Session 43 was played on 7/25
Eiric, wizard 5 (Kat)
- torch bearers (Kali)
- men at arms (D, E, F)
- Naideen(dog)
A-A-Ron, Thief 5 (Henchman)
Orpheus, Human Fighter 5 (Henchman)
Karl, Dwarf 4 (Julia)
- Hobart (dog)
- men at arms (Kardo)
Daryll (NPC Cleric 5)
Back in town and flush with cash, the Eiric hires F, and Karl hires Kardo the torch bearer, instantly promotes him to M@A with a shnazzy new suit of armor and a new weapon! Kardo isn’t sure about this turn of events…
The party gathers and heads back to the dungeon, aiming to check out the remains of the nest they burned last visit. Unfortunately, before they could make it that far, they were ambushed in the Antechamber by some Ghost Beggars!
Starting the ambush with several tossed vials of oil, they waited till the party was halfway through an intersection, catching Eiric solidly with the burning oil. Karl also got hit, and his dog Hobart, in a panic, managed to catch his own fur on fire. F dropped from the damage. Orpheus and the rest of the party slaughtered the bandits in response. It seems that 5 bandits, even armed with oil and some magic arrows (that they never got to use) wasn’t enough…
Gathering up all the bodies, the party drags them out to the magic grove, and strings up the Ghost Beggars among the trees. They then head back to town to deal with their burns.
***
Eiric decides to spend some time in the library while back in town, doing some basic research, and manages to cross some wires in her brain. Suddenly, she doesn’t understand even basic common, but the language of the dwarves comes naturally to her.
Meanwhile, Karl and Orpheus interview new hires, and pick Paris Hilton (who claims she can outrun a bear, Gryx (now called Groot) and Hurley (now called Herbie).
***
Meanwhile, back in the dungeon, Zoral Gnast, leader of the Ghost Beggars decides to deal with Eiric and Co. once and for all. He hires an outcast Ogre from the Korners, along with its 4 Orc bodyguards, and lays another ambush. This time, with every available hand that can swing a club!
***
The party heads back to the dungeon. Knowing that the Antechamber is mostly cleared out and safe, and that the Ghost Beggars will have been suitably cowed, they go stomping down the stairs into Stonehell. Once the party is in the entrance chamber, the ambush is sprung, and from nearly every door they rush the party. For once, they’re outnumbered!
In the first round, the bandits surge out, hacking into the party. Paris and Kali drop, as do 6 of the bandits.
In the second round, the orcs drop D, the bandits drop F. Darryl hits the ogre, which just pisses it off. A-A-Ron uses his new magic arrows on an orc, causing them to run. The bandit leader has his magic sword knocked from his grip, and the bandits generally are less than inspiring.
Round 3, Eiric magic missiles the orge, while Orpheus kills the unarmed bandit leader. A-A-Ron shoots the orge with another magic arrow.
Round 4, the last bandit drops, as does the orge. The fight is over…
Darryl uses his healing magic on the hirelings. The little treasure the bandits carried is collected, including the leader’s magic sword. Leaving the bodies where they fell, the party heads back to town, and promptly sells the magic sword.
*DM Note - WHAT THE FUCK?!?! Sell a magic sword?!?
Darryl hits level 6. Eiric tries her hand at more research, and manages to cause her ears to grow 4 times their normal size! Karl hosts a sedate Dwarven Tea Party.
Gains: 50gp, 20cp, Sword +1/+2 vs Lycanthropes (Sold for 3420gp), Screaming Arrows +1 x14, 2x 50gp gems
Kills: 21 Ghost Beggars, 4 orcs, 1 ogre, Zoral Gnast
Losses: NONE!!
DM's Note: The Ghost Beggar cave is now mostly unguarded, as is the Ogres lair... if they choose to look for them.
Thursday, August 31, 2017
Wednesday, August 30, 2017
Stonehell: Glitter!
Session 42 was played on 7/23 (Sunday Morning Special Game)
Eiric, wizard 5 (Kat)
- torch bearers (Kali)
- men at arms (C, D, PP, E)
- Naideen(dog)
A-A-Ron, Thief 5 (Henchman)
Orpheus, Human Fighter 5 (Henchman)
Karl, Dwarf 4 (Julia)
- Hobart (dog)
Daryll (NPC Cleric 5)
Yet another dwarf shows up to take Matthias’ place, again claiming to be a cousin of Wilhelm, Matthias, and the various other dwarves who have journeyed with Eiric.
Darryl decides to stay in town to oversee the establishment of the kennel business, and keep an eye on the nuns.
Eiric rounds everyone else up, and heads into the dungeon. They safely make their way through the Antechamber, avoiding a bucket of magnetic glitter, which had been set as a trap. It didn’t seem like the work of the kobolds though… The party took the bucket of glitter with them.
