Difference between revisions of "Stonehell Campaign"

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**[[The Real Canyon Map]]
 
**[[The Real Canyon Map]]
 
*[https://docs.google.com/drawings/d/1yjkKxmgYZL8RJ1cjNcqm-IQmbGyCrpPe_FVKrMjzgmA/edit?usp=sharing Gatehouse]
 
*[https://docs.google.com/drawings/d/1yjkKxmgYZL8RJ1cjNcqm-IQmbGyCrpPe_FVKrMjzgmA/edit?usp=sharing Gatehouse]
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**[[The Real Gatehouse]]
 
*[https://docs.google.com/drawings/d/1cN4WDFXFkL7CW8bQvWbEm0hGmaiXbCl1jztDiaW0XoY/edit Cave 1]
 
*[https://docs.google.com/drawings/d/1cN4WDFXFkL7CW8bQvWbEm0hGmaiXbCl1jztDiaW0XoY/edit Cave 1]
 
*[[Path to the Nest of Spiders]]
 
*[[Path to the Nest of Spiders]]

Revision as of 08:59, 28 May 2015

A megadungeon campaign by thirdkingdom.

1600x703 10855 Le Royaume de Tobin 2d fantasy landscape castle adventure picture image digital art.jpg


The Crimson Irregulars

Adventurers

  • Cahir the Implacable, Fighter 4. AC 6, HP 23/30. Battle-Axe 8+, 1d6+2. Shortbow 9+, 1d6+2. -1 initiative.
    • Keira the Witch, Mage 2. AC -1, HP 5/5. Silver Dagger 10+, 1d4. -1 initiative.
    • Alastar Nine-Fingers, Thief 3. AC 3, HP 11/13. Sword 10+, 1d8. Shortbow 9+, 1d6 damage. +1 Initiative, +1 to avoid surprise.
    • Morgan of the Willows, Bladedancer 3. AC 5, HP 7/7. Twin Swords 9+, 1d6-1. +2 Initiative.
    • Cenroc the Beefeater, Normal Man. AC 6, HP 8/8. Halberd 9+, 1d10+2. Crossbow 10+, 1d6+1. +0 Initiative.
    • Sani the Shining, Normal Man. AC 5, 6/6. Halberd, 10+, 1d10+1. Crossbow 11+, 1d6+1. -1 Initiative.

Soldiers

  • 10 Light Infantry
    • Equipment: 3 Javelins, Short Sword, Shield, Leather Armor
    • Respective hp totals: 3, 1, 6 1, 6, 5, 4, 5, 3, 4
  • 10 Heavy Infantry
    • Equipment: Spear, Sword, Shield, Banded Plate
    • Respective hp totals: 5, 4, 2, 4, 4, 5, 2, 3, 5, 5
  • 10 Crossbowmen
    • Equipment: Arbalest, Short Sword, Chain Armor
    • Respective hp totals: 2, 3, 1, 6, 4, 3, 5, 2, 5, 5

Standard Equipment for all soldiers

  • Backpack, Wool Blanket, 4 weeks rations, Rope, Tinder Box, 6 Torches, Belt Pouch, Waterskin

Mounts

  • Whiskey, Cahir's Medium Warhorse: 14 hp
  • Gin, Keira's Medium Warhorse: 10 hp
  • Tonic, Morgan's Medium Warhorse: 10 hp
  • Vodka, Alastar's Medium Warhorse: 15 hp
  • Potato, Cenroc's Medium Riding horse: 17 hp
  • Meatball, Sani's Medium Riding horse: 9 hp

Boot Hill

Logistics & Supplies

Wagon 1, pulled by 4 heavy draft horses

  • Chest & Lock: 850gp, 25gp agate.
  • 5x Crowbars
  • 100 Flasks of Common Oil
  • 30 Flasks of Military Oil
  • 2 Grappling Hooks
  • 5x Small Hammers
  • 120 Iron Spikes
  • 5 Lanterns
  • 20 Large Sacks
  • 200 gp in: fuckton of nails, axes, saws, sledgehammers, some block & tackle stuff, some carpentry planes, pickaxes, shovels, spades, etc.
  • 5 Barrels of water
  • 100 gp in: Miscellanea, like washbasins, a cauldron, rags, vinegar for cleaning, other shit we don't want to think about.

Marching Order & Watches

Marching Order

  • Cahir, Cenroc
  • Morgan, Keira
  • Alastar, Sani

Watches

  • Alastar, Cenroc
  • Cahir, Sani
  • Morgan, Keira

Encumbrance

  • Cahir
    • Gear: 8st+2
    • Treasure:
    • Total:
    • Bling Worn: 100gp gold ring, silver signet ring
  • Keira
    • Gear: 2st+3
    • Treasure:
    • Total:
  • Alastar
    • Gear: 4st+2
    • Treasure:
    • Total:
  • Morgan
    • Gear: 4st
    • Treasure:
    • Total:
  • Cenroc
    • Gear: 8st+2
    • Treasure:
    • Total:
  • Sani
    • Gear: 8st+2
    • Treasure:
    • Total:

NPCs

Setting

Stonehell History

A century ago, the Sterling Potentate ruled the Westerlands with an iron fist. Through dint of military strength he manage to unite the various petty kingdoms and squabbling tribes from the shores of the Shallow Sea to the Redpeak Mountains. Neither a charismatic nor gentle leader, before long the Potentate's prisons were overflowing, his executioners unable to keep pace with the work the secret police brought them. And so, the "Stonehell" dungeon was born, in a remote western corner of the empire, a vast prison excavated by the prisoners themselves, who were told that in order to eat they must work. For years the population of the dungeon swelled as the Potentate eliminated political threats; it became its own ecology, one into which the guards of the prison were loathe to tread.


The subsequent coup d'etat came as a surprise to the Potentate, who fled east across the Swollen Sea with a few trusted advisors. The Potentate's palace was stormed, his police apparatus dismantled, and the doors to his prisons and torture chambers flung open, including the gates to Stonehell. What the victors found within the bowels of Stonehell they could barely speak of -- communities of prisoners turned cannibal, adapted to a life underground, the worship of blabbering, blasphemous deities. Only a mere handful of prisoners left willingly, and for nearly one hundred years the place has festered a half-days walk from the town of Concord, in the foothills of the Redpeaks. Since the fall of the Potentate the dungeon has been used as a base for orcs and bandits, as hidden laboratories for mad mages, as shrines for those who worship the squat, unsavory gods lurking in the shadows and dank caves that honeycomb the hills.


The prison itself is a half-days walk west of Concord, reportedly nestled in box canyon on the fringes of the Madifent Mire, a large swamp hugging the base of the mountains. Concord itself has a population of nearly three thousand souls, much shrunk from its heydey, when the prison was in operation and trade flowing through the Redpeak Pass. Now only a dozen or so caravans a year make the journey either way, the residents of Concord scratch out a living raising horses and cattle on the grasses of the foothills, or from small mines in the mountains, and, drawn inexplicably, as if by magic, parties of adventurers arrive looking to plumb the depths of the Stonehell dungeon.

Notes

Stonehell Cave 1

R,

As agreed, the jewels await you two levels downin the chamber past the acolytes' cells How you deal with the wasps is your own concern!

M

Stonehell Cave 7

  • Note found Here
    • The grottos beneath are for them whose eyes need no longer see, for their marvels are too strange and terrific for those who tread in sunlight to behold. Otrogg gave unto his worthies the great holes beneath the earth and placed within them his riches and wonders. These treasures are the inheritance of that which once crawled, but has since learnt to walk.

Maps

Notes

House Rules

  • Shields Shall Be Splintered

Important Links