A Greenhouse Nightmare: The Annals of Stonehell Dungeon – Season 2 – Sixth Session

The Annals of Stonehell are the weekly record of the semi-seasonal game of D&D that I run using the brilliant Michael Curtis’s Stonehell dungeon.  (Go and buy it now; it’s worth every dang penny.)  All installments are indexed here.

July 13, 2017 (no game on July 6)

The following irascible scoundrels were present and up to no good:

  • “Hot Pot” Sullivan (halfling thief) and her henchman, Bob Agamemnon (fighter)
  • Unknown Zorick (magic-user)
  • Thepp the Squinter (thief) and his henchman, Big Ol’ Roy (fighter)
  • Knar the Broken (fighter) and his henchman, Cod Cully (fighter)
  • Ured Last-Born (fighter)

This week the Cobalt Cobras continued to explore the Hothouse, a warm, humid and strangely lit area of Stonehell dungeon overgrown with moss and vines. After gathering their wits in the eerily peaceful chapel and taking note of the frescoes on the walls depicting men of the cloth planting a subterranean Eden, the party went back to the excavated tunnel to search the body of the magic user they had previously passed over.  Most of his gear was in bad shape (what with having been buried under tons of rock for a considerable time), but they were able to save his spellbook and a pouch full of strange seeds that looked almost like glittering gemstones.  After a discussion about what those could possibly be, the party set forth, and here’s what they found:

A council chamber!  With a dead fish!  In a dusty council chamber with a large table surrounded by preposterously high-backed chairs, the party found the skeleton of a four-foot fish, with head intact, as if it had been recently eaten, but not that recently: it smelled just absolutely terrible.

A mysterious machine!  The party then came to a room dominated by a large, rattling machine made up of sputtering valves, pipes, huge tanks, tubes and pressure dials.  A webwork of pipes radiated out from the machine along the ceiling of every hall in the Hothouse.

The dormitories!  Filled with plant monsters!  And a chamber pot!  The Cobalt Cobras then found a cluster of overgrown dormitories or cells, each one furnished in spartan fashion and most of which were inhabited by some terrible plant monster or another.  The party fought an aggressive head of lettuce, three vicious patches of moss (one of which landed on “Hot Pot” Sullivan’s head), and a cluster of giant ticks (which nearly sucked the life out of Big Ol’ Roy, who is now not feeling very good).  Most importantly, the party found a chamber pot they could use, because the female members of the party had too much dignity to just relieve themselves in the corners of the dungeon like some people.

Splitting the party!  And wizard spiders!  At some point, Knar the Broken decided the Cobalt Cobras were moving too slowly, so he set off with his henchman to investigate an area of the hothouse that was covered in webbing.  Big surprise, it turned out to be the home of a pair of giant spiders.  But not just any spiders—these giant spiders could speak and cast spells.  And when the rest of the party tried to intervene, they had to first fact down a colossal, slobbering spider from their nightmares.  Literally from their nightmares, as it turned out, because it was just an illusion.  Eventually the party beat the spiders further back into their holes and got Knar and Cod Cully out.

A tight spot!  After some deliberation, the party decided to go explore the spiders’ lair.  However, this might have turned out to be a mistake, because, once they all got into the first webbed room, they found themselves surrounded by a whole lot more of the spell-slinging arachnids, menacing them spiderly with their little spider hands and their eight beady spider eyes.

How will the Cobalt Cobras get out of this mess? On to the next session!

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