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


  1. The numbers after Rocky's answers mean what was rolled for answer (true, false, cryptic)?

    Why there was no answer for the second question (about wizard's school)?

    1. Yup. It was the D6 roll for each question.

      He gave a very long series of cardinal directions that I didn't write down, and forgot to go back and fill in! Fixing now...

    2. Players were able to write it down? I think it is the most useful question to ask on this level. Otherwise this part of the dungeon can be really difficult to find access to.

      Does the quartz players give Rocky improve their chances of getting better answers? Does it matter at all (beside being nice)?

    3. They were, but since they didn't specify a starting location for the directions... *evil grin*

      It's mostly just nice, but Rocky has been known to occasionally be more forthcoming with his answers since they've been so nice.