Pretty sure these are available from some chinese company on the web for (according to what I saw on reddit) $30/set, so not exactly high quality. Still look good for game inspiration!
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Sunday, April 30, 2017
Sunday, April 23, 2017
Sunday Inspirational Image: 3D Printed Armor
Cosplay armor has usually been either incredibly expensive, bulky, and/or unconvincing to the barest of scrutiny, but advances in 3D printing have made some amazing things possible!
This is the way that I imagine that magical armors would look.
Friday, April 21, 2017
What to bring?
I'm getting ready to make a big move to a smaller space, from my nice colonial house into a small city apartment. This means that a lot of stuff is getting sorted through and packed up/recycled/junked/given away... It's never an easy process, especially after you've been in one location for nearly a decade.
A big part of this process has been dealing with my gaming stuff, both the minis and the RPGs. Since I can't bring everything, I’ve had to go through everything. This took a lot of time and effort that I felt like I could have spent doing more productive things, like actually packing, but it was unfortunately a necessary step to actually be able to pack the things I wanted to pack.
Before
After
Given the limited space, I had to be fairly brutal about what I was bringing, so if I haven’t even thought about touching it in the last year or so, I didn’t even consider bringing it. For example, the 40K and Warhammer Fantasy stuff. None of the Star Trek models I’ve gotten over the last couple of years to go with the giant DS9 model I’ve had for about as long as I’ve had the house and still haven’t built. Then there’s the terrain… Even the stuff I’ve built recently takes up a lot of space, so it’s staying too. Same for the Hirst Arts stuff. Not only is it space intensive, it’s also messy. I’m also leaving behind my bin of prepainted minis since I’d rather have minis I painted myself, and my big glass display case.
What I am bringing with me is my Bones minis, all the minis I’ve painted up for Frostgrave, a selection of assorted random fantasy and sci-fi (both painted and not). I’m also bringing a box of bases and basing material, and of course paint. Lots of paint, really, and the tools that go with it. I’ll be adding to that the Bones 3 shipment, due any time now, and the Base Boss kickstarter, also due anytime now… Honestly, I could probably bring half these minis and not run out of things to paint for a couple of years. This just gives me a lot of options.
As far as my RPG collection goes, the shelves of printed out PDFs in binders all neatly organized have all been tossed into the recycling bin. It just doesn’t seem worth it to pack them up. All my 2e, 3.x, 4E books are packed up, along with all the Alternity, Star Trek, and most of the Star Wars RPG books. All boxed sets are packed up too.
Picking what to bring was a little easier. The Rules Cyclopedia was a must, as were the DCC core book, and the 5e core books. I also decided to bring the WEG Star Wars core book. It’s a great system! I also decided to bring Tales from the Floating Vagabond and Starships and Spacemen 2e. As I’m giving myself a paper box worth of space, I had some room to play, so Creature Companion and Stonehell were easy picks, as were A Red and Pleasant Land, Vornheim, Lusus Naturae, Petty Gods, World of the Lost, Slumbering Ursine Dunes, The Doom-Cave of the Crystal Headed Children, and SLUGS! I’m also bringing a stack of DCC adventure modules.
It’s an impressive stack that fits shockingly well into a relatively small space. And even with all that in the box, there’s still room for my Frostgrave books and Rogue Stars, not to mention my dice and tape measures and stuff.
All in all, I’m finding the experience to be only a little painful. We’ll see how I’m feeling once I’m actually moved! But I think it’ll be fine. I will certainly not be lacking for games to play or minis to paint! Now I just need to find some regular gamers to game with!
A big part of this process has been dealing with my gaming stuff, both the minis and the RPGs. Since I can't bring everything, I’ve had to go through everything. This took a lot of time and effort that I felt like I could have spent doing more productive things, like actually packing, but it was unfortunately a necessary step to actually be able to pack the things I wanted to pack.
Before
After
Given the limited space, I had to be fairly brutal about what I was bringing, so if I haven’t even thought about touching it in the last year or so, I didn’t even consider bringing it. For example, the 40K and Warhammer Fantasy stuff. None of the Star Trek models I’ve gotten over the last couple of years to go with the giant DS9 model I’ve had for about as long as I’ve had the house and still haven’t built. Then there’s the terrain… Even the stuff I’ve built recently takes up a lot of space, so it’s staying too. Same for the Hirst Arts stuff. Not only is it space intensive, it’s also messy. I’m also leaving behind my bin of prepainted minis since I’d rather have minis I painted myself, and my big glass display case.
What I am bringing with me is my Bones minis, all the minis I’ve painted up for Frostgrave, a selection of assorted random fantasy and sci-fi (both painted and not). I’m also bringing a box of bases and basing material, and of course paint. Lots of paint, really, and the tools that go with it. I’ll be adding to that the Bones 3 shipment, due any time now, and the Base Boss kickstarter, also due anytime now… Honestly, I could probably bring half these minis and not run out of things to paint for a couple of years. This just gives me a lot of options.
As far as my RPG collection goes, the shelves of printed out PDFs in binders all neatly organized have all been tossed into the recycling bin. It just doesn’t seem worth it to pack them up. All my 2e, 3.x, 4E books are packed up, along with all the Alternity, Star Trek, and most of the Star Wars RPG books. All boxed sets are packed up too.
Picking what to bring was a little easier. The Rules Cyclopedia was a must, as were the DCC core book, and the 5e core books. I also decided to bring the WEG Star Wars core book. It’s a great system! I also decided to bring Tales from the Floating Vagabond and Starships and Spacemen 2e. As I’m giving myself a paper box worth of space, I had some room to play, so Creature Companion and Stonehell were easy picks, as were A Red and Pleasant Land, Vornheim, Lusus Naturae, Petty Gods, World of the Lost, Slumbering Ursine Dunes, The Doom-Cave of the Crystal Headed Children, and SLUGS! I’m also bringing a stack of DCC adventure modules.
It’s an impressive stack that fits shockingly well into a relatively small space. And even with all that in the box, there’s still room for my Frostgrave books and Rogue Stars, not to mention my dice and tape measures and stuff.
All in all, I’m finding the experience to be only a little painful. We’ll see how I’m feeling once I’m actually moved! But I think it’ll be fine. I will certainly not be lacking for games to play or minis to paint! Now I just need to find some regular gamers to game with!