Returning to the area Without Doors, and the sight of the previous massacre the party suffered from. The dome was now blank, the writing gone with the triggering of the trap. A-A-Ron took the levitation potion, and floated up to the ceiling to investigate the numerous decorations. He triggered a small trap door, and hundreds of coins crashed to the floor.
Moving on, a map room was next found, with one wall containing the map of the box canyon and surroundings, while the other was an unknown area. D volunteers to takes the time to draw the map painted on the wall, while A-A-Ron found a secret cache of coins stacked neatly in the leg of a table. Leaving D, the party goes across the hall, and finds a large conference room. Sadly, no secret stashes of money were found. Returning to the map room, Eiric found that D copied the wrong map, and so retasked him to draw the other map.
Poking around while D finished up, the party then headed back to the headless statue of the woman pierced by a score of arrows. A-A-Ron climbed up the statue, and poked around in the neck hole, and discovered an almost comically large brass key.
Moving on, they come to an elaborate silvery abstract sculpture that’s also a working fountain. The liquid was also silvery, and the party opted not to drink it. Moving on, they found a bag lying on the floor of the hallway, the strap broken. Within was a hunk of bologna, a small wheel of cheese, and a flask of whiskey. They snagged it, because why not.
The next doorway opened into a small square room, bare of furnishing, and only a small black slick. However, under a loose cobblestone, the discover a tunnel leading off to a secret panic room… sadly they were not the first to discover it, and nothing of value could be found.
Heading up and around, they enter a large chamber with a vaulted ceiling, and a Hobgoblin squad! Some insults, a tossed rock, and combat was begun at range, until Karl ran toward them, smashing one with his ax. It was at that unfortunate moment that Eiric let loose with a lightning bolt, killing the hobgoblins, badly hurting Karl, and causing the glitter that Karl carried to explode out into a highly charged magnetic cloud that filled the northern doorway to the chamber.
Dragging Karl out of the cloud, the party packs up and heads out of the dungeon.
Back in town Karl heals up, hires Wolwin (F), and then they head back in!
Returning to the quadrant Without Doors, they head back through to the chamber with the silver fountain, then down past an empty room to a large chamber with a squad of hobgoblins on watch. Deciding to skip that, they circle around to a room with a carved spider web. The carving is somehow sticky to the touch…
Back around to the silver fountain, they then come to a room with low benches and a dry font. A voice intones “discard your raiments and cleanse thy hands and feet.” Only Karl does so, stripping down to nothing, but finding no water to wash with, he takes a swig of whisky and considers the job done. A-A-Ron sneaks down a side passage where a voice can be heard. Within the ruins of a large chapel, up on a splintering scorched pulpit a skeletal figure in ruined robes burns with green and red flames that don’t seem to harm him. From his thin lips a constant stream of a fire and brimstone sermon pour. As A-A-Ron listens, the sermon shifts to the dangers of eavesdropping and skulking. A-A-Ron takes this as a divine sign to NOPE the hell out and away. Back to the party, he shares what happens, and everyone agrees that he made the right choice.
Moving along, they come to another fountain, this one dry, with a statue of a crying woman on it.
Then they come to the chamber with the buzzing that they’d heard before. With their handy powerthirst, they soak the papery nest and light it up. While the smoke filled the air, the party decided to head back to town before deciding on their next move.
Gains: Lots of loose coins
Kills: 6 Hobgoblins,
Losses: Bucket of glitter, C, PP
Eiric, wizard 5 (Kat)
- torch bearers (Kali)
- men at arms (C, D, PP, E)
- Naideen(dog)
A-A-Ron, Thief 5 (Henchman)
Orpheus, Human Fighter 5 (Henchman)
Karl, Dwarf 4 (Julia)
- Hobart (dog)
Daryll (NPC Cleric 5)
Yet another dwarf shows up to take Matthias’ place, again claiming to be a cousin of Wilhelm, Matthias, and the various other dwarves who have journeyed with Eiric.
Darryl decides to stay in town to oversee the establishment of the kennel business, and keep an eye on the nuns.
Eiric rounds everyone else up, and heads into the dungeon. They safely make their way through the Antechamber, avoiding a bucket of magnetic glitter, which had been set as a trap. It didn’t seem like the work of the kobolds though… The party took the bucket of glitter with them.
