Stone-Hell on the Borderlands Session #22 (11 MARCH 2024)

    Well, it's been a hot minute since we last ran Stone-Hell on the Borderlands but we got back into the groove last night. We figured we would have our usual two suspects of Daagun & Stonus but one of the players who recently rejoined our merry band of men opted to roll up a Elf Fighter/Magic-User named Estarion to explore the depths of the depraved megadungeon. Another regular player in another game I run popped and played Daagun's Retainer Zalfeer Bagwillow. Five PCs and Stonus's Retainer Braxx set off to old Stone-Hell Prison planning on delving into its depths for fortune & glory. 

   After going over some minor things to be settled at Kendall Keep we the group deciding to call themselves the Stone Brigade tentatively but I think they are going to rehash that a bit before deciding upon a final group name. Coddiwomple Company is still fresh upon the lips of the majority of the Lower Bailey guards though. After recruiting the Elf Estarion who is new to the Keep with a full share of treasure they set off to the ruins. I roll no Random encounters on the road but at night I roll a random Wilderness Encounter and it's a Lamia. They are running no campfire and relying upon their innate Darkvision capabilities so I roll random and they hear something but it does not immediately see their camp. Stonus is typical fashion hurls a stick into the darkness and heads back to camp. A few rolls and the Lamia investigates the noise but after rolling an additional Monster Reaction it wanders off in search of prey overlooking the Coddiwomplers Camp. They start out luck this session.

   Another set of Random Encounters as they approach Stone-Hell Valley but nothing in the swamp and bog bordering the old military road leading to tit either. They stop over at Snorri's Redoubt and pay the Dwarf Cohort guards some coin to watch their mules and war dogs. Preferring to rely solely upon their Darkvision this session they set off. No wandering Monsters in the Valley either.

   Descending into Hell's Antechamber (1A) they find nothing at the foot of the large stairs that spiral into Stone-Hell so wander off to check out a door near the crypts they looted last session. Estarion suggest maybe descending further via the Whispering Well but they plan to explore the remaining sections of the entry level.  Creeping through the caverns on this level they emerge near the crypts discovering the orc bodies from the previous session predominantly missing but some severed body parts laying in the hall and inspect the door, peering into the chamber they find a Well decorated in Fishy Motifs with a Big Mouth Fish water spout from which not water issues. Stonus hurls an orc arm at the water spout. A nearly invisible gas erupts from the mouth and a loud hissing can be heard. the air is distorted and I notify the PCs that due to the Dwarf experience in mines it looks like poisonous gas. They Flee into the Hall slamming the door.

   Now, usually I would roll a 2 in 6 chance to trigger a trap but the description says "if disturbed" so I allow it to be triggered so easily. Sometimes random actions have positive results. Testing the fountain again they se it has similar results and then after allowing the gas to disperse Daagun creeps forward and they manage to pass through the Southern door into a long hall where they spike open a portcullis leading to room previously explored before heading to the unexplored door a the end of the hall.

   When they eventually open this door they do discover a strange sight. I gigantic dial depicting smiling and frowning faces. After some discussion Stonus steps forward and spins the wheel where it promptly lands on a frowning face. There is no apparent effect. I make a note on my tracking sheet and they move on exploring North after consulting their map from previous explorations. Making notes to make copies of their maps they return tot he main entry and head north seeking out spots in their mapping for unopened doors etc.

   Using the previous method they find a room with a large bearded heard with crystal eyes and an open smoking mouth. There is some inspection and experimentations until Zalfeer asks of it some questions receiving cryptic answers. A few more questions are asked of the large stone head then it stops answering anymore inquiries, They head north to find an old barracks which has been ransacked, it reeks of mildew so they head into another section of the dungeon according to their map. Beyond an unnaturally chilly room they find a large pair of stone double doors decorated in a Danse Macabre. After several rounds of attempts and discovering mechanically that Stonus suffers from a -1 to all rolls thanks to the big wheel of weal and woe they fall back unable to open the doors.

   They travel south with no particular course of action and reenter the areas where previously they have had multiple encounters with Many Arrow Orcs who joined up with the Open Sore Tribe of Orcs after some defeats at the hands of the Coddiwomplers. The room they feared would be crawling with orc is empty. bloodstains are found upon the floor and the barricade previously used by the Many Arrows is toppled but the room is empty of habitation. So they begin to inspect the chamber Stonus creeps southward; alone, and peers around the corner where they had routed Orcs previously and he spies upon a half dozen orcs drinking , sharpening their Battle Axes but not particularly paying attention to the hall. He returns to the party and they creep upon them gaining surprise ! Estarion casts Sleep and they put the entire troupe of orc to slumber. Entering as quietly as possible they slay the sleeping orcs and then open the north door attached to the chamber and again surprise the Orc Boss. Catching the brute admiring himself and posing in front of a cracked full sized mirror and his Battle Axe leaning against the wall. Zalfeer rushed forward and seizes the weapon while the Orc Boss is startled and the others rush him felling the foul creature in a single round.

  They find a fair bit of loot and believe the Battle-Axe which is of Dwarf make is magical so Zalfeer holds on to it while they explore the western corridor leaving the orc outpost. The next chamber however is an irregular shaped chamber with the statues pointing at each other across the middle of the room. Zalfeer believes they are pointing to hidden treasure in the middle of the room and scuttles up to claim it but is promptly zapped by an an electrical arc from the statues. Separated by the trap the rest of the PCs head north and work their way around to reunite and then head east to unexplored areas. I have made multiple Wandering Monster checks and they have encountered nothing, pretty lucky so far.

   They find a dead end with a sigil upon the dead end wall but leave it to investigate the adjacent room with many plinths with toppled statuary. A set of stairs leading off into darkness further to the west which may lead deeper. Searching the room they do find a hidden large sack holding mixed silver and gold coinage. This is a bit of treasure so they decide to fall back and on their journey to return to the surface encounter a very large group of kobolds. Normally kobolds grovel at the sight of large armed adventurers but after being told to stand aside and make way for the group they begin to fondly daggers and short swords at their sides upon which Stonus charges forward screaming about the damn pit traps they keep resetting and those darts ! It does not go well for the kobolds who are quickly dealt loses and then flee from the party.

   I've not had to explain many of my rulings this past few recaps as I have not had to make many honestly. When PCs are getting along and have a shared goal the DMs job becomes easy, almost too easy.

   They return to Kendall Keep again with no Wandering Monster Checks giving them grief. I mean that was allot of Wandering Monster Checks with only two results being an encounter. But it was fun session with lots of chatter and they still managed to go through several rooms of which I counted at being about 17. I will need to roll another set of restocks before next foray for sure. I also mentioned that new entrances and exists still count for bonus XP of 150. SO the may head directly for the stairs they avoided this session and maybe inquire or check to see if the sigil was magical. A Detect Magic or Read Magic over Sleep is unlikely though at these levels. 

   Game Well, Game Often Y'all

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