Sunday, April 16, 2017
Saturday, April 15, 2017
Ill Met in Lankhmar
After picking up and reviewing Through Ningauble's Cave, the first DCC sourcebook for Lankhmar, I decided that I really needed to actually read some of Fritz Leiber's tales, and as I owned Ill Met in Lankhmar, I did. And it was good stuff!
Fritz Leiber's Lankhmar series established the sword-swinging, maiden-rescuing, chivalrous, high adventure that has been the mainstay of the fantasy genre ever since. White Wolf presents the entire seven-novelette Lankhmar series in four volumes.The two greatest heroes ever are back, proving why Fritz Leiber is a literary legend. Join Fafhrd and the Grey Mouser as they take you on unforgettable adventures. Includes Swords and Deviltry and Swords Against Death.
Now it's been over a year since I actually finished reading this volume, but what really sticks with me are the characters of Fafhrd, the Grey Mouser, and Lankhmar. All three are amazingly familiar to me, in large part because they are such archetypes that have been copied and tweaked over the decades since Leiber coined the term "Sword and Sorcery." Fafhrd and the Grey Mouser are vibrant characters full of skill, luck, and flaws, and astonishingly human. They make stupid choices, keep secrets, and have each others' backs all while adventuring their was in and around Lankhmar itself.
And speaking of Lankhmar itself, what a city! Sprawling, congested, twisting streets barely concealing the crime and corruption that infests it. It's either insanely decadent and crushingly poor, depending on what section of the city you're in. The streets are evocatively (and usually aptly) named, and the locations are straight out of a D&D game. One story, The Bazaar of the Bizarre features a marketplace that feels like it was inspired by the poem Goblin Market and served as the template for the troll market in Hellboy 2!
At the same time, because this is one of the cornerstones of modern fantasy, it sometimes feels overly familiar. Yet reading the original prose is most definitely worth it. Of course what brings me back to it now is the fact that Goodman Games is running a kickstarter for the big release of the Lankhmar box set for DCC. Might be worth checking out if you're a fan of Fafhrd and the Grey Mouser!
Fritz Leiber's Lankhmar series established the sword-swinging, maiden-rescuing, chivalrous, high adventure that has been the mainstay of the fantasy genre ever since. White Wolf presents the entire seven-novelette Lankhmar series in four volumes.The two greatest heroes ever are back, proving why Fritz Leiber is a literary legend. Join Fafhrd and the Grey Mouser as they take you on unforgettable adventures. Includes Swords and Deviltry and Swords Against Death.
Now it's been over a year since I actually finished reading this volume, but what really sticks with me are the characters of Fafhrd, the Grey Mouser, and Lankhmar. All three are amazingly familiar to me, in large part because they are such archetypes that have been copied and tweaked over the decades since Leiber coined the term "Sword and Sorcery." Fafhrd and the Grey Mouser are vibrant characters full of skill, luck, and flaws, and astonishingly human. They make stupid choices, keep secrets, and have each others' backs all while adventuring their was in and around Lankhmar itself.
And speaking of Lankhmar itself, what a city! Sprawling, congested, twisting streets barely concealing the crime and corruption that infests it. It's either insanely decadent and crushingly poor, depending on what section of the city you're in. The streets are evocatively (and usually aptly) named, and the locations are straight out of a D&D game. One story, The Bazaar of the Bizarre features a marketplace that feels like it was inspired by the poem Goblin Market and served as the template for the troll market in Hellboy 2!
At the same time, because this is one of the cornerstones of modern fantasy, it sometimes feels overly familiar. Yet reading the original prose is most definitely worth it. Of course what brings me back to it now is the fact that Goodman Games is running a kickstarter for the big release of the Lankhmar box set for DCC. Might be worth checking out if you're a fan of Fafhrd and the Grey Mouser!
Friday, April 14, 2017
Thursday, April 13, 2017
Stonehell: Blood, Bad Gas, and Lizards
Session 32 was played on 4/7.
Wilhelm, drunk Dwarf 5 (Julia)
-Helmut, war dog
-Xerxes, Human Fighter 2 (Henchman)
-Yolanda, Human Fighter 2 (Henchman)
Orphious, Human Fighter 1 (Henchman)
-3 torch bearers (Z, A.A.Ron, JJ)
-6 men at arms (U, CC, DD, EE, FF, GG, HH, Aye-Aye)
Eiric, wizard 2 (Kat)
Bisimwa, Human Fighter 1 (Jordan)
Prior Varial (NPC)
Stayed in town
(Matt)
Leroy, human fighter 3 (Mike)
Unnamed, Elf 1 (Nicole)
Sarin the Ugly, Human Fighter 2 (Josh)
Menchi, Human Cleric 1 (Laural)
Karlaih, Human Thief 5 (Mollie)
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)
Over drinks, Wilhelm discussed what to do next with his friends; either returning again to Stonehll, or following up on what was going on at the jewelers. Eventually it was decided that hitting the jewelers would wait till they had someone a little more experienced with the more subtle ways of B&E, so off to the city square to recruit some more meatshields. FF, GG,HH the Dwarf, Aye-Aye the Elf, and JJ the torch bearer joined up for the usual forking over of gold.
Once in the dungeon, they headed right for Rocky, but spied a group of Ghost Beggars coming out of Rocky’s room. They backed carefully away from the party avoiding a confrontation. They then entered the Quiet Halls and moved directly south toward the Kobold Korners. The way is barred however… literally. And chained.
Wilhelm borrowed Orpheus’ magic hammer and smashed the lock. It was loud, and as they moved along to the next room, the barracks of kobolds were ready for something… but not the party. While they weren’t happy to have something come in through the back door, that it was Wilhelm and crew did relax them some. Not enough to let them pass, however. One ran off to get… Trustee Sniv? Reinforcements? Who knows, as the party turned around and reentered the Quiet Halls.
Taking the stairs just before the entrance to the Kobold Korners, the party descended to the second level of Stonehell. With a variety of options, they picked a corridor at random and came upon a low stone plinth with the shattered remains of a stone snake on it’s flat surface. This tickled something at the back of Wilhelm's memory, and he flipped through his various maps, and realized how close they were to the elevator! Opting to fill in the map, they headed back to the stairs, and then down a different hall.