Returning to the area Without Doors, and the sight of the previous massacre the party suffered from. The dome was now blank, the writing gone with the triggering of the trap. A-A-Ron took the levitation potion, and floated up to the ceiling to investigate the numerous decorations. He triggered a small trap door, and hundreds of coins crashed to the floor.
Moving on, a map room was next found, with one wall containing the map of the box canyon and surroundings, while the other was an unknown area. D volunteers to takes the time to draw the map painted on the wall, while A-A-Ron found a secret cache of coins stacked neatly in the leg of a table. Leaving D, the party goes across the hall, and finds a large conference room. Sadly, no secret stashes of money were found. Returning to the map room, Eiric found that D copied the wrong map, and so retasked him to draw the other map.
Poking around while D finished up, the party then headed back to the headless statue of the woman pierced by a score of arrows. A-A-Ron climbed up the statue, and poked around in the neck hole, and discovered an almost comically large brass key.
Moving on, they come to an elaborate silvery abstract sculpture that’s also a working fountain. The liquid was also silvery, and the party opted not to drink it. Moving on, they found a bag lying on the floor of the hallway, the strap broken. Within was a hunk of bologna, a small wheel of cheese, and a flask of whiskey. They snagged it, because why not.
The next doorway opened into a small square room, bare of furnishing, and only a small black slick. However, under a loose cobblestone, the discover a tunnel leading off to a secret panic room… sadly they were not the first to discover it, and nothing of value could be found.
Heading up and around, they enter a large chamber with a vaulted ceiling, and a Hobgoblin squad! Some insults, a tossed rock, and combat was begun at range, until Karl ran toward them, smashing one with his ax. It was at that unfortunate moment that Eiric let loose with a lightning bolt, killing the hobgoblins, badly hurting Karl, and causing the glitter that Karl carried to explode out into a highly charged magnetic cloud that filled the northern doorway to the chamber.
Dragging Karl out of the cloud, the party packs up and heads out of the dungeon.
Back in town Karl heals up, hires Wolwin (F), and then they head back in!
Returning to the quadrant Without Doors, they head back through to the chamber with the silver fountain, then down past an empty room to a large chamber with a squad of hobgoblins on watch. Deciding to skip that, they circle around to a room with a carved spider web. The carving is somehow sticky to the touch…
Back around to the silver fountain, they then come to a room with low benches and a dry font. A voice intones “discard your raiments and cleanse thy hands and feet.” Only Karl does so, stripping down to nothing, but finding no water to wash with, he takes a swig of whisky and considers the job done. A-A-Ron sneaks down a side passage where a voice can be heard. Within the ruins of a large chapel, up on a splintering scorched pulpit a skeletal figure in ruined robes burns with green and red flames that don’t seem to harm him. From his thin lips a constant stream of a fire and brimstone sermon pour. As A-A-Ron listens, the sermon shifts to the dangers of eavesdropping and skulking. A-A-Ron takes this as a divine sign to NOPE the hell out and away. Back to the party, he shares what happens, and everyone agrees that he made the right choice.
Moving along, they come to another fountain, this one dry, with a statue of a crying woman on it.
Then they come to the chamber with the buzzing that they’d heard before. With their handy powerthirst, they soak the papery nest and light it up. While the smoke filled the air, the party decided to head back to town before deciding on their next move.
Gains: Lots of loose coins
Kills: 6 Hobgoblins,
Losses: Bucket of glitter, C, PP
Monday, August 28, 2017
Stonehell: I prepared Chill Script today
Session 41 was played on 7/18
Eiric, wizard 5 (Kat)
- torch bearers (Kali)
- men at arms (B, C, D, PP)
- Namish (dog)
A-A-Ron, Thief 5 (Henchman)
Orpheus, Human Fighter 5 (Henchman)
Matthias, Dwarf 5 (Julia)
- men at arms ( Nnnn, QQ, Kiln.)
- Herrick (dog)
Daryll (NPC Cleric 5)
Borumar Half Orc Fighter 4 (Josh) Ghosting
Poppet, Elf 1 (Nicole) Ghosting
Picking up where we left off last time, the party was recovering in the area Without Doors hanging out with some berserkers, drinking and singing their time away. Matthias shares some magnet rocks with them in thanks, and then the party continues on.
