Tabletop RPG Podcast and Roleplaying Resources

Author: Stan Shinn (Page 44 of 111)

Redmark Session 15: Stone Legion Enters Stonehelm

March 2, Third Age 1331

The journey begins with our heroes traveling towards one of the largest cities of Threa, Stonehelm (population over 30,000).   It’s about seven thirty at night, close to sundown as they travel closer and approach the north gate.  They encounter two guards Reginald and Edwin.  Our weary travelers ask for a good inn.  The guards recommend the Kneeling Bard an establishment with good rooms, good drinks and great views of attractive barmaids.

Marcus (the priest of Mars), decides to wait 30 minutes, until these guardsmen get off duty, he wants to ask them about rumors in the city, the orc incursions.  Marcus uncovers that attacks have not been coming recently and it’s quiet now.   He offers to buy these two guardsmen some drinks at the Kneeling Bard.

Quintos (Noble Warlock) , Lundie (Dwarven paladin) head towards the Kneeling Bard, thirsty for drinks and good views..   As they enter Quintos (after his recent death experience) rushes to get a stiff drink, Lundie seeing a chance to drink some ale with his friend, grabs a brew.  A beautiful barmaid with flowing red hair provides them some drinks. They also see an interesting human in fine clothes, handling a deck of cards.   He appears to be of noble birth.

Marcus enters some time later, with Reginald and Edwin, he sees the beautiful Lorita (the red headed barmaid) and is struck by her beauty.  Marcus bows and kisses her hand, then smiling tells her of her beauty.  He then orders drinks as Lorita, tells Marcus he might like sitting with the noble man with the cards.

Marcus, comes over to meet the human, he introduces himself as Duke Leopold a man of noble birth from an island country to the north east.  He claims to come to Stonehelm to find people to help free is kingdom.  They start to play cards, as Quintos comes over and drunkenly sits next to Marcus saying he has dibs on the red head, he then staggers back to his table with Lundie.

As Marcus and Duke Leopold start to drink and play some games of chance, which the Duke skillfully wins. A dog wanders in with the stable boy, asking is this our dog.   Marcus scratches the dog and finds a torn piece of cloth written in blood HELP BART.

Marcus seeing the blood is intrigued and concerned.  He asked the beautiful barmaid, Lorita, to hold his bottle of wine and requests if the Duke likes a bit of adventure and he agrees, then goes over to get the other members of the Stone Legion (Quintos – the noble inebriated warlock, Marcus’s dear lifelong friend) and Lundie (the Dwarf Paladin of Moradin and savior of Marcus on numerous occasions).   They all leave following this strange dog.

Our hero’s head through the streets of Stonehelm, it’s about nine at night, so Marcus requests Mars to light his spear.  Eventually, they arrive at the docs, but not before Quintos almost falls into the water in his drunk state.   Lundie grabbed him prior to the splash.   The dog takes us into a cave, as the hero’s advance, Quinto’s owl Nero, sees bats and bat guano.  Our hero’s are careful not to breath or step into it.  Then Quintos in a drunken state falls backwards.   He hits the ground with a loud noise, the dog barks…

Suddenly, four groups of bats fly down from the ceiling heading towards the heroes, we then hear undead moving towards them from two caves in front.  Finally two giant dire bats spread their wings on the ceiling ready to attack.   Marcus calls out to Mars to protect our hero’s and by his name smite those that face his worshipers, as a host of spirit warriors in armor of Mars and spears appear in mist around our hero’s.

The bat’s charge, the spirits attack and wound the bats.   The other hero’s jump in and the fight begins.   During the battle, our hero’s fight with the glory and strength of the Stone Legion.   Lundie uses his power of Moradin to heal the alcohol poisoning of Quintos.   Quintos readies a massive fireball, but before he can cast is blinded by the dire bats.   But due to his skill as a caster and senses, while blind he places the fireball in the perfect location to significantly damage the dire bats and destroy one of the smaller bat groups and some undead.  Our heroes fight and win the day for Mars, for Moridan and for their personal glory.

Then they find a body, of a young woman, but it’s missing her head.   There is a note written by Dubious in black coal saying “Let this be a reminder to all none escape the cave alive”.   Then we locate a scroll that says “Good Luck Alexia, I will do my best to ensure you a path to the exit,  Love Brice”

Our heroes continue to search rooms, their newfound friend and ally Duke Leopold has a unique way of opening doors, he actually……  Picks the Locks…   This is strange to our heroes, but exciting to open the doors quietly and sometimes get surprise on opponents. As they search, they ultimately capture by intimidation two slavers and freeing 6 prisoners.   Then finding a gruesome room of two crazy men and some automated hands cutting up what appears to be people.  Our heros put them to rest.  Then finally locate BART in a prison cell and reunite him with his dog.   They also free the other prisoners freeing over 10 people from this evil place as they lead them out the front of the caves, Quintos exclaims “Well Dubios I think some people have escaped alive”.

