Monday, July 28, 2025

Stonehell Broadsheet #4

 



NEWS ABOUT OLDE TOWYNE


  •   HUZZAH! A new troupe of gallant heroes, known as TORVALD'S TEN, has successfully returned from the depths of STONEHELL to OLDE TOWYN.

  • At the TWO-HEADED CALF the Ten celebrated their victory over a band of BLUE-EYED DANCING SKELETONS and the defacing of a SATANIC CENOTAPH. As such, Towyn is abuzz with rumors of this doughty band.



  • Led by TORVALD THE EXACTING, former bank teller for the PENNYPINCHER CLAN, the Dwarf has sworn to form his own financial stronghold in the UNDEREARTH—with a competitive fee structure and more lenient 'two strikes' policy for kinsmen.

  • Torvald successfully recruited CORDELIA THE CHASTE, recently returned from a quest into GORNATE FOREST to win over the NEUTRAL HEATHENS known as WOODWOSE to the LIGHT OF LAW. For her efforts, the young Cordelia added a single jewel to her heavenly crown:

  • AMBROSE THE AGED ACOLYTE, a (largely) peaceful and retiring WILD MAN of middle years who hovers nervously near his priestess, threatening those who come near with his knotted club.

  • Alongside Cordelia and Ambrose, Torvald is joined by the bounty-killer known as DONAL OF DOUGHKEEP, a bowman of local repute who has long been a thorn in the backsides of the ALMSMEN.

  • Finally, HIMBO HALFDAN, the nominally-employed snerg sometimes seen laying about the Two-Headed Calf, was shamed into joining by the Lawful inducements of Cordelia--alongside, perhaps more persuasively, a threatened clubbing by the easily-agitated Ambrose.

  • Having recovered treasures from a foul band of GOBLYNS holed up in the GATES OF HELL, Torvald's Ten took a clean sweep of the local mercenaries, recruiting: CINDERELLA THE LINKLASS, STONE-FACE OLAF, ROLAND OF ERILLION, and the conjoined militiamen ROLF and DOLPH. 

  • Thusly, the troupe gained its name once all were accounted for: TORVALD'S TEN. May the LIGHT OF LAW shine upon their efforts!





  • ALACK! A band of LAWFUL PILGRIMS, led by the elderly ABBOT REGINALD THE RUGOSE, has been AWFULLY SLAIN in the FOREST GORNATE by the BLACK DRAGON known as SONG OF NIGHT'S SCREAMS!

  • Reginald had been set to restore the lost CHAPEL OF ST. RAS outside of STONEHELL DUNGEON, having gathered a congregation of some fifty able-bodied MEN and their families to begin restoration efforts.

  • A LONE SURVIVOR, the battle-haunted acolyte HARALD THE HALF-HEARTED--formerly HARALD THE HALE--has shared the holy band's awful fate at the Two-Headed Cow.

  • The final leg of their pilgrimage began inauspiciously, being delayed at Old Towyne for most of the day by CHAOTIC CIRCUMSTANCE.

  • And so it was dusk when the attack came, wherein the SERPENT OF CHAOS descended from the sky like a great black hawk to vomit forth a chartreuse miasma which reduced the good Abbot to a SMOKING SKELETON.

  • Compounding the situation, FOUL BETRAYERS rose up among the ranks of the pilgrims, slaying nearly all the remainder of Reginald's HOLY HENCHMEN. 

  • From there, the story is muddled by tearful self-recrimination, as Harald blubberingly admits to breaking ranks as SONG OF NIGHT'S SCREAMS malignant miasmas did their foul work, reducing the congregants into their constituent parts.

  • Harald believes there to be no other survivors, as MERCILESS ASSASSINS in the guise of KINDLY MONKS among their ranks cruelly put would-be escapees to the sword while the young acolyte--who had been relieving himself nearby--watched in abject horror, albeit from a squatting position, before making his CRAVEN ESCAPE.

  • The whole attack was over within minutes, and Song of Night's Screams disappeared into the sky as his CHAOS MONK KILLERS looted the remains. May the LORD have mercy on their souls!

  • Finally, Torvald's Ten listened to Harald's tale of woe with much interest, aghast as anyone at this terrible development. And while the kindly cleric Cordelia offered to take the wayward acolyte under her tutelage, young Harald was much afeared at the thought of returning to STONEHELL and withdrew into his private room for meditation and prayer.



FOR HIRE at the TWO-HEADED CALF


  • None!


SERVICES AVAILABLE at the OLDE TOWYN DIOCESE


  • Holy Water: 25 gp, 4 flasks available


  • Antivenom: 100 gp, allows for an additional save vs poison, 2 flasks available


RARE ITEMS from THE PENNYPINCHER COLLECTION


  • Our first item comes from the personal effects of SGT. HENRI D'ARAMITZ, who met his doom in CASTLE XYNTILLIAN, seduced by SYBILLE MALEVOL aka the WIDOWMAKER.