A large chamber just east of the great hall with decorative hemispherical cutouts on the ceiling. The largest one in the center of the room had inscribed into it the face of an old bearded man yelling. In his open mouth were some weird squiggles. Matthias had Nnnn and QQ boost him higher to see what they were.
“I prepared Chill Script today” he read out slowly. As his mind understood what the words were, the blast of arctic cold left everyone covered in frost. While Matthias survived the blast, both dogs, Nnn, QQ, Kiln, and B are all frozen to death. Grabbing the bodies, the party heads up the stairs from the Asylum to the Antechamber, but the way is blocked! The Ghost Bandits had prepared for them. The stairs were oiled, and as the party approached, lit! Matthias tries to charge through the fire to attack the 5 bandits he could see. Unfortunately the damage he’d suffered from the Chill Script meant that he collapsed, lungs full of burning hot smoke, and his clothing and equipment on fire.
The party turns back down the stairs, and works their way quickly around to the Reptile House and then up to the back door of the Korners. There they grab another load of beer, and head through the Contested Corridors and into the Antechamber and out. Thankfully no more Ghost Beggars were seen.
Back in town, Cousin Karl finds Eiric to find out what happened to his cousin Matthias, and vows to avenge his death against the Ghost Beggars.
Drinks are shared, bonus paid to the surviving hirelings, and death dues paid to the families of the fallen. E is hired. The orphanage gets a new job, running a breeding kennel for wardogs using seed money from Eiric.
After 2 weeks in town, the party is ready to head back into the dungeon….
Gains: None
Kills: None
Losses: Matthias, both dogs, Nnn, QQ, Kiln, and B, 1 900 gp hat pin
After Game:
“Dwarf, good, you’re awake… my name is Zoral, and you’re going to tell me everything about your friends.” The black bearded bandit holds up a hot poker. “And the sooner you do, the sooner the pain stops.”
Eiric, wizard 5 (Kat)
- torch bearers (Kali)
- men at arms (B, C, D, PP)
- Namish (dog)
A-A-Ron, Thief 5 (Henchman)
Orpheus, Human Fighter 5 (Henchman)
Matthias, Dwarf 5 (Julia)
- men at arms ( Nnnn, QQ, Kiln.)
- Herrick (dog)
Daryll (NPC Cleric 5)
Borumar Half Orc Fighter 4 (Josh) Ghosting
Poppet, Elf 1 (Nicole) Ghosting
Picking up where we left off last time, the party was recovering in the area Without Doors hanging out with some berserkers, drinking and singing their time away. Matthias shares some magnet rocks with them in thanks, and then the party continues on.
A large chamber just east of the great hall with decorative hemispherical cutouts on the ceiling. The largest one in the center of the room had inscribed into it the face of an old bearded man yelling. In his open mouth were some weird squiggles. Matthias had Nnnn and QQ boost him higher to see what they were.
“I prepared Chill Script today” he read out slowly. As his mind understood what the words were, the blast of arctic cold left everyone covered in frost. While Matthias survived the blast, both dogs, Nnn, QQ, Kiln, and B are all frozen to death. Grabbing the bodies, the party heads up the stairs from the Asylum to the Antechamber, but the way is blocked! The Ghost Bandits had prepared for them. The stairs were oiled, and as the party approached, lit! Matthias tries to charge through the fire to attack the 5 bandits he could see. Unfortunately the damage he’d suffered from the Chill Script meant that he collapsed, lungs full of burning hot smoke, and his clothing and equipment on fire.
The party turns back down the stairs, and works their way quickly around to the Reptile House and then up to the back door of the Korners. There they grab another load of beer, and head through the Contested Corridors and into the Antechamber and out. Thankfully no more Ghost Beggars were seen.
Back in town, Cousin Karl finds Eiric to find out what happened to his cousin Matthias, and vows to avenge his death against the Ghost Beggars.
Drinks are shared, bonus paid to the surviving hirelings, and death dues paid to the families of the fallen. E is hired. The orphanage gets a new job, running a breeding kennel for wardogs using seed money from Eiric.
After 2 weeks in town, the party is ready to head back into the dungeon….
Gains: None
Kills: None
Losses: Matthias, both dogs, Nnn, QQ, Kiln, and B, 1 900 gp hat pin
After Game:
“Dwarf, good, you’re awake… my name is Zoral, and you’re going to tell me everything about your friends.” The black bearded bandit holds up a hot poker. “And the sooner you do, the sooner the pain stops.”
Sunday, August 27, 2017
Saturday, August 26, 2017
Bones 4: 1 week to go!
Bones 4 is down to the last week of the kickstarter, and as expected there are a lot of cool minis.
This is the $100 core set, and it's still growing.