The hall split and the party continued to the right, which opened into a large chamber with a chain hanging from the ceiling. A fairly fresh leg of a humanoid dangled from a hook on the end of the chain. Wilhelm noticed the pit trap under the meat right away, and safely triggered it. The glistening spikes were the only thing in the pit
With no other apparent exits, the party returned to the split, and went down the left hand path. This slightly smaller room had a large wooden table running down it’s length covered in gold and silver coins. It was quickly discovered that they were glued to the table. As the party debated what to do, there was a yell from the rear of the group still in the hallway! 4 big lizards had decided that the party was worth snacking on! With most of the heavy hitters in the room, it fell to Yolanda to rally the henchman, but it was a bloody fight. U and CC were dropped by the lizards almost instantly. Orpheus smashes one of the drakes in the skull with a well placed crit with his magic hammer, but FF ends up in the jaws of another, desperately trying not to be swallowed. Wilhelm starts pushing his way forward, but it’s almost 4 rounds before he arrives, and none too soon, as the hirelings were taking heavy damage. In the end FF was beyond recovery, and CC lost her arm at the elbow. 2 of the lizards were skinned.
Resting for a minute, Wilhelm assigned a few hirelings to work to get the coins off the table, while the rest of the party continued on. The short hall off the table room Eiric found a slicing blade trap, which was easily disabled. Beyond was a large room with 4 big toads happily eating away at the fist sized beetles covering the ceiling. Wilhelm decided that they’d be easy picking, and the party attacked! Unfortunately for them, the toads, and their long tongues were hardier than expected, and poisonous! Aye-Aye and DD both were poisoned, and badly hurt. DD’s arm was shattered, and Aye-Aye had some suspected internal bleeding.
Since the party was down 2, with 3 others injured, Wilhelm sent them back to town with a fat purse.
Of the 2 exits from the room, one had a spike with a skull on it blocking the way. The skull had some carving on it, but no one could read it. The other passage turned after a relatively short distance offering 2 different doors. The closest was checked and no traps were found, and no one responded to the knocking. The door was a little stiff, but Wilhelm shoved it open, and a great gust of noxious air blew out. Taking the brunt of it, Wilhelm keeled over, along with GG, Z, A-A-Ron, Xerxes, Orpheus, the Prior, and Helmut. Everyone else coughed and gagged at the smell, but didn’t pass out.
Checking over those unconscious, Wilhelm, Xerxes, the Prior, A-A-Ron, and Helmut all suffered from respiratory arrest and never regained consciousness!
The remaining party all turned to Eiric for direction. She looked back at them and said “I didn’t ask for this!” No one cared. She ordered the bodies looted, and then they ran for it! Luckily the only thing they encountered on the way out was a great bloody smear and Aye-Aye’s lifeless head and shredded neck stump.
Gains: 300gp
Kills: 4 giant toads, 4 draco lizards
Losses: 100gp, Wilhelm, Xerxes, Prior Varial, A-A-Ron, Helmut, DD, CC, Aye-Aye, FF, and U
Wilhelm, drunk Dwarf 5 (Julia)
-Helmut, war dog
-Xerxes, Human Fighter 2 (Henchman)
-Yolanda, Human Fighter 2 (Henchman)
Orphious, Human Fighter 1 (Henchman)
-3 torch bearers (Z, A.A.Ron, JJ)
-6 men at arms (U, CC, DD, EE, FF, GG, HH, Aye-Aye)
Eiric, wizard 2 (Kat)
Bisimwa, Human Fighter 1 (Jordan)
Prior Varial (NPC)
Stayed in town
(Matt)
Leroy, human fighter 3 (Mike)
Unnamed, Elf 1 (Nicole)
Sarin the Ugly, Human Fighter 2 (Josh)
Menchi, Human Cleric 1 (Laural)
Karlaih, Human Thief 5 (Mollie)
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)
Over drinks, Wilhelm discussed what to do next with his friends; either returning again to Stonehll, or following up on what was going on at the jewelers. Eventually it was decided that hitting the jewelers would wait till they had someone a little more experienced with the more subtle ways of B&E, so off to the city square to recruit some more meatshields. FF, GG,HH the Dwarf, Aye-Aye the Elf, and JJ the torch bearer joined up for the usual forking over of gold.
Once in the dungeon, they headed right for Rocky, but spied a group of Ghost Beggars coming out of Rocky’s room. They backed carefully away from the party avoiding a confrontation. They then entered the Quiet Halls and moved directly south toward the Kobold Korners. The way is barred however… literally. And chained.
Wilhelm borrowed Orpheus’ magic hammer and smashed the lock. It was loud, and as they moved along to the next room, the barracks of kobolds were ready for something… but not the party. While they weren’t happy to have something come in through the back door, that it was Wilhelm and crew did relax them some. Not enough to let them pass, however. One ran off to get… Trustee Sniv? Reinforcements? Who knows, as the party turned around and reentered the Quiet Halls.
Taking the stairs just before the entrance to the Kobold Korners, the party descended to the second level of Stonehell. With a variety of options, they picked a corridor at random and came upon a low stone plinth with the shattered remains of a stone snake on it’s flat surface. This tickled something at the back of Wilhelm's memory, and he flipped through his various maps, and realized how close they were to the elevator! Opting to fill in the map, they headed back to the stairs, and then down a different hall.
The hall split and the party continued to the right, which opened into a large chamber with a chain hanging from the ceiling. A fairly fresh leg of a humanoid dangled from a hook on the end of the chain. Wilhelm noticed the pit trap under the meat right away, and safely triggered it. The glistening spikes were the only thing in the pit
With no other apparent exits, the party returned to the split, and went down the left hand path. This slightly smaller room had a large wooden table running down it’s length covered in gold and silver coins. It was quickly discovered that they were glued to the table. As the party debated what to do, there was a yell from the rear of the group still in the hallway! 4 big lizards had decided that the party was worth snacking on! With most of the heavy hitters in the room, it fell to Yolanda to rally the henchman, but it was a bloody fight. U and CC were dropped by the lizards almost instantly. Orpheus smashes one of the drakes in the skull with a well placed crit with his magic hammer, but FF ends up in the jaws of another, desperately trying not to be swallowed. Wilhelm starts pushing his way forward, but it’s almost 4 rounds before he arrives, and none too soon, as the hirelings were taking heavy damage. In the end FF was beyond recovery, and CC lost her arm at the elbow. 2 of the lizards were skinned.