  • Identified as a PRIME ROD, it is believed to serve as a magical key to the accompanying TREASURE MAP, which may lead to the HYQUEOUS VAULTS, believed to be somewhere in the STONECROWS.

  • Price: 1400 GP


  • Golden clasp - 300 GP


  • Electrum Circlet - 600 GP


  • Gilded Bracers - 2200 GP


  •  Silver cup - 20 GP


  • Chill Parasol - 5000 GP

Monday, July 14, 2025

Stonehell Broadsheet #3

NEWS


• HOBGOBLYN OUTRIDERS have been spotted by the WARDEN RANGERS of GORNATE FOREST, scouting farmsteads outlying OLDE TOWYN.


• The Rangers warn that such scouts oft presage a larger force, and advise travellers to move in numbers to discourage banditry.


• This development is only the latest in a long series of troubles to emerge from the WILDERLANDS of the Forest Gornate and the STONECROW MOUNTAINS that loom to the North and West.


• The Rangers, who recently won a decisive victory against the ALMSMEN, a gang of brigands that had been plaguing the ELFROAD to MUR, are often the only LAW in the Wilderlands that have claimed much of the outer provinces of the REALM OF MAN.


• Consequently, the OLDE TOWYN GUARD is unusually alert and active in manning the earthen walls that surround the village. Further, due to panicked buying by the local gentry, the SMITH has had to RAISE PRICES by 20% on all WEAPONS and ARMOR to keep up with demand.



THE SERMON OF ST. RAS



• Since returning to OLDE TOWYN, ACOLYTE MELCHIOR has been beset by NIGHT VISIONS, his dreams filled with the stern countenance of SAINT RAS, the patron of duty and fidelity, who harangues our Cleric from the HEAVENLY GATES. 


• Much of what is said is lost in a thunderous din of trumpeting horns and crashing symbols, the accompanying CHERUBS providing free jazz ambience to the saint's exhortations. Still, a sample of what could be understood is provided:


This be the tyme for choosing / thee LORD gave yew this lyfe to glorifye the LAW and not thyself / How each may beste serve HIM then should be the foremost conceryn for everye Man / Yet, each was doled a portion of HIS wyll, but none equal in measure / And so no symple answer may be applyed to all / Instead, each muste look into their hearts--and to the LORD above--to decyde what is beste / Hark ye, though: once set upon one's holy purpose, each Man must determyne themselves to seeing it through / For when ye stand upon the SCALES OF JUDGEMENT, shirkers will quickly be carried down by their sin into PERDITION while the steadfast will surely be rewarded for all eternity



FOR HIRE at the TWO-HEADED CALF



CINDERELLA, impoverished waif of 12 who has been forced by her evil stepsisters into becoming a LINKLASS. Preternatural beauty, go-get-’em attitude, heart of gold. AC 9, 1 HP. 1 gp/day on adventures, 1 sp/day while in town. Requires 5 gp retainer.


CYRUS THE CYCLOP, seasoned DROVER capable of handling mules, horses, and wagons. A missing eye was skewered by an errant branch, but now he's "right as rain”. 1 gp/day on adventures, 1 sp/day while in town. Requires 5 gp retainer.


COURTEOUS CARLO, former squire hobbled by his lord's warhorse, now an aging dandy who works as a VALET and bodyman. 1 gp/day on adventures, 1 sp/day while in town. Requires 5 gp retainer. 


IANNA GALPSI, free-range mummer, tumbler, fortune-teller, jester, chimney-sweep, bootblack, and VALET. Female hobbit of middle years with a quick tongue and striking salt-and-pepper curls. 1 gp/day on adventures, 1 sp/day while in town. Requires 5 gp retainer.


ROLAND OF ERILLION, seventh (or so) bastard of a prominent nobleman, Roland assures you that he is merely a “temporarily embarrassed graf” who works PORTAGE as a means to “stay in touch with the common man”. 1 gp/day on adventures, 1 sp/day while in town. Requires 5 gp retainer. 


STONE-FACE OLAF, a dour and thickly-muscled military veteran who has been reduced to serving as a MILITIAMAN due to partial paralysis on his left side from an old war wound. Will only work alongside ROLAND OF ERILLION for 1 gp/day on adventures, 1 sp/day while in town. Requires no retainer, but assures employers that if young Roland should suffer from a misadventure “there would be holy hell to pay”. Will provide his own equipment.


ROLF AND DOLPH, conjoined twins who have recently come of age, ROLF AND DOLPH having started as a pair of linkboys but who have saved enough to retrain as MILITIAMEN. They maintain a strict code of secrecy regarding former adventures and employers. 2 gp/day on adventures, 2 sp/day while in town. Wearing specially-crafted leather armor and wielding a short sword and a spear, Rolf and Dolph require additional equipment before joining, as well as a 'heart-felt' apology from LARRY THE FRIEND.



