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Ghinarian Hills/Stonehell

February 17 (3 years ago)

Edited January 14 (1 year ago)

Active PCs

Bill - Talaktakan, male Dragonborn/Yuan-Ti Fighter (Eldritch Knight) 20+

Craig - Lazlo, male Nerathi Human Fighter (Battlemaster) 20+


Occasional/Inactive/Retired PCs

Matt - John Stonehell, male Human Barbarian (Totem)/Rogue (Swashbuckler)

Chris - Maglor, male High Elf Rogue (Thief) 13

Keelia - Bright Star, female Tabaxi Rogue (Swashbuckler) 10 

Matt - Browneye male Human Ranger (Gloomstalker) 9 

Chris - Fraener, male Dwarf Cleric (Forge) 8

Jack - Japachi, male Lizardfolk Rogue (Scout) 8 

Judith - Tuzhnamatay, female Yuan-Ti Warlock (Hexblade) 8

Priest  - Trace Gin, level 8 male Wood Elf Ranger 5 (Horizon Walker)/Rogue 3 (Scout)
Muizz - Stod, male Altanian Human Paladin (Conquest) 7

Priest - Shades Caden, Yuan-Ti Bard (Spy) 7

Just Wisher - Aaron, level 7 male Human Rogue (Assassin) 5, Shadow Magic Sorcerer 2

VikThor - Vicquinor, Rogue/Fighter (Battlemaster) 

Jelly - Sekhmet, Amazon Gloom Stalker Ranger 

Rich -  Arnulf Bloodaxe, male Skandik/Altani Sea Wolf Human Barbarian (Totem) 


Deceased

Chris - Gruffyd, male Dwarf Fighter 8


February 17 (3 years ago)

Edited March 03 (2 years ago)

Travel Times

Stonehell-Khundrakar/Stone Tooth: 5 days.

Stonehell-Kolda (ship Selatine-Hara then overland): 11 days.




February 17 (3 years ago)

 Goat's Head Inn Taproom

November 03 (2 years ago)

Edited November 03 (2 years ago)

Rumours of Stonehell Dungeon's Deep Halls

1 A large settlement of Vrilya exists in the depths of Stonehell Dungeon.

2 A dwarven mine laden with vast amounts of unmined gold exists on one of the lower levels of the dungeon. 

3 There is a gaming house known as the Casino in Stonehell Dungeon. Great fortunes change hands on the turn of the cards or the throw of the dice, and all are welcome there if they come in peace. 

4 A stronghold of dwarves is located inside Stonehell Dungeon. The dwarves have chosen a new king who wants to improve trade relations with outsiders. All visitors to the dwarven stronghold are given a lavish greeting. 

5 A bizarre tomb situated in the dungeon holds the mortal remains of travelers from the Outer Dark. Their corpses are protected by horrible guardians and lethal traps. 

6 The unearthly four-armed mummies that prowl certain parts of the dungeon grant those who eat their dusty wrappings potent powers. 

7 A massive chasm bisects several of the dungeon’s levels allowing easy travel between them…if one can fly. 

8 Powerful vampires infest the dungeon’s lowest level. These super-vampires are immune to cleric’s divine powers and holy water. 

9 A gateway between worlds can be found in the lower levels of the dungeon. Some say it leads to many worlds.

10 The dungeon is endless. There is always another level to be discovered beneath one’s feet. 

11 Various monstrous inhabitants have been mutated by inexplicable magics and possess weird powers not seen by others of their kind. 

12 A forgotten dragon lord’s hoard lies hidden on the dungeon’s lowest level.

13 The scintillating globes found in the dungeon are linked to certain rings, allowing near-instant travel. 

14 An ancient war god is imprisoned in the deepest part of the dungeon. His immortal worshippers strive to free him and bring about an apocalyptic event. 

15 It is best if one leaves the fungus alone. 

16 A decayed king atop a crumbling throne grants the wishes of those who bend their knees to him.

17 A metallic and flesh monstrosity dwells in a heap of rubbish, served by a tribe of Morlocks bearing unique powers. 

18 Writing one’s name on a special wall in the dungeon grants immortality.

19 Beware the sound of wheezing deep in the dungeon for it means both life and death are around the corner. 

20 A cruel and often lethal fate awaits those who can’t cover their losses in the Casino. 

March 03 (2 years ago)

2918 KOLDA (Town): Conventional; TL 4; 400gp limit; Assets 18,925gp; Population 1790 - Mountain Dwarf 1,428 (Warriors 357), Human slaves 362 (90% female)

Resources: Weapons.