Resting for a minute, Wilhelm assigned a few hirelings to work to get the coins off the table, while the rest of the party continued on. The short hall off the table room Eiric found a slicing blade trap, which was easily disabled. Beyond was a large room with 4 big toads happily eating away at the fist sized beetles covering the ceiling. Wilhelm decided that they’d be easy picking, and the party attacked! Unfortunately for them, the toads, and their long tongues were hardier than expected, and poisonous! Aye-Aye and DD both were poisoned, and badly hurt. DD’s arm was shattered, and Aye-Aye had some suspected internal bleeding.
Since the party was down 2, with 3 others injured, Wilhelm sent them back to town with a fat purse.
Of the 2 exits from the room, one had a spike with a skull on it blocking the way. The skull had some carving on it, but no one could read it. The other passage turned after a relatively short distance offering 2 different doors. The closest was checked and no traps were found, and no one responded to the knocking. The door was a little stiff, but Wilhelm shoved it open, and a great gust of noxious air blew out. Taking the brunt of it, Wilhelm keeled over, along with GG, Z, A-A-Ron, Xerxes, Orpheus, the Prior, and Helmut. Everyone else coughed and gagged at the smell, but didn’t pass out.
Checking over those unconscious, Wilhelm, Xerxes, the Prior, A-A-Ron, and Helmut all suffered from respiratory arrest and never regained consciousness!
The remaining party all turned to Eiric for direction. She looked back at them and said “I didn’t ask for this!” No one cared. She ordered the bodies looted, and then they ran for it! Luckily the only thing they encountered on the way out was a great bloody smear and Aye-Aye’s lifeless head and shredded neck stump.
Gains: 300gp
Kills: 4 giant toads, 4 draco lizards
Losses: 100gp, Wilhelm, Xerxes, Prior Varial, A-A-Ron, Helmut, DD, CC, Aye-Aye, FF, and U
Sunday, April 9, 2017
Friday, April 7, 2017
Stonehell: What About Bob?
Session 31 was played on 3/31.
Wilhelm, drunk Dwarf 5 (Julia)
-Helmut, war dog
-Xerxes, Human Fighter 1 (Henchman)
-Yolanda, Human Fighter 1 (Henchman)
-2 torch bearers (Z, A.A.Ron)
-6 men at arms (O, T, U, BB8, CC, DD, EE)
Eiric, wizard 2 (Kat)
Stayed in town
(Matt)
Leroy, human fighter 3 (Mike)
Unnamed, Elf 1 (Nicole)
Sarin the Ugly, Human Fighter 1 (Josh)
Bisimwa, Human Fighter 1 (Jordan)
Menchi, Human Cleric 1 (Laural)
Karlaih, Human Thief 5 (Mollie)
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)
After properly disposing of Nilbog’s body and getting a good night’s rest, Wilhelm rounded up those who he could. Sadly his more experienced companions were all too hungover to get out of their beds, let alone into the dungeon. Checking in on the temple district, he managed to recruit Prior Vari’al of Kilooloogung the Lord of Arising Smoke.
As before, the jeweler was still closed, and per the info provided by a helpful passer by, has been closed for a while now, though it was an open secret that the thieves guild had been watching the store. After some poking around, Wilhelm finally decided that trying to break in at 10am was probably not the best choice, so off they went to the dungeon.
The party headed to visit Rocky first, again apologised for their lack of quartz, and asked their questions:
Q: Is the Wizard’s School in the Quiet Halls?
A: Yes (4)
Q: Where’s Bob?
A: In the shadow of the Lady Sorcha’s temple (6)
Q: Where is her shadow?
A: South of the temple (2)
THanking Rocky, they head out to the Quiet Halls, aiming for the room with the giant snake skeleton, labeled “snake nope” on the map. Prior Vari’al turned the regular skeletons that rose to meet them, but the snake skeleton was unimpressed, and with startling speed wrapped itself around BB8 and sunk its fangs into his skull. Wilhelm’s flaming dagger quickly ended the threat, but there was no saving BB8.
Double checking the map, WIlhelm remembered the lady statue with the 2 flails, and the party changed directions, going through the northern hall of crypts. With the prior’s help, the undead will little threat, and a few treasures were discovered, including a potion of levitation!
The temple chamber was pretty much as the party had left it all those weeks/months ago. The statue still stood at the far end of the room, shattered dusty skeletons littering the floor. Wilhelm located the secret door that he’d marked previously on the map, and opened it, revealing a short crooked hallway. There was another secret door at the end, and beyond, Bob and the rest of the remaining cultists!
Much to the shock of the party, the cultists were ready for them, not that it did them any good. Wilhelm and Eiric rushed straight for Bob, hitting him upside the head, and he dropped to the floor. Most of the rest of the cultists fell right after, and the last one in the back dropped his mace and begged for mercy. Bob and Daryl were both tied up. Eiric took Bob’s snake staff, and the 2 potions he had on him, and a clerical scroll was found tucked inside the altar.
Heading back to Malfreces Nul’s chamber, they check a few of the rooms they hadn’t explored before, collecting some herbs and liquids from an embalming chamber, and find a room with a giant iron furnace with shelves lined with urns. Wilhelm decides that the best thing to do here is smash the urns, but the furnace’s doors open after the first couple of urns are smashed, and shoots a blast of flame at Wilhelm, who bravely runs away. Another room held 3 ghouls who were feasting on what once was maybe human. Whoever it was had a fancy 2 handed warhammer that was given to O, now named Orpheus.
Moving on, they drop Bob and Daryl off in one of the empty crypts with Yolanda and a couple of hirelings, making sure they’re both secure. The rest of the party heads down to Nul’s room. They knock on his door, and let him know that they have Bob. Nul wanted him, but Wilhelm wanted to go over what they’d agreed first, so Nul told them that he’d tell them all he’d found out from his dead friends about the school once he had Bob. Wilhelm went and got Bob, and Nul told them all he knew!
The main points were:
The school was entered through a secret door in a chamber with a sacrificial pit
There are numerous secret doors within the school
Beware the mirrors, they magnify damage
There is a shrine to the god of magic within the school
The school is NOT within the Quiet Halls
Was Rocky wrong?
Checking over the map, the party decided that maybe the best place to check next would be the hall heading out from the Quiet Halls that they believe heads toward the area of the Korners that the kobolds wouldn’t let them visit.
Bob’s screams echoed down the hall as the party gathers Daryl and departs….
Another hall of crypts needed to be passed through before reaching their destination, and it looked like Nul had been busy repopulating his friends, and their treasures. More zombies, ghouls, and skeletons, but more importantly, more treasures! An amulet, ring, finger bone wand, and a potion.
