Saturday, January 21, 2017

Stonehell: Getting The Shaft

Session 22 was played on 12/2.
Wilhelm, drunk Dwarf 4 (Julia)
-Heinrich, war dog
Tobias, Human-Cat, Cleric 3 of Persephone (Mollie)
Leroy, human fighter 3 (Mike)
Nilbog Dracon, human wizard 1
Burdock, human fighter 1 (Josh)
N'Yashi Sempai, human wizard 1 (Laurel)
2 torch bearers/linkmen (Xerxis & Y)
3 men at arms (O, R, Q)

Stayed in town
Tink, a pretentious Elf (but I repeat myself) and former barkeep (Hanna)
Shelly, a vegetarian recovering alcoholic halfling Thief 3 (Nadia)
Frank, halfling 1 (Emily)
Yaqen, elf 1 (Shaun)

The party spent some time recovering from their encounter with the Bro'gres, but their supply of torches and food was quickly running low. Another way out of the dungeon would be needed if they were going to survive. Packing up, they departed their safe room and began to explore. Mere moments after opening the door, a large gargoyle was spotted sitting patiently waiting for them. Burdock charges it, chipping his sword in its stony hide. It smiles in reply, and then demands "shiny things" for allowing them to pass/live. 70gp, a dagger, a gem, and Heinrich the dog are all sacrificed to the gargoyle.

They return to the bottom of the well, and concoct an insane/insanely brilliant plan to scale the shaft. Wilhelm and Burdock will press themselves back to back and walk up the 60' shaft to the top. Everyone else shakily makes a human pyramid and pushes the pair up into the shaft. Slowly and painfully they get themselves into position, feet braced against either side of the shaft, and begin to climb. Shaky step by shaky step they inch up the shaft, making it nearly 3/4 of the way up before Wilhelm's legs give out.

Bouncing down the well shaft he tries to catch hold, but out he falls. O tries to catch him, but only serves to to provide Wilhelm a softer landing. N'Yashi unfortunately catches Wilhelm's pick ax with her head. Why he refused to leave any of his stuff behind is a question that can only be answered by "dwarvish greed".

In the shaft, Burdock does manage to catch himself. Braced spread eagle, bent backward in the shaft looking up, arms and legs shaking from the effort, he knows he can't take it for very long, and soon enough his sweaty hands fail him, and he goes all the way down the shaft, landing hard on the pick ax embedded in head of the woman he was charged to protect.

Sitting around looking at the gore, the gargoyle is remembered. Wilhelm backtracks to find him, and tries really hard not to look at the limp body of his former dog. A quick negotiation is completed, and the gargoyle agrees to bring the rope up to the top of the well for them. The party begins to climb up, only to face yet another demand for payment from the gargoyle to allow them to exit the well.

Near the dungeon exit, a troop of half a dozen skeletons stands in their way. Tobias is having none of it, and with a wave causes them to crumble to dust.

Gains:
Kills: 6 skeletons
Losses: N'Yashi, Burdock, Hainrich, 175gp, dagger, gem

Thursday, January 19, 2017

Stonehell: Stuck in the dungeon

Session 21 was played on 11/4.
Wilhelm, drunk Dwarf 4 (Julia)
-Heinrich, war dog
Tobias, Human-Cat, Cleric 3 of Persephone (Mollie)
Leroy, human fighter 3 (Mike)
Nilbog Dracon, human wizard 1
Burdock, human fighter 1 (Josh)
N'Yashi Sempai, human wizard 1 (Laurel)
2 torch bearers/linkmen (Xerxis & Y)
3 men at arms (O, R, Q)

Stayed in town
Tink, a pretentious Elf (but I repeat myself) and former barkeep (Hanna)
Shelly, a vegetarian recovering alcoholic halfling Thief 3 (Nadia)
Frank, halfling 1 (Emily)
Yaqen, elf 1 (Shaun)

Back in town, studying a book* from the forbidden section of the library, Sempai's unfortunate habit of reading things aloud triggers and her body guard find themselves in a dark corridor.

After a bit of rest following their battle with the thoules, the party opens the door to go exploring again, and come face to face with Sempai, and Burdock. They opt not to try to kill each other, and go exploring. Past the thoule's chamber the next room has some giant ticks. One manages to latch onto Tobias, draining her down to a single hp.



The next chamber contains a large statue of a oliphant, and a warning echoes loudly "Approach not the best, lest you bear the oliphant's greatest fear!"

Leroy decides not to heed this warning, enters the room, and the door closes behind him. The statue comes to life and charges Leroy, tossing him like a rag doll. Burdock opens the door to try to help, but gets smacked. Sempai tries to use her feminine wiles to seduce the oliphant, but the stone beast is unimpressed, and headbutts her. Tobias rushes over to render aid, and "administers some mouth to mouth" help. The henchman have no interest in engaging a giant statue, so instead watch Tobias "lay on hands" on Sempai.

Leroy is trapped and dodging wildly the tusks of the statue, but can't get to the door. Wilhelm makes one, and Leroy escapes with his life.The oliphant doesn't seem interested in leaving the room, and the party decides to check out a corridor.

Unfortunately all the racket they made alerted the bro'gers who were working out, and were now waiting for the party. Caught by surprise, they received several free weights to the face before realizing what had happened. By the end the bro'gers were dead, but the party was hurting, so retreated back to their safe(ish) room.

Gains:
Kills: 3 bro'gers
Losses:

Song of the session: Marvin Gaye's Sexual Healing
*The Dicronomicon, if you were curious.

Wednesday, January 18, 2017

Boat Building for Frostgrave

The second scenario in the Thaw of the Lich Lord expansion takes place on the frozen river/canal running through the city, and requires at least one ship for the middle of the board. While the host of our games has a selection of boats and ships I wanted to be able to bring something new to the table. So the first thing I did was to search the internet looking to see what others have already done. I figured that alone would make a great post. And it does! But someone else already did it.