Our heroes head back into the cave, to confront the last room.  When they open the door they see a man at a table (who we latter realize is Brice) talking to a floating, burning, skull head (we latter learn is Alexia).  Thinking burning skull heads are not good, our heros quickly focus all their efforts on damaging effects, including incredible dart attacks from our new friend Duke Leopold.    The Skull shatters and the fire goes out.  We all feel a sense of sickness, death and evil as we realize the room is filled with experiments, books of vivisection, and black potions that reek of death.   After a dispute with Duke Leopold about the value of the books, our heros decide to burn all in the room.

Then questioning Brice, we realize he was one of the first to be captured by Dubois the dark necromancer, who comes and goes from this place.  Lundie puts him under a zone of truth and we confirm he is a captured pawn in this nightmare, then we confirm the slavers have killed for money.   So we deliver Brice and the two slavers to the authorities for the law to handle, with the facts from their zone of truth experiences.

So as the Stone Legion entered Stonehelm the day started with smiles, flowed to drinking, we faced and created death itself and finally freed a number of citizens of Stonehelm from the evil cavern of Dubois.

The only mystery remains is where is Dubois…

Redmark Sessions 14: Stonehelm or Bust

February 21 – March 2, Third Age 1331

Quintos downed by a lucky assassin!

Ouch! A nat ‘1’ on a death saving throw!

“I’m dead!!”  Or so Quintos thought.  In truth, he was.  But only for a few fleeting seconds before Marcus was able to bring him back.  The assassin who did the dirty dead had already been dealt with.  Robbing Quintos of any immediate revenge.  The party set out to find the assassin’s camp hoping to find information on who had sent her.  They found the camp along with a fairly accurate sketch of Quintos and a very nice black horse, which Qiuntos claimed.  Unfortunately, there was nothing that pointed to the employer of the assassin.

Quintos Revived!

And thus ended day 4, which proved to be the most exciting part of their journey to Stonehelm.

On the 5th day, they found a pit filled with old elven bones.  Ultimately, it was nothing but a sad sight the party was happy to move on from.

They made it to Bisigath on day 8, which was Feb. 24 1331.  Being populated mostly by dwarves and filled with a choking fog or cloud, Bisigath had little, if anything, to offer the human members of the group.  So they departed early the next day with plans to pass through Vymeir on their way to Stonehelm.  They were able to purchase a diamond worth 300 GP and continue their journey.  Quintos once again talked to the leader of Bizigath about establishing trade routes.

With the exception of a chance meeting with Highgar Silvertongue, a merchant from Tengate on his way to Nimroth, the rest of the journey to Stonehelm was as mundane as it could be.  Quintos was unexpectedly eager to get to Stonehelm.  Apparently dying, if even for only a few seconds, is enough to make a man regret giving up drinking and Stonehelm promised to provide plenty opportunity for it.

Loot

  • Frosti
    • 140 GP
  • Ghost Dancer
    • 140 GP
  • Lundie
    • 140 GP
  • Marcus
    • 140 GP
    • Diamond worth 300 GP
  • Quintos
    • 140 GP
    • Large Black Stallion

Redmark Sessions 13: Before a Long Journey

February 10 – February 17, Third Age 1331

Part I: Back to Nimroth

After defeating the vampire in the castle to the south of Nimroth our band of adventurers decide to rest in and around Nimrtoh for a few days.  Ghost dancer loads the large painting they found inside the castle and decides to take it to the Minotaur Inn to make sure it is the same lady in the picture.  No one seems to have much interested in the picture.  Although they do confirm that it is the lady that used to own the manor home to the south.

Marcus goes around town gathering supplies and laborers; he spent the journey back to Nimroth scribbling away.  He spends a week making improvements to the old manor house, occasionally asking his companions for various gold pieces to buy this or that.

Part II: Research does pay off…

While out of town Sophia had a chance to look through some of the books that Quintos left with her.  She found that there does appear to have been a singular great Orc leader before the Orcs were able to steal the Urthjarl Stones at Stormgate.  And it appears that there were other leaders under his rule.  Yet once the stones go missing, shortly after he seems to disappear from influence and reference.

Meanwhile, while researching and selling the picture found in the castle, Ghost Dancer finds that there was once an old citadel named Tul-Mac.  This citadel belonged to the Bat God, named Zott. Ghost Dancer makes note and feels that his fellow band of adventurers must seek out this mystery as well.

Lundie spends his days and evenings working at the smithy shop of Thoradin.  Lundie promises Thoradin a place on the lands they have lied claim to around the manor to the south of town.  Lundie prepares for the trip ahead by purchasing large amounts of rations and loading them on the wagon every evening.