After fighting their way down the hall, they decided that actually heading back to town now might be a good idea. They talk to the priests, who discover that the scroll will cause blindness to anyone that reads it.
Eiric tries to get the wizard’s guild to help, but they want nothing to do with him (bad reaction roll) because he’s not a member. Membership is 1,000gp, which he doesn’t have. They go visit the apothecary next to get the potions identified. 2 healing potions, 1 potion of longevity, and 1 potion of flight (actually swapped out for a potion of Luck that the apothecary decided to keep for himself). They decide to sell the potion of longevity, and Eiric eventually finds a rich old woman in the market who offers to buy it for 1,000gp. And when Eiric next goes to the guild to hand over the entrance fee, the rich old woman looks about a decade younger. Turns out she runs the local wizard’s guild!
With her dues paid up, the wizards are happy to identify the items. The amulet is one of hope, and the ring was a ring of swimming, the staff is a Snake Staff (shock) and the wand is a wand of light (red) which is donated to the guild in thanks.
Gains: Snake Staff, Amulet of Hope, Ring of Swimming, various potions,
Kills: Giant Snake Skeleton, 13 skeletons, 5 zombies, 2 ghouls
Losses: BB8
Wilhelm, drunk Dwarf 5 (Julia)
-Helmut, war dog
-Xerxes, Human Fighter 1 (Henchman)
-Yolanda, Human Fighter 1 (Henchman)
-2 torch bearers (Z, A.A.Ron)
-6 men at arms (O, T, U, BB8, CC, DD, EE)
Eiric, wizard 2 (Kat)
Stayed in town
(Matt)
Leroy, human fighter 3 (Mike)
Unnamed, Elf 1 (Nicole)
Sarin the Ugly, Human Fighter 1 (Josh)
Bisimwa, Human Fighter 1 (Jordan)
Menchi, Human Cleric 1 (Laural)
Karlaih, Human Thief 5 (Mollie)
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)
After properly disposing of Nilbog’s body and getting a good night’s rest, Wilhelm rounded up those who he could. Sadly his more experienced companions were all too hungover to get out of their beds, let alone into the dungeon. Checking in on the temple district, he managed to recruit Prior Vari’al of Kilooloogung the Lord of Arising Smoke.
As before, the jeweler was still closed, and per the info provided by a helpful passer by, has been closed for a while now, though it was an open secret that the thieves guild had been watching the store. After some poking around, Wilhelm finally decided that trying to break in at 10am was probably not the best choice, so off they went to the dungeon.
The party headed to visit Rocky first, again apologised for their lack of quartz, and asked their questions:
Q: Is the Wizard’s School in the Quiet Halls?
A: Yes (4)
Q: Where’s Bob?
A: In the shadow of the Lady Sorcha’s temple (6)
Q: Where is her shadow?
A: South of the temple (2)
THanking Rocky, they head out to the Quiet Halls, aiming for the room with the giant snake skeleton, labeled “snake nope” on the map. Prior Vari’al turned the regular skeletons that rose to meet them, but the snake skeleton was unimpressed, and with startling speed wrapped itself around BB8 and sunk its fangs into his skull. Wilhelm’s flaming dagger quickly ended the threat, but there was no saving BB8.
Double checking the map, WIlhelm remembered the lady statue with the 2 flails, and the party changed directions, going through the northern hall of crypts. With the prior’s help, the undead will little threat, and a few treasures were discovered, including a potion of levitation!
The temple chamber was pretty much as the party had left it all those weeks/months ago. The statue still stood at the far end of the room, shattered dusty skeletons littering the floor. Wilhelm located the secret door that he’d marked previously on the map, and opened it, revealing a short crooked hallway. There was another secret door at the end, and beyond, Bob and the rest of the remaining cultists!
Much to the shock of the party, the cultists were ready for them, not that it did them any good. Wilhelm and Eiric rushed straight for Bob, hitting him upside the head, and he dropped to the floor. Most of the rest of the cultists fell right after, and the last one in the back dropped his mace and begged for mercy. Bob and Daryl were both tied up. Eiric took Bob’s snake staff, and the 2 potions he had on him, and a clerical scroll was found tucked inside the altar.
Heading back to Malfreces Nul’s chamber, they check a few of the rooms they hadn’t explored before, collecting some herbs and liquids from an embalming chamber, and find a room with a giant iron furnace with shelves lined with urns. Wilhelm decides that the best thing to do here is smash the urns, but the furnace’s doors open after the first couple of urns are smashed, and shoots a blast of flame at Wilhelm, who bravely runs away. Another room held 3 ghouls who were feasting on what once was maybe human. Whoever it was had a fancy 2 handed warhammer that was given to O, now named Orpheus.
Moving on, they drop Bob and Daryl off in one of the empty crypts with Yolanda and a couple of hirelings, making sure they’re both secure. The rest of the party heads down to Nul’s room. They knock on his door, and let him know that they have Bob. Nul wanted him, but Wilhelm wanted to go over what they’d agreed first, so Nul told them that he’d tell them all he’d found out from his dead friends about the school once he had Bob. Wilhelm went and got Bob, and Nul told them all he knew!
The main points were:
The school was entered through a secret door in a chamber with a sacrificial pit
There are numerous secret doors within the school
Beware the mirrors, they magnify damage
There is a shrine to the god of magic within the school
The school is NOT within the Quiet Halls
Was Rocky wrong?
Checking over the map, the party decided that maybe the best place to check next would be the hall heading out from the Quiet Halls that they believe heads toward the area of the Korners that the kobolds wouldn’t let them visit.
Bob’s screams echoed down the hall as the party gathers Daryl and departs….
Another hall of crypts needed to be passed through before reaching their destination, and it looked like Nul had been busy repopulating his friends, and their treasures. More zombies, ghouls, and skeletons, but more importantly, more treasures! An amulet, ring, finger bone wand, and a potion.
After fighting their way down the hall, they decided that actually heading back to town now might be a good idea. They talk to the priests, who discover that the scroll will cause blindness to anyone that reads it.
