An account of last evening's FLAILSNAILS game with David of the Tower of the Archmage and run by Nicholas Mizer. You can read Nick the Pick's version here.
In the days following his journey to the wild coast of Cornwall, Lemmikäinen, that enigmatic elf who claimed Hyperborean descent, was seen visiting some of more wretched dives along the London waterfront, speaking in hushed conference with men and other races of low character and sinister morals. Having acquired a small sailing ship and its crew, Lemmikäinen’s monthly expenses had grown ten-fold and unpaid sailors are notoriously difficult to trust. If he wished to continue his ownership of the vessel, money—and large sums of it—would have to be acquired soon.
In the days following his journey to the wild coast of Cornwall, Lemmikäinen, that enigmatic elf who claimed Hyperborean descent, was seen visiting some of more wretched dives along the London waterfront, speaking in hushed conference with men and other races of low character and sinister morals. Having acquired a small sailing ship and its crew, Lemmikäinen’s monthly expenses had grown ten-fold and unpaid sailors are notoriously difficult to trust. If he wished to continue his ownership of the vessel, money—and large sums of it—would have to be acquired soon.
In the riverside taverns, Lemmikäinen heard tales of an
ancient and crumbling prison located in a distant realm. If the rumors were
true, great riches awaited those brave enough to face the former gaol’s
monstrous inhabitants. A clandestine meeting with a one-eyed mummy smuggler
from Cairo resulted in the northern elf’s acquisition of a faded map purportedly
showing the location of the Island of Doors, a small, rocky islet situated off
the southern coast.
The Island of Doors was legend for the many odd,
free-standing portals that stood along its landscape, each rumored to lead to a
foreign and oft-times alien shore. Gathering his crew, Lemmikäinen set sail for
the Island. Despite fog-shrouded waters and strange tides, the expedition
located the islet where the map claimed it lay. Landing upon the rocky strand, Lemmikäinen
consulted a small, crimson-bound book filled with weird sigils and signs,
seeking the proper one that would designate the door he sought. A brief survey
of the Island revealed the portal that would take him to the lands in which the
moldering prison—referred to in tales as “Stonehell”—was to be found. Stepping
through the weather-beaten door of unfamiliar wood, Lemmikäinen left this
world.
The elf found himself in a small town that showed all the
signs of a stagnant economy and lack of civilized comforts. Despite his unfamiliarity
with this new world, it was a small matter to locate a tavern where
professional fortune-hunters held court in a dank, stinking taproom. In that
place, Lemmikäinen met a human fighting-man with the unfortunate moniker of “Nick
the Pike,” undoubtedly earned by his acumen with a pole-ax. Nick was organizing
a venture into Stonehell to seek some talisman a local shaman or preacher had
tasked an acquaintance with recovering. Having little interest in such
backwater trinkets, but a great desire to fill his dwindling coffers, Lemmikäinen
agreed to accompany Nick and his band of hired men-at-arms and link boy into
the old prison. After acquiring some hounds from a bumpkin cult’s dog temple,
the party headed into the hills where the dungeon lay waiting.
Near the entrance, Lemmikäinen and cohorts detected a
returning band of adventurers, some bearing wounds from their own sojourn into
the dungeon. As they were unburdened with obvious treasure, Lemmikäinen’s party
chose to fade behind cover and allow them to pass without confrontation. After
they vanished around a trail bend, the elf, pike-man, and hirelings entered the
dungeon proper.
With Nick’s knowledge of the dungeon gained during a previous delve, the party swiftly found their destination: a place called the Quiet Halls. Prior to entrance into these corridors, they encountered a solitary orc, who Lemmikäinen pressed for information. The bestial creature warned them that the Quiet Halls were roamed by the un-dead and Lemmikäinen cursed their lack of clergy amongst the party’s ranks. After revealing that some feud existed between the orcs and Stonehell’s goblins, the orc was allowed to leave with a silver or two for his troubles.
Entering the Quite Halls, the band followed the trail Nick’s
previous party had blazed, avoiding a known pit trap and discovering an odd
hall that bore ominous scorch marks and a bovine statue of iron. Pressing past
this strange sculpture, the party found a large hall beyond. At least two
passages granted entrance to its dark interior and upon reaching the
southernmost one, the band hurled blazing brands into the darkness to reveal
its contents. From out of the gloom, poured un-dead: skeletons and zombies
numbering a score or more!
The party was forced to hack their way through an undead throng to avoid being surrounded by the stinking, clacking animations. They fought a running battle back north, Lemmikäinen firing shaft after shaft of keen-edged arrows into the horde until the party reached the pit trap they had passed. There, at the far side of the cavity’s edge, they stood, forming a shield wall against the dead.
The first few skeletons stumbled across the trap’s cover,
springing the pit and causing them to tumble into the darkness below. The
zombies in the horde’s rear ranks shuffled mindlessly ahead, plowing more
skeletons into the shaft. The party met each oncoming wave with spears,
halberds, and arrows, whittling their numbers down until only the zombies
remained. These creatures hungrily hurled themselves across the abyss, some
plummeting down the pit, while others collided with the shield wall and began
gnawing upon the hired men-at-arms. One hireling was pulled to his doom by the
shambling horror that consumed him, but with their superior position and
tactics, it was only a matter of time before they prevailed and the last zombie
laid low.
The horde defeated, the party returned to the great hall
from which the undead emerged, but found it empty but for bats and pillars.
Several corridors departed the room, and the band headed north, passing an iron
door and crossing an intersecting passage. A wooden door was opened and an
ancient embalming chamber was found beyond. Deciding to exit the dungeon while
their luck held, the party gathered anything of seeming value, loading down Lemmikäinen’s
magical conveyance to haul the items of questionable worth back to the surface.
Negotiations would be necessary with the local merchants before Lemmikäinen saw
any wealth from his venture, but he did acquire a set of oddly-shaped embalming
tools as a souvenir of his journey into the dungeon known as Stonehell. He
currently awaits his share of the booty, pondering whether to remain in the
place or seek out new realms in need of exploration and tomb-robbery.
2 comments:
Was anything changed in Stonehell so it would be different from the dungeon you created?
I never bothered to ask and after enough time my own memory of details gets fuzzy so I can't be certain. My own home version of Stonehell is somewhat different from the published version and I don't always recall the changes made.
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