Setting Sail: Collecting Ships for Tabletop Games

Granted, this post is from 2008, but the author has revised it, most recently just 6 months ago.

Since I can't spend an entire post just sharing someone else's post, these are my ideas for what I'm going to try to build before next game.

 I kind of want to build a big ship that has a giant hole in it so that the interior decks can be used. They'll be great for hiding treasure out of line of sight, making people get in close to get it. 

I was also debating building a Mississippi River style paddle wheel steam boat. It's be good for blocking line of sight, and probably relatively easy to build. Especially if the wheel is encased.

Then there's the crazy dragon ship with a giant pagoda on it... Not sure if I could get that made in a month...

More as I begin to actually build something...

Tuesday, January 17, 2017

Stonehell: One Way Doors

Session 20 was played on 9/28. As with the 9/9 write up, this will be a bullet point style update.

Wilhelm, drunk Dwarf 4 (Julia)
-Heinrich, war dog
Tobias, Human-Cat, Cleric 3 of Persephone (Mollie)
Leroy, human fighter 3 (Mike)
Nilbog Dracon, human wizard 1
2 torch bearers/linkmen (Xerxis & Y)
3 men at arms (O, R, Q)

Stayed in town
Tink, a pretentious Elf (but I repeat myself) and former barkeep (Hanna)
Shelly, a vegetarian recovering alcoholic halfling Thief 3 (Nadia)
Frank, halfling 1 (Emily)
Yaqen, elf 1 (Shaun)

Wilhelm hires some new men at arms, then everyone heads to the dungeon.

The party wanders through several previously explored rooms before coming to a party of kobolds fixing traps. The party attacks, and wipes out the dozen workers. Wilhelm crits twice during the combat, displaying his amazing martial prowess.

Passing through the one way door into the room of dwarven stone carvings, the door swings shut and closes behind them. They decide to head back down to the 2nd level to make their way around to the well and climb up. They pass an undisturbed human skeleton next to "my mother never loved me" written on the wall in old blood. They break a spear trap, and get to the well, but have no way of getting a rope up it.



Further wandering brings them to a secret door in the hallway. Wilhelm, using his pickax smashes the door, revealing stairs down. They emerge into en empty room, with a door to a hallway. The next door over is a room with 4 large harry humanoids of bestial appearance. They slay them, but are no closer to escaping the dungeon...

Gains: 144cp, 30gp
Kills: 12 kobolds, 4 Thoules
Losses:

Monday, January 16, 2017

Stonehell: Those Crazy Inmates

Session 19 was played on 9/9. This is part 2 of this session report. Part I: The Gatehouse! (finally) can be found here. As this was so long ago, I'm going to bullet point the important bits, rather than do my longer more narrative descriptions.

Wilhelm, drunk Dwarf 4 (Julia)
-Hamlet, war dog
2 torch bearers/linkmen
7 men at arms
Nilbog Dracon, Wizard 1 (Matt)

Stayed in town
Tink, a pretentious Elf (but I repeat myself) and former barkeep (Hanna)
Shelly, a vegetarian recovering alcoholic halfling Thief 3 (Nadia)
Frank, halfling 1 (Emily)
Yaqen, elf 1 (Shaun)
Leroy, human fighter 2 (Mike)
Tobias, Human-Cat, Cleric 2 of Persephone (Mollie)

After leaving the gatehouse in flames, the party heads into the dungeon, exploring toward stairs leading to the second level. N (man@arms) falls into a cleverly hidden pit trap, and breaks his neck.

The short hallway with the glyph is examined. Wilhelm gets singed trying to cross the seam of gold that rings the short dead end while G gets burned to a crisp. Non-living objects seem to be able to pass the seam without problem.

In the gallery, the broken statues are examined, and a hidden sack of treasure is found that contains a key.

Heading down the stairs, the party encounters a group of mole people. They don't take kindly to their game being interrupted, and they fight. 5 mole people are killed, but more keep coming, so the party does a fighting retreat, during which the remaining men at arms all fall and are left for the mole people to eat. Only the PCs and the 2 torch bearers survive and escape the dungeon.

Gains: Magic cloak, magic parasol, potion, minor coinage from the gatehouse, sack of treasure & coin from statue room
Kills: 5 mole men, 5 goblins, 4 giant centipedes, wasp nest
Losses: 7 hirelings

Friday, January 13, 2017

The Doctors in Frostgrave

The Warrior looked across the barren frozen landscape. Limping slightly from his most recent encounter with the trash cans, he scans the ruins. "It must be here somewhere." He grumbles. As he passes through the shattered remains of what was once a massive iron door, he hears a familiar sound, and utters a curse in a language that hasn't ever been spoken on this planet.

Stepping his way across icy cobblestones he sees the blue box, his, but not. This one is cleaner. "Just what I need..." the Warrior sighs. "Well, come on out!"

And he does, with looks of bafflement, amusement, and then upon sighting the Warrior, resignation flashing across his face. "You? What are you doing here?"



"I could ask you the same thing." The Warrior snaps back.

"I don't know, I was on my way to Risa. Where are we?"

"Felstad."

"Ah."

"So you remember?"

"Vaguely. I've tried really hard to forget you." The Doctor sighed and looked around. "You haven't found it yet?"

"No, just got here. I don't even know where to begin to look."

"Right then, let's go find some natives."

"Here?" The Warrior looks around. "This place looks like it lost a war a long time ago, and no one has been back since."

"Oh, they're here. Scavengers mostly."

"Like us."

"Like us. Come on, this is gonna take a while."