Eiric tries to get the wizard’s guild to help, but they want nothing to do with him (bad reaction roll) because he’s not a member. Membership is 1,000gp, which he doesn’t have. They go visit the apothecary next to get the potions identified. 2 healing potions, 1 potion of longevity, and 1 potion of flight (actually swapped out for a potion of Luck that the apothecary decided to keep for himself). They decide to sell the potion of longevity, and Eiric eventually finds a rich old woman in the market who offers to buy it for 1,000gp. And when Eiric next goes to the guild to hand over the entrance fee, the rich old woman looks about a decade younger. Turns out she runs the local wizard’s guild!
With her dues paid up, the wizards are happy to identify the items. The amulet is one of hope, and the ring was a ring of swimming, the staff is a Snake Staff (shock) and the wand is a wand of light (red) which is donated to the guild in thanks.
Gains: Snake Staff, Amulet of Hope, Ring of Swimming, various potions,
Kills: Giant Snake Skeleton, 13 skeletons, 5 zombies, 2 ghouls
Losses: BB8
Wednesday, April 5, 2017
Stonehell: Finding Malfreces
Session 30 was played on 3/17.
Wilhelm, drunk Dwarf 5 (Julia)
-Helmut, war dog
-Xerxes, Human Fighter 1 (Henchman)
-Yolanda, Human Fighter 1 (Henchman)
-2 torch bearers (Z, A.A.Ron)
-6 men at arms (O, T, U, BB8, CC, DD, EE)
Nilbog Dracon, human wizard 2 (Matt)
Eiric, wizard 1 (Kat)
Sarin the Ugly, Human Fighter 1 (Josh)
Bisimwa, Human Fighter 1 (Jordan)
Menchi, Human Cleric 1 (Laural)
Loris Jim’Bo, Cleric 2 (NPC)
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 3 (Mike)
Unnamed, Elf 1 (Nicole)
Karlaih, Human Thief 5 (Mollie)
After resting up, the party heads back to the Quiet Halls, returning to the tied off room. On the way a pair of shades attempted to attack the party, but Jim’Bo turned them, and they rushed away, passing through the wall.
The rope was no longer holding the doors shut. As they approached the room, a scraggly man in black leather pants, and a red leather jacket busts out of the room and says “Booga-booga-boo!” which scares half the party straight out of the dungeon.
“That was not as effective as I’d hoped.” he then rushes back into his room, and slams the door.
Wilhelm sighs, and the man looks at the rest of the party that didn’t run away. With a shrug he approaches the door, and begins to talk. Eventually the man on the other side admits that he is Malfreces Nul.
Before the conversation could progress very far Jim’Bo, Nilbog, and Bisimwa along with the rest of the hirelings made it back into the dungeon, and into the Quiet Halls.
Malfreces mostly tells the party he wants to be left alone, but people keep bothering him since he can talk to the dead, killing his friends, and trying to take him from the dungeon. Bob and his cultists were the worst about it. Like obsessed fangirls….
Nilbog tells Malreces that he just wants to find the Wizard’s School. Malreces says several of his friends, that the party killed, talked about it, but he didn’t really know anything about it. But if they brought him Bob, he could ask…He doesn’t care about the rest of the cultists.
The party agrees, and heads off to find Bob!
As they head toward where Bob and Co. were holed up last time, the hallways began to fill with fog, and the hall and walls seemed to just fade away. As they did, a ghostly skiff began to approach the party. Kinda freaked, they all just held their place, which allowed the skiff to get close, and the skeletons on board to grab and drag several of the lead party members on board! The fight was joined!
Bisimwa covered himself with the red dye he brought with him trying to make himself look like the zombies. Nilbog focused on casting magic missile on the robed figure steering the skiff, while everyone else attached the skeletal figures dragging and trapping the party on the boat. The fight was quick and fierce, and the party jumped off the skiff as quickly as they could, which was fortunate as it faded away just as quickly as it appeared.
The party collectively caught its breath, and continued on through rooms they’d previously explored, arriving at the cultist’s previous lair, but finding it abandoned. Not being exactly sure where they’d go, they head toward the rooms on the map that the cultists told them about, but hadn’t visited. The first room was a gallery of devils with hooked chains hanging from the ceiling. The next room they visited was full of stone sarcophagi leaning up against the walls. Wilhelm grabs one and pulls it open, and the lid falls to the ground, shattering into several large chunks.
While the rest of the party plays with the sarcphagi, Nilbog returns to the devil room, and starts to hop around, hoping that this is the sacrificial chamber that Rocky was talking about. It wasn’t. And unfortunately for him, the sound of the shattering sarcophagus lid woke up a nest of stirges that found him first. Of the 9 in the nest, 5 of them focused on him, and he ran screaming!
Wilhelm and company run toward Nilbog, but have to fight off the stirges first, and by the time they find Nilbog, the stirges were draining the last of his blood. They killed the remaining stirges, bundled Nilbog’s body (and stuff) and headed toward the exit. They didn’t quite make it before another 3 stirges attacked, but another can of PowerThirst and a torch ended that threat, and the party emerged from the dungeon without any other issues.
Gains:
Kills: 12 Stirges, Ghost Skiff Skeletons & Zombies
Losses: Nilbog
Wilhelm, drunk Dwarf 5 (Julia)
-Helmut, war dog
-Xerxes, Human Fighter 1 (Henchman)
-Yolanda, Human Fighter 1 (Henchman)
-2 torch bearers (Z, A.A.Ron)
-6 men at arms (O, T, U, BB8, CC, DD, EE)
Nilbog Dracon, human wizard 2 (Matt)
Eiric, wizard 1 (Kat)
Sarin the Ugly, Human Fighter 1 (Josh)
Bisimwa, Human Fighter 1 (Jordan)
Menchi, Human Cleric 1 (Laural)
Loris Jim’Bo, Cleric 2 (NPC)
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 3 (Mike)
Unnamed, Elf 1 (Nicole)
Karlaih, Human Thief 5 (Mollie)
After resting up, the party heads back to the Quiet Halls, returning to the tied off room. On the way a pair of shades attempted to attack the party, but Jim’Bo turned them, and they rushed away, passing through the wall.
The rope was no longer holding the doors shut. As they approached the room, a scraggly man in black leather pants, and a red leather jacket busts out of the room and says “Booga-booga-boo!” which scares half the party straight out of the dungeon.
“That was not as effective as I’d hoped.” he then rushes back into his room, and slams the door.
Wilhelm sighs, and the man looks at the rest of the party that didn’t run away. With a shrug he approaches the door, and begins to talk. Eventually the man on the other side admits that he is Malfreces Nul.