For $100 you're getting minis for about $0.83 each... including the dragon, and the pig with the pumpkin cart!!
And there's so much more. Demons, paints, giants, terrain (Including Baba Yaga's Hut!), and multiple expansions. Need sci-fi? There's Chronoscape expansion. Dark swampy fantasy? Dreadmere! Underdark? Darkreach!
So much good stuff. Click here to check it all out!
This is the $100 core set, and it's still growing.

For $100 you're getting minis for about $0.83 each... including the dragon, and the pig with the pumpkin cart!!
And there's so much more. Demons, paints, giants, terrain (Including Baba Yaga's Hut!), and multiple expansions. Need sci-fi? There's Chronoscape expansion. Dark swampy fantasy? Dreadmere! Underdark? Darkreach!
So much good stuff. Click here to check it all out!
Friday, August 18, 2017
Stonehell: Small Men, Slime, and Flowers
Session 40 was played on 6/20
Eiric, wizard 5 (Kat)
- torch bearers (Kali)
- men at arms (B, C, D, PP)
- Namish (dog)
A-A-Ron, Thief 5 (Henchman)
Orpheus, Human Fighter 5 (Yann)
Matthias, Dwarf 5 (Julia)
- men at arms ( Nnnn, QQ, Kiln.)
- Herrick (dog)
Borumar Half Orc Fighter 4 (Josh)
Poppet, Elf 1 (Nicole)
Daryll (NPC Cleric 5)
Both Eiric and Matthias have relatively staid parties in town, gather everyone up, and head back into the dungeon. A group of the Ghost Beggars nod warrily at them in the Antechamber, but no one seems interested in engaging in either talk or combat.
Heading down into the formerly Contested Corridors, and toward the Korners, they’re set upon by a swarm of Stirges. The combat was notable only for Nnnn stabbing himself, fainting at the sight of his own blood, and Darryl having to heal him. The make it to the Korners, drop off the beer, and head back to town.
Returning the next day, they make for the quadrant Without Doors. The first new chamber they explore is full of pig iron, rotted coils of rope, and an old carpet covering most of the floor. Matthias’ keen dwarven senses pick up on the fact that there’s a pit trap under the carpet right about the time he falls into it. In a fall that would kill nearly anyone, he somehow survives. At the bottom of the shaft, Matthias finds himself in a hallway, humid and full of the smells of plant growth. The corridor is lit by some unseen source, and there’s vines and flowers bushes and all sorts of growth everywhere. Across from where he landed is a door. He yells this up the shaft, and Eiric tells him to leave it alone, and to grab the rope they’re dropping for him. He does grab the rope, but then forces open the door revealing what was at one point a store room. It has been taken over by the plants as well. He grabs a while bell shaped flower as big as his head at about the same time a rope is pulled up.
Matthias spends the whole time he’s being hauled up sniffing the flower. He weaves it into his beard after showing everyone what he found.
Circling back around toward the main hall, they come upon a bat colony, complete with several giant bats! The party’s archers attack, causing the whole colony to swarm! In the confusion Namish attacks Eiric, C attacks B, Cali attacks A-A-Ron, while most of the rest of the party just ducks down to avoid the chaos. The big bats are eventually killed, while the rest of the colony flies off to the main chamber.
After cleaning all the guano off of themselves, they press on, and come to a room where 4 small naked pale men (very much not halflings) are painting swirls in lurid neon colors on the floor and walls. The ceiling has a bunch of iron spikes nailed in, set in a figure 8.
Matthias offers them beer, which they think is gross. Everyone else just shrugs, as they don’t seem interested in talking. Mostly they just watch with their large pale eyes.