Part III: On the Road … Again

It’s cold this time of year in the lands of Threa.  Our travelers bundle up for the long journey and begin the slow trek south.  Hours turn to days and the trails are hard on the souls and bones of our adventures.  Travelling Threa wears on the spirits of all who take long journeys.  Fourteen days will be a long time to make it to Stone Helm.

On February 20, Ghost Dancer finds a curious plant along the route.  He remembers it to be “Soldier’s Bell”.  Ghost Dancer remembers that this plant can ground up and inhaled to give a boost to the person taking it.

Part IV: Loot

  • Frosti
    • 37 GP
    • 5 SP
  • Ghost Dancer
    • 37 GP
    • 5 SP
    • Soldier’s Bell Plant (Advantage on STR, DEX, & CON for 1 hour)
  • Lundie
    • 37 GP
    • 5 SP
  • Quintos
    • 37 GP
    • 5 SP

Redmark Sessions 11 & 12: Mirror, Mirror in the Cave

February 6, Third Age 1331

Adventuring Party Present

  • Ghost Dancer—a man, with war chants and self proclaimed Indian
  • Ivamel—a man with a stranger past…
  • Lundie—the pious dwarf, devout and strong
  • Quintos—from a noble family and a roman veneficus, a warlock of the IX legion
  • Frosti—Dwarf rogue and barbarian

Marcus at the Lots

During his down time, Marcus visited the Temple of the Lots—and nearly got converted from Mars to Catholicism. He also discovered a wealth of information about destroying the Grissharl (the shamanistic bugbear summoning horn) and about the history of the Urthjarl Stones.

About Grissharl:

  • Destroying the horn will summon demon Bugbears
  • Some of the Bugbears will be under our control and some will be hostile
  • It was first used by a Bugbear in 530 of the 3rd age
  • Grissharl’s summoning was foiled by Caldyndia and Mykor, elf god and goddess of war

About Urthjarl history:

  • The rise of an orc lord united the orcs, ogres, kobolds, bugbears, gnolls, and giants
  • This army of darkness somehow managed to steal the Urthjarl stones, breach Stormgate, and invade the civilized lands
  • Nobody knows why the invasion slowed and stopped, but it is believed that today 3 Urthjarl stones reside in orc tombs, and 1 each in the tombs of the other evil races

February 7, Third Age 1331

Mirror, Mirror in the Cave

The heroes reunite with Marcus at The Minotaur and The Emperor Inn. There they meet Frosti the Red-Nosed Dwarf. He agrees to join the party on an expedition to Bone Hill to destroy Grissharl. Sober Quintos invites tipsy Frosti to the next Alcoholics Anonymous meeting.

Lyndette helps the group hustle a diamond from grotesquely obese and hideously unreasonable merchant, Winston. Quintos gives her 300 gp and tells her that she can keep the difference. Then, he utters the words that still echo through Nimroth: “You can keep all your sex money.”

Frosti joins Ghost Dancer for evening performances at the Inn. It’s an interesting show. While Ghost hops around in his loincloth, Frosti cranks on the hurdy gurdy. The mellow crowd smokes some righteous lucrative.

At Bone Hill, Lundie strokes his beard and suggests destroying the horn in the cave with the mirror that transports people to another plane. The party stands by the mirror as Lundie smashes the Grissharl with his war hammer.

Sixteen bugbear demons—including Hashar (or, Hell-shar)—appear before the group. Many get sucked into another dimension through the mirror. Many more perish at the deft use of sword and sorcery by Marcus, Ghost, Quintos, Lundie, and Frosti. It’s an epic battle that sees Marcus call upon his spiritual guardians. We’re all just a little sad that it seems Marcus has outgrown his habit of falling unconscious in every battle. [sniff-sniff] Our little Marcus is growing up.

Finally, Hashar charges Marcus, screaming for revenge. But the heroes send him back to hell, even as the mirror explodes, trapping all the bugbear who were flushed in.

February 7–8, Third Age 1331

Die, Vampire, Die!

The heroes get sidetracked on their journey south, finding wargs, ettin, and a giant. They dispatch them all, and discover a manor. Frosti shows the group how one can go through a door without destroying it. The party remains baffled by this new technology.

Once in the manor, they discover a crypt room, and a hot vampire chick emerges to kill them. Frosti rages, charging the sarcophagus. Lundie joins him. Dwarves—what you gonna do?

Quintos, Marcus, and Ghost keep the pressure on from afar, and the vampire falls to her death as she almost makes her escape as a bat.

After claiming the manor, in addition to Bone Hill, the group’s real estate portfolio is expanding.

Loot Report

120 gp (300 gp in hot vamp chick’s castle and a ruby-crusted tiara thing sold for 300 gp) each for:

  • Quintos
  • Marcus
  • Lundie
  • Ghost
  • Frosti
« Older posts Newer posts »

© 2024 Dicehaven

Theme by Anders NorenUp ↑