Before the conversation could progress very far Jim’Bo, Nilbog, and Bisimwa along with the rest of the hirelings made it back into the dungeon, and into the Quiet Halls.
Malfreces mostly tells the party he wants to be left alone, but people keep bothering him since he can talk to the dead, killing his friends, and trying to take him from the dungeon. Bob and his cultists were the worst about it. Like obsessed fangirls….
Nilbog tells Malreces that he just wants to find the Wizard’s School. Malreces says several of his friends, that the party killed, talked about it, but he didn’t really know anything about it. But if they brought him Bob, he could ask…He doesn’t care about the rest of the cultists.
The party agrees, and heads off to find Bob!
As they head toward where Bob and Co. were holed up last time, the hallways began to fill with fog, and the hall and walls seemed to just fade away. As they did, a ghostly skiff began to approach the party. Kinda freaked, they all just held their place, which allowed the skiff to get close, and the skeletons on board to grab and drag several of the lead party members on board! The fight was joined!
Bisimwa covered himself with the red dye he brought with him trying to make himself look like the zombies. Nilbog focused on casting magic missile on the robed figure steering the skiff, while everyone else attached the skeletal figures dragging and trapping the party on the boat. The fight was quick and fierce, and the party jumped off the skiff as quickly as they could, which was fortunate as it faded away just as quickly as it appeared.
The party collectively caught its breath, and continued on through rooms they’d previously explored, arriving at the cultist’s previous lair, but finding it abandoned. Not being exactly sure where they’d go, they head toward the rooms on the map that the cultists told them about, but hadn’t visited. The first room was a gallery of devils with hooked chains hanging from the ceiling. The next room they visited was full of stone sarcophagi leaning up against the walls. Wilhelm grabs one and pulls it open, and the lid falls to the ground, shattering into several large chunks.
While the rest of the party plays with the sarcphagi, Nilbog returns to the devil room, and starts to hop around, hoping that this is the sacrificial chamber that Rocky was talking about. It wasn’t. And unfortunately for him, the sound of the shattering sarcophagus lid woke up a nest of stirges that found him first. Of the 9 in the nest, 5 of them focused on him, and he ran screaming!
Wilhelm and company run toward Nilbog, but have to fight off the stirges first, and by the time they find Nilbog, the stirges were draining the last of his blood. They killed the remaining stirges, bundled Nilbog’s body (and stuff) and headed toward the exit. They didn’t quite make it before another 3 stirges attacked, but another can of PowerThirst and a torch ended that threat, and the party emerged from the dungeon without any other issues.
Gains:
Kills: 12 Stirges, Ghost Skiff Skeletons & Zombies
Losses: Nilbog
Tuesday, April 4, 2017
Bones Goblins
To accompany the Goblin Shaman I've been working on, I also pulled out some of the goblin warriors that I've got, and decided to work on them at the same time. They were washed at the same time as the shaman, and like him, glued to the top of a cork for ease of handling.
Then primed with brown liner...
And pumpkin orange for the skin
Mostly I worked on these guys as I was testing out colors for the shaman.
Below on the left is one of the goblins I painted right after the first Bones delivered. He's very shiny, as I used... probably GW's flesh wash on him without then going back and doing more work. It was a goblin, so I didn't really care
And here's a group shot of the old goblins with the new ones.
Still not gonna win any awards, but I'm happy with how they turned out.
Then primed with brown liner...
And pumpkin orange for the skin
Mostly I worked on these guys as I was testing out colors for the shaman.
Below on the left is one of the goblins I painted right after the first Bones delivered. He's very shiny, as I used... probably GW's flesh wash on him without then going back and doing more work. It was a goblin, so I didn't really care
And here's a group shot of the old goblins with the new ones.
Still not gonna win any awards, but I'm happy with how they turned out.
Monday, April 3, 2017
Stonehell: Filling in the map
Session 29 was played on 3/10.
Wilhelm, drunk Dwarf 5 (Julia)
-Helmut, war dog
-Xerxes, Human Fighter 1 (Henchman)
-Yolanda, Human Fighter 1 (Henchman)
-2 torch bearers (Z, A.A.Ron)
-6 men at arms (O, T, U, BB8, CC, DD, EE)
Nilbog Dracon, human wizard 2 (Matt)
Eiric, wizard 1 (Kat)
Sarin the Ugly, Human Fighter 1 (Josh)
Bisimwa, Human Fighter 1 (Jordan)
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 3 (Mike)
Unnamed, Elf 1 (Nicole)
Karlaih, Human Thief 5 (Mollie)
Menchi, Human Cleric 1 (Laural)
Wilhelm gathered his friends, hirelings, and henchman and headed back down the old king’s road to the box canyon and into the dungeon. As usual, the entry halls were quiet, and they made it to Rocky’s room without incident. There, they asked their questions:
Q: Where exactly is the key to the great double doors locked on this level?
A: In the hobgoblin commander’s chamber (3)
Q What is the most direct route to the wizard’s school?
A: <long convoluted series of compas directions> (2)
Q: Where is Malfreces Nul?
A: 1B13 (6)
Feeling that these answers weren’t helpful, they still thanked Rocky, and then headed to the Kobold Korners, and checking their map, they wanted to fill in things to the north of the corners, but the Kobolds didn’t want to let them pass into their private areas.
Nilbog decided to hangout in the Korners, hoping to meet up with the hobgoblins, both to find out about his order of spider silk, and also to ask about the key. Unfortunately the hobgoblins hadn’t been around in the Korners for a couple of days now.
Again, being frustrated, they opted to fill in more of the map in the antechamber, and passed down a long hall until they reached an oddly shaped chamber with a pair of brass statues pointed at each other, and the faint smell of ozone. BB8, after being properly bribed, dashed across the room, and was zapped by a bolt of electricity as he passed between the statues. A bit more exploring and it was realized that they could squeeze behind the statues safely.
Not being able to leave well enough alone, Wilhelm wedged a can of PowerThirst onto the statue, and then set it on fire. Sadly the resulting conflagration was visually impressive, but didn’t seem to damage the statue.
Moving on, the party reached a sparsely furnished room with the remains of a small fire pit and the detritus of long habitation. Beyond that was once richly appointed room, now ruined. Based on the graffiti, this was once part of the Open Sore Orcs territory. They headed back to the Korners to grab Nilbog, and then head back to town.