Authority Figure: King Dorin Utagon, male dwarf [mountain]

Important Characters: Hanli Belisinnu, male dwarf [mountain] (Priest of Kazadarum/Goibhnie, god of smiths); Ekli Ut Tarrek, male dwarf [mountain] (leader of the Ironmasters); Hatuzon the Heedful, male dwarf [mountain] (Warlock).

Only trusted dwarves and their human slaves are allowed beyond the twin gates of Kolda. The half-underground village, along with Chacban, is one of the two forges of dwarves in the lands of Barbarian Altanis. The most prestigious school of the dwarven ironmasters is located here; the quality of weapons famed throughout the Wilderlands. The inhabitants of the town rarely leave their home, relying on their northern brethren to transport their wares to the markets. They mistrust humans and prefer to wear golden jewelry, even coating their armor and weapons with the same. A small number of clever but (it's said) insane dwarves worship at the Mirror of Yog, an aeons-old metal mirror showing things best left unseen. They gain Warlock powers through this act.

March 14 (2 years ago)

Edited March 14 (2 years ago)

The Mamba Crew - serve Aaron, from M3 4453 BCCC

Based in Ahyf, they are involved in smuggling goods to and from the Kingdom of Nerath while avoiding King Namelin's toll collectors.

1. Cloven Zul, half-elf female, the broker of questionable information, shifting goods and general logistics coordinator

2. Akash:

Akash is a 29 year old male half-orc smuggler/tracker. He has long, wavy, white hair and green eyes. He stands 5'5" and has a muscular build. He hates fair play. He knows all the gossip around town. He likes finding direct solutions to problems.

3. Hearts in the Night:

Hearts in the Night is a 33 year old female tabaxi smuggler. She has blue eyes. She has shaggy gray fur. She stands 5'6" and has an athletic build. She easily holds grudges. She rarely speaks. She wants to know every side of a story before expressing an opinion.

The Mamba Crew Smugglers Gang.

Maintenance Cost is 30gp/month. Spending all Work Weeks on running the business is enough for a +30 bonus on the d% roll each month, allowing some time (ca 8-10 days) for adventuring etc. Comfortable lifestyle expenses are included.

Running Business - roll on last day of each month (real & game).
If you are required to pay a cost as a result of rolling on this table but fail to do so, the business begins to fail. For each unpaid debt incurred in this manner, you take a −10 penalty to subsequent rolls made on this table.

d100 + 0-30.
d%Result
01–20Goods Seized & Associate arrested. You must pay one and a half times the business’s maintenance cost (135gp) to replace the lost goods and free your associate.
21–30Associate arrested. You must pay the business’s full maintenance cost (90gp) to free the associate.
31–40Goods seized. You must pay half the business’s maintenance cost (45gp) to replace the lost goods. 
41–60The business covers its own maintenance cost.
61–80The business covers its own maintenance cost. It earns a profit of 1d6 × 5 gp.
81–90The business covers its own maintenance cost. It earns a profit of 2d8 × 5 gp.
91-130The business covers its own maintenance cost. It earns a profit of 3d10 × 5 gp.
March 31 (2 years ago)

Stonehell Rumours - Upper Levels

1 Spinning the great cube summons a djinn who grants wishes. 

2 One section of the dungeon is filled with dangerous plants. 

3 At least one underwater tunnel connects the dungeon to a nearby swamp.

4 A snake cult conducts bizarre and obscene rites in a crumbling temple located within the dungeon.

5 Anyone slain in the dungeon will rise as an undead monster.

6 Some rooms rise and fall within the dungeon, granting direct access to several different levels (true)

7 An ever-burning skeleton has been glimpsed in the dungeon depths.

8 A holy man who lives in an ancient crypt offers solace and healing to weary adventurers.

9 An old gold mine connects with the dungeon. 

10 The kobolds of Stonehell offer goods and services for sale in an underground bazaar. (true)

11 On the third level is the Hexperiment, left by the Plated Mage when he moved deeper into the dungeon. The wizard who masters it will gain untold riches.

12 The tiny mute men found in Stonehell are the dungeon‘s secret masters. 

13 A giant cave swarms with scores of carrion crawlers.

14 Ringing bells in the dungeon can have unforeseen results.

15 A bottomless chasm exists in the dungeon.

16 Sleeping within the dungeon causes insanity.

17 There is an albino ape in Stonehell who is smarter than most men and can cast powerful spells.

18 The dark power that rules the dungeon makes sure that the monster population of Stonehell never diminishes.

19 All the cisterns and pools in the dungeon are protected by powerful guardians who attack anyone not knowing the proper password.

20 On the fourth level of Stonehell dwell gentleman ghouls who will invite you in for dinner.

April 24 (1 year ago)

 Stonehell, Khundrakar & Kolda 15 miles/hex