With the holidays behind us my gaming group decided to get back to some serious dungeon delving, so it was back to Stonehell!
This is the third expedition into the dungeon for my players. Their previous trips were before Christmas and they went very well, included some delightfully harrowing encounters, and were chronicled in a previous blog post that was eaten when I went to save it. Suffice to say that they have explored most of Hell’s Antechamber.
The party has a new member, my ten year old daughter who was very excited to play Dungeons & Dragons / Labyrinth Lord. We got out the dice and rolled her up a character, a magic user with horrible stats for constitution and charisma but excellent wisdom and intelligence. We determined that she’s a frail, foul tempered witch type, a role my daughter was disturbingly eager to play. Especially when she found out that she could be evil. Petunia the Witch and the cleric of Set are getting along famously.
It’s fun to see how players’ actions can change a DM’s plans. I have a table of events that could happen for each session. I roll once per session to see which of them, if any, will come up, but actions by the players made me decide to have several show up at once.
First there is the thief who was blinded by the Wheel of Fortune on their last foray. One of the encounters I had planned was for a sorceress to contract with the party to find a certain location within Stonehell, bring her the information, and first pick of anything discovered within. This would only come up after the party had survived a couple of sorties into Stonehell, as she would only treat with adventurers with a proven record. The sorceress provided the thief with a silk scarf that allows her hazy vision when worn over her eyes like a blindfold. The thief agreed to the sorceress’ deal, without discussing it with the rest of the party, and the sorceress’ halfling aide will be remaining in the village to receive reports on their progress.
The sorceress is known as the Veiled Lady and is covered head-to-toe in elaborate Byzantine robes and wears a mask of beaten gold. The party knows nothing more about her, though they can guess she comes from Fever Dreaming Marlinko. I’ll be interested in seeing how her relationship grows with the party. Assuming they survive.
Then the elf, named “Elf”, decided that he wants to learn the kobold language. He began asking around the village. This triggered another encounter I had on the list. A merchant is trying to get several pony kegs of liqueur to Kobold Corners, somewhere on the first level of Stonehell, but his hired guards never arrived. He agreed to teach Elf how to speak kobold if Elf would transport them and come back with a receipt from Yik-Yik, his kobold client. The party was already planning on heading there and has a line on its location, so Elf agreed. He purchased two dogs to serve as pack animals and a puppy for the blind thief, suggesting that they could raise it to be a seeing eye dog.
The thief was not amused, but she does like the puppy.
After that it was back to Stonehell. Outside the gatehouse they met the encounter that I’d actually rolled for this session, a group of armed guards with caged carts, camped casually outside the ruined gatehouse. They greeted the party and began making wagers on if they’d see the adventurers again.
It turns out that the nobles of Marlinko will buy slaves and convicts and send them into Stonehell. If they survive and bring back sufficient treasure they can win their freedom, but really it’s so that the nobles can bet on how long they’ll survive. The guards told the adventurers that the nobles use scrying devices to watch their hapless slaves inside the dungeon. The adventurers were told that if they encountered the slaves inside it would be fine to kill them, but to make it look good.
Returning to the dungeon’s depths they first stopped off to chat with “Rocky” the stone oracle. Then they were off to find Kobold Corners. On their previous expedition they’d had a bad encounter with the orcs, so they decided to cut through the undead-filled Quiet Halls.
Along the way they were ambushed by a number of skeletons, who gave the adventurers a good beating before finally being dispatched. While the party was recovering and taking stock, Elf located and opened a secret door. Peering inside he saw a crypt, and rising from the burial niches were zombies. Lots of zombies.
Elf slammed the door, ran past the party yelling, “Time to go!” and headed down the south passageway, where he promptly fell into a covered pit trap.
This was no ordinary pit trap, instead he found himself (and his dogs) tumbling down a slide into the next level of the dungeon. The party, seeing the zombies shambling out from the secret door and now blocking them from the room’s other entrance, decided to take their chances following Elf and slipped down the pit to the slide and off into the darkness. Everyone survived, though one of the pack dogs died in the fall.
The party is now in a dangerous situation. They have time to catch their breath, but they’re lost on level two. They’ve debated trying to climb back up the slide, but are not sure how far down they’ve come nor if the zombies are still waiting for them. They’ve explored enough to have discovered the temple of Yg, a primordial serpent god that the cleric of Set knows is older and not agreeable to his own deity.
And that is where we left things. The players realize that they could be in real trouble, but their luck and cunning has seen them through tight spots before. If they play things right they may yet see the light of day once more.
And if not? Well, I have spare character sheets.
I found our “Rocky” oracle at Wal-Mart in the fish tank section.