Meanwhile Nilbog got directions to the Hobgoblin’s section of the dungeon. Passing south out of the Korners, he passed by the midden and a few other doors before reaching a large chamber with stairs heading down. Zig zagging back and forth down the stairs, he passes a small opening, but continues down until the stairs exit into a large pillared hall. Across the way was another set of stairs going even deeper into the dungeon. But what really caught his attention was a pair of hobgoblin guards who were less than impressed by this hedge wizard. Nilbog relayed his desires to the guards, who with every word lost any interest in what he had to say. In the end he had to pay them off to keep from just being skinned alive. He forked over 50 gold, and then headed back up the stairs.
Meeting up with his friends, they head back to town to recruit another priest. After paying a bribe to the masters of the temple grounds, they find a priest of Barococar named Loris Jim’Bo, a dandy of a man with an elaborate wig complete with a miniature castle built into the curls. Knowing this is the best they’re going to get they make plans to head back into the dungeon the next day. Before heading out, they stop at the jewelers for more quartz, but the shop is closed.
Returning once again to Rocky, They ask their questions.
Q: What’s up with the hobgoblins?
A: Feast Days (3)
Q: Exactly how do we decrypt the map coordinates you gave us?
A: Buy Stonehell (2)
Q: What is the most direct route to 1B13?
A: Through 1B1 then south (1)
They thanked Rocky and promised some quartz just as soon as they could find some, and then headed back into the Quiet Halls. Running through some crypts they fought and killed a whole bunch of rats, a handful of zombies, and a few skeletons, and then ended up at a crypt with a different door. From within, came a voice yelling through the door at them. Deciding that they’d rather not deal with that right now, they tied off the door, collected the rats, and they returned to the Korners to sell them and get some rest.
Gains: 550gp,
Kills: 20 Rats, 10 Skeletons, 8 Zombies
Losses: -50gp to the hobgoblins
Wilhelm, drunk Dwarf 5 (Julia)
-Helmut, war dog
-Xerxes, Human Fighter 1 (Henchman)
-Yolanda, Human Fighter 1 (Henchman)
-2 torch bearers (Z, A.A.Ron)
-6 men at arms (O, T, U, BB8, CC, DD, EE)
Nilbog Dracon, human wizard 2 (Matt)
Eiric, wizard 1 (Kat)
Sarin the Ugly, Human Fighter 1 (Josh)
Bisimwa, Human Fighter 1 (Jordan)
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 3 (Mike)
Unnamed, Elf 1 (Nicole)
Karlaih, Human Thief 5 (Mollie)
Menchi, Human Cleric 1 (Laural)
Wilhelm gathered his friends, hirelings, and henchman and headed back down the old king’s road to the box canyon and into the dungeon. As usual, the entry halls were quiet, and they made it to Rocky’s room without incident. There, they asked their questions:
Q: Where exactly is the key to the great double doors locked on this level?
A: In the hobgoblin commander’s chamber (3)
Q What is the most direct route to the wizard’s school?
A: <long convoluted series of compas directions>
Q: Where is Malfreces Nul?
A: 1B13 (6)
Feeling that these answers weren’t helpful, they still thanked Rocky, and then headed to the Kobold Korners, and checking their map, they wanted to fill in things to the north of the corners, but the Kobolds didn’t want to let them pass into their private areas.
Nilbog decided to hangout in the Korners, hoping to meet up with the hobgoblins, both to find out about his order of spider silk, and also to ask about the key. Unfortunately the hobgoblins hadn’t been around in the Korners for a couple of days now.
Again, being frustrated, they opted to fill in more of the map in the antechamber, and passed down a long hall until they reached an oddly shaped chamber with a pair of brass statues pointed at each other, and the faint smell of ozone. BB8, after being properly bribed, dashed across the room, and was zapped by a bolt of electricity as he passed between the statues. A bit more exploring and it was realized that they could squeeze behind the statues safely.
Not being able to leave well enough alone, Wilhelm wedged a can of PowerThirst onto the statue, and then set it on fire. Sadly the resulting conflagration was visually impressive, but didn’t seem to damage the statue.
Moving on, the party reached a sparsely furnished room with the remains of a small fire pit and the detritus of long habitation. Beyond that was once richly appointed room, now ruined. Based on the graffiti, this was once part of the Open Sore Orcs territory. They headed back to the Korners to grab Nilbog, and then head back to town.
Meanwhile Nilbog got directions to the Hobgoblin’s section of the dungeon. Passing south out of the Korners, he passed by the midden and a few other doors before reaching a large chamber with stairs heading down. Zig zagging back and forth down the stairs, he passes a small opening, but continues down until the stairs exit into a large pillared hall. Across the way was another set of stairs going even deeper into the dungeon. But what really caught his attention was a pair of hobgoblin guards who were less than impressed by this hedge wizard. Nilbog relayed his desires to the guards, who with every word lost any interest in what he had to say. In the end he had to pay them off to keep from just being skinned alive. He forked over 50 gold, and then headed back up the stairs.
Meeting up with his friends, they head back to town to recruit another priest. After paying a bribe to the masters of the temple grounds, they find a priest of Barococar named Loris Jim’Bo, a dandy of a man with an elaborate wig complete with a miniature castle built into the curls. Knowing this is the best they’re going to get they make plans to head back into the dungeon the next day. Before heading out, they stop at the jewelers for more quartz, but the shop is closed.
Returning once again to Rocky, They ask their questions.
Q: What’s up with the hobgoblins?
A: Feast Days (3)
Q: Exactly how do we decrypt the map coordinates you gave us?
A: Buy Stonehell (2)
Q: What is the most direct route to 1B13?
A: Through 1B1 then south (1)
They thanked Rocky and promised some quartz just as soon as they could find some, and then headed back into the Quiet Halls. Running through some crypts they fought and killed a whole bunch of rats, a handful of zombies, and a few skeletons, and then ended up at a crypt with a different door. From within, came a voice yelling through the door at them. Deciding that they’d rather not deal with that right now, they tied off the door, collected the rats, and they returned to the Korners to sell them and get some rest.
Gains: 550gp,
Kills: 20 Rats, 10 Skeletons, 8 Zombies
Losses: -50gp to the hobgoblins
Sunday, April 2, 2017
Sunday Inspirational Image: High (elf) Magic
So I believe this is from the High Elf warhammer army book, but it looks a lot like a sigilist from Frostgrave.
via meanwhile back in the dungeon
via meanwhile back in the dungeon