Moving down the hall, they come to a room with white circles painted on the floor, and in each, a macabre scene of 6 dead rats with their tails tied together. Matthias uses his 10’ pole to poke at the rats. The small men, who’d been creeping in behind rush past the party to fix the layout of the rats. They then glare at the party silently. Walking around the circles, the party moves on, trying not to piss off the small men.
The next chamber, south of the great hall, is moldy, wet, and the 7 skeletons clinging to each other in the far corner is worrying. Predictably, Matthias pokes it with his stick. They fall apart.
The next chamber contains an odd statue, a headless woman pierced by a score of arrows. The ceiling drips, and the floor is cracked. Thankfully they notice the green slime above the door before it can drop on anyone. It slowly chases them past the skeletons and back toward the main hall. Seeing as it’s much slower than the party, they regroup, and light it up with Power Thirst. It creates the most god awful smell, and fills the area with rank black smoke. While it burns the party explores way from the smoke.
A giant rusty weather-vane stands on a low platform, pointing north. After a thorough investigation the party finds the platform moves. With everyone working together they shift it, and reveal a shallow pit with silver trade bars, gold coins, and some jewelry.
After retrieving the treasure they press on into a new hallway, when a mighty gust of wind blows out their torches, and knocks down half the party. Eiric’s amulet of hope lights up, and the party picks themselves up, relights their torches, and looks for danger. Finding no imminent attack, they press on.
A 3 eyed symbol looks out at them from behind an altar. Upon the altar are 3 scrolls. Eiric reaches for them, and is blasted by the eyes, blowing apart into gas. Borumar seeing the party leadership open up (and the map destroyed) goes for the scrolls. He dodges the eyes’ beam and runs from the room.
Leadership doesn’t go to well for him as at the next doorway he takes a berserker ax to the face. Realizing who they just attacked, they offer drink and rest. The party accepts, and about 30 minutes later Eiric reappears, telling them how she was turned into gas, but could still see and hear everything. Borumar’s face still hurts.
Gains: 7 silver trade bars, 200 gp, 3 pieces of jewelry
Kills: 3 Giant Bats, Green Slime, Stirges,
Losses: Eiric (almost)
Eiric, wizard 5 (Kat)
- torch bearers (Kali)
- men at arms (B, C, D, PP)
- Namish (dog)
A-A-Ron, Thief 5 (Henchman)
Orpheus, Human Fighter 5 (Yann)
Matthias, Dwarf 5 (Julia)
- men at arms ( Nnnn, QQ, Kiln.)
- Herrick (dog)
Borumar Half Orc Fighter 4 (Josh)
Poppet, Elf 1 (Nicole)
Daryll (NPC Cleric 5)
Both Eiric and Matthias have relatively staid parties in town, gather everyone up, and head back into the dungeon. A group of the Ghost Beggars nod warrily at them in the Antechamber, but no one seems interested in engaging in either talk or combat.
Heading down into the formerly Contested Corridors, and toward the Korners, they’re set upon by a swarm of Stirges. The combat was notable only for Nnnn stabbing himself, fainting at the sight of his own blood, and Darryl having to heal him. The make it to the Korners, drop off the beer, and head back to town.
Returning the next day, they make for the quadrant Without Doors. The first new chamber they explore is full of pig iron, rotted coils of rope, and an old carpet covering most of the floor. Matthias’ keen dwarven senses pick up on the fact that there’s a pit trap under the carpet right about the time he falls into it. In a fall that would kill nearly anyone, he somehow survives. At the bottom of the shaft, Matthias finds himself in a hallway, humid and full of the smells of plant growth. The corridor is lit by some unseen source, and there’s vines and flowers bushes and all sorts of growth everywhere. Across from where he landed is a door. He yells this up the shaft, and Eiric tells him to leave it alone, and to grab the rope they’re dropping for him. He does grab the rope, but then forces open the door revealing what was at one point a store room. It has been taken over by the plants as well. He grabs a while bell shaped flower as big as his head at about the same time a rope is pulled up.
