do better to return when they’re stronger (read: leveled up).

Instead, they search the desecrated Chapel again, looking for clues on how to take on the old wizard, but find nothing.

Next, they decide to:

  1. Return to the townhouse and let Hrunkah rest.
  2. Talk to Arden about selling rugs. (As a fact, Arden knows of a man – Torgil Rodbrok – who deals in antiques, and will talk to him on the matter when he’s in town again).
  3. Ask Shandril the elven cleric of Freya to help resecrate the chapel of Thyr in the Keep.
  4. Buy horses
  5. Travel to Crimmor village to search for Voril the smith’s lost daughter. What they know is that she is a red haired young lady in her twenties and that she’s named Arialle. She went to Crimmor a few weeks ago and haven’t returned.

After talking to people and outfitting, our heroes go on the road to Crimmor (about a day’s ride through the wilderness).

Hrunkah, Hoder and Fenrir stays in Fairhill to rest and oversee work at the Keep.

In the middle of nowhere they are ambushed by an Ogre bandit and his 4 goblin henchmen, demanding tribute in order to use “their” road. The goblins are shooting arrows from camouflaged foxholes. At first, the battle goes against our heroes, but then Blitz manages to lay a Hold spell on the ogre, making the rest of the battle a walk over. After “debriefing” the ogre and one surviving gobbo (I will refrain from mentioning the details here, let’s just say it involved physical coercion methods and squashing of body parts, making him a very dead ogre), the PCs made the goblin show them the way to their hidden lair. Sadly, the lair did not contain much of value, but at least now the world contain a few less hoodlums…

After this detour, the party travelled on, arriving in Crimmor-On-the-Lake in the evening. Once a blossoming fishing village, the place seemed to have receded into squalor and poverty.

They find an inn and talk to people in the tavern. There they learn that:

  • Arialle is apparently a bard. She played a gig and then went home the next day. No one has seen her since.
  • Something – maybe ghosts of drowned fishermen – has taken all the fish. That’s why the village income now has dwindled so much
  • For a month or so, the village has been attacked by stirges every night. Now the villagers must keep inside at night. The Stirges probably come from Stirgewood, and rumor has that they have been sent here by the Necromancer of Stirgewood.

The PCs decide to help the villagers with the stirge menace. With the help of the villagers they make these huge traps from old fishing nets, and helps battle the Stirges for two nights in a row, killing about 35 of the foul flying things in the process.


And there we had to end the session!

Level up attained this session: Hrunkah, Thief 2