Matthias spends the whole time he’s being hauled up sniffing the flower. He weaves it into his beard after showing everyone what he found.
Circling back around toward the main hall, they come upon a bat colony, complete with several giant bats! The party’s archers attack, causing the whole colony to swarm! In the confusion Namish attacks Eiric, C attacks B, Cali attacks A-A-Ron, while most of the rest of the party just ducks down to avoid the chaos. The big bats are eventually killed, while the rest of the colony flies off to the main chamber.
After cleaning all the guano off of themselves, they press on, and come to a room where 4 small naked pale men (very much not halflings) are painting swirls in lurid neon colors on the floor and walls. The ceiling has a bunch of iron spikes nailed in, set in a figure 8.
Matthias offers them beer, which they think is gross. Everyone else just shrugs, as they don’t seem interested in talking. Mostly they just watch with their large pale eyes.
Moving down the hall, they come to a room with white circles painted on the floor, and in each, a macabre scene of 6 dead rats with their tails tied together. Matthias uses his 10’ pole to poke at the rats. The small men, who’d been creeping in behind rush past the party to fix the layout of the rats. They then glare at the party silently. Walking around the circles, the party moves on, trying not to piss off the small men.
The next chamber, south of the great hall, is moldy, wet, and the 7 skeletons clinging to each other in the far corner is worrying. Predictably, Matthias pokes it with his stick. They fall apart.
The next chamber contains an odd statue, a headless woman pierced by a score of arrows. The ceiling drips, and the floor is cracked. Thankfully they notice the green slime above the door before it can drop on anyone. It slowly chases them past the skeletons and back toward the main hall. Seeing as it’s much slower than the party, they regroup, and light it up with Power Thirst. It creates the most god awful smell, and fills the area with rank black smoke. While it burns the party explores way from the smoke.
A giant rusty weather-vane stands on a low platform, pointing north. After a thorough investigation the party finds the platform moves. With everyone working together they shift it, and reveal a shallow pit with silver trade bars, gold coins, and some jewelry.
After retrieving the treasure they press on into a new hallway, when a mighty gust of wind blows out their torches, and knocks down half the party. Eiric’s amulet of hope lights up, and the party picks themselves up, relights their torches, and looks for danger. Finding no imminent attack, they press on.
A 3 eyed symbol looks out at them from behind an altar. Upon the altar are 3 scrolls. Eiric reaches for them, and is blasted by the eyes, blowing apart into gas. Borumar seeing the party leadership open up (and the map destroyed) goes for the scrolls. He dodges the eyes’ beam and runs from the room.
Leadership doesn’t go to well for him as at the next doorway he takes a berserker ax to the face. Realizing who they just attacked, they offer drink and rest. The party accepts, and about 30 minutes later Eiric reappears, telling them how she was turned into gas, but could still see and hear everything. Borumar’s face still hurts.
Gains: 7 silver trade bars, 200 gp, 3 pieces of jewelry
Kills: 3 Giant Bats, Green Slime, Stirges,
Losses: Eiric (almost)
Wednesday, August 16, 2017
Kagunk, Ogre Boss with Demon Shield!
Reaper's Kagunk, Ogre Boss was July's Hangout Figure of the Month, and while I haven't been hanging out much lately, I have been trying to paint when I can.

As usual, Kagunk got a good wash and scrub with dish soap and a tooth brush, then hot glued onto a cork.

I removed the shield, and primed him with Brown Liner

The flesh was based with Ruddy Flesh, the eyes Linen White.

The armor was done with shadowed steel. The tunic fabric was painted with a combination of Imperial Purple and Icy Violet.


The face of the shield was basecoated with Dragon Red.

The Ruddy Flesh was brought up with Linen White, while Dragon Red was used on the leather, and then both the leather and armor were washed with Bloodhowl's homemade Armor Wash. The scabard was painted with IMEF Olive.

The red was brought up with Fire Red, and then Phoenix Red. The holes of the face painted with Pale Green, Alien Goo, Neon Yellow, and a blend of Clear Green and Clear Yellow.

The armor plates were done with tarnished brass, that was then washed with a thinned Clear Green. Not sure the effect is really noticeable.

The horn, skulls, and teeth were painted with Dirty Bone, while the wood of the club and shield were painted primarily with Woodland Brown washed with both Bloodhowl's Heavy Sepia and Armor.


Love this shield...

I'm really pleased with how he came out! Still need to do the base of course...
As usual, Kagunk got a good wash and scrub with dish soap and a tooth brush, then hot glued onto a cork.

I removed the shield, and primed him with Brown Liner
The flesh was based with Ruddy Flesh, the eyes Linen White.
The armor was done with shadowed steel. The tunic fabric was painted with a combination of Imperial Purple and Icy Violet.
The face of the shield was basecoated with Dragon Red.

The Ruddy Flesh was brought up with Linen White, while Dragon Red was used on the leather, and then both the leather and armor were washed with Bloodhowl's homemade Armor Wash. The scabard was painted with IMEF Olive.
The red was brought up with Fire Red, and then Phoenix Red. The holes of the face painted with Pale Green, Alien Goo, Neon Yellow, and a blend of Clear Green and Clear Yellow.

The armor plates were done with tarnished brass, that was then washed with a thinned Clear Green. Not sure the effect is really noticeable.

The horn, skulls, and teeth were painted with Dirty Bone, while the wood of the club and shield were painted primarily with Woodland Brown washed with both Bloodhowl's Heavy Sepia and Armor.

Love this shield...
I'm really pleased with how he came out! Still need to do the base of course...
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