SERVICES AVAILABLE at the OLDE TOWYN DIOCESE



Holy Water: 25 gp, 4 flasks available


Antivenom: 100 gp, allows for an additional save vs poison, 2 flasks available



RARE ITEMS from THE PENNYPINCHER COLLECTION



Carved ivory tusk - 50 GP

Silver cup - 20 GP

Crystal decanter - 45 GP

Jade ring - 250 GP

Dagger with jeweled scabbard - 600 GP

Chill Parasol - 5000 GP



LEVEL TITLES



All classes have titles that are gained as they level.


The following titles are listed below for classes currently in play.



Cleric

1: Acolyte

2: Deacon

3: Chaplain

4: Pastor

5: Rector

6: Vicar

7: Prelate

8: Abbot

9: Bishop

10: Exarch

11: Saint, Local

12: Archbishop

13: Metropolitan

14: Patriarch

15: Saint, Minor

16: Cardinal

17: Apostle

18: Pontiff 

19: Saint, Major

20: Pope



Fighting Man

1: Greenhorn

2: Veteran

3: Man-at-Arms

4: Knight-Errant

5: Sergeant

6: Sergeant Major

7: Lieutenant

8: Knight Bachelor

9: Lord

10: Captain

11: Knight Banneret

12: Baron

13: Major

14: Viscount

15: Lieutenant Colonel

16: Earl

17: Colonel

18: Duke

19: General

20: King



Hobbit

1: Snerg

2: Beggar

3: Hairfoot

4: Halfling

5: Sidekick

6: Hobbit

7: Deputy

8: Sheriff

9: Clan Chief

10: Lord Mayor



Thief

1: Lurcher

2: Footpad

3: Cutpurse

4: Graverobber

5: Bandit

6: Cat Burglar

7: Raider

8: Guildsman

9: Thief

10: Reaver

11: Marauder

12: Bandit Chief

13: Cracksman

14: Master Thief

15: Villain 

16: Guildmaster 

17: Plunderer

18: Mastermind 

19: Prince of Thieves

20: Kingpin of Crime



Witch

1: Aspirant

2: Initiate

3: Handmaiden

4: Sister

5: Elder Sister

6: Priestess

7: Mistress

8: Enchantress

9: Witch

10: Sorceress

11: Oracle

12: Night-Witch

13: Magistrix

14: Mistress of the Dark

15: Perfect Priestess

16: Countess of Chaos

17: High Priestess

18: Wicked Witch

19: Bride of Satan

20: Witch-Queen



ON WITCHES & WIZARDS


• Magic-Users are comprised of at least two types: WITCHES and WIZARDS. 


• Witches form covens on moonlit nights in the wild places beyond the gaze of Men, where they might frolic nakedly and pay homage to the forces of CHAOS (or, in the case of those rare WHITE WITCHES, the HEAVENLY HOST).


• Witches were initially taught their craft by the UNSEELIE, otherworldly elfin ladies who stalk the night, whispering forbidden secrets to those who would listen and cavorting with the wild spirits of the WODE.


• As the ELFS faded from the REALM OF MAN, the tradition was passed down generationally, but Man was forbidden to learn the secrets of witchery, just as Woman was denied the LAWFUL PRIESTHOOD.


• That is until MATH THE MAD MAN managed to espy on the MIDNIGHT MASS, and learned the Witches' secrets forthwith. From him, the master-apprentice tradition of WIZARDRY has slowly developed, though barely tolerated by the various covens that dot the landscape.


• In the FOREST GORNATE, outside of OLDE TOWYN, the SIDEREAL SISTERHOOD holds regular masses, led by ELVIRA, MISTRESS OF THE DARK. PC Witches can turn to the Sisterhood for fellowship and training.


• Upon gaining a new level, Magic-Users have a chance gain 1 spell of each level they have access to through personal insights. These spells may be determined randomly, which guarantees success, or they may chose spells from the list provided in Labyrinth Lord but must roll on their Chance to Learn Spell, determined by Intelligence (see next point). Otherwise, spells must be taught or transcribed from a scroll or spellbook.


• The number of spells that a Magic-User may know, as well as their max spell level and chance to learn a new spell when transcribing from a spellbook, is determined by Intelligence. Please consult with the DM for these numbers. 


• Magic-Users may additionally research unique spells of their own devising, which do not count towards the maximum number of spells per level, though it is an expensive and time-consuming process and few in this LEADEN AGE are capable of such feats.


• At 9th level, Magic-Users may create scrolls and potions, while at 11th level they can create other magic items, though--as with spell invention--the process is obscure today and requires a significant investment in time and resources. 




A CENOTAPH FOR SIR DUKE


Translated from the Chaotic


Along the Elfroad the drummer sets the pace,


A parade for every woman, man, zir, class and race. 



Down from the Stonecrows the parade marches to Towyn,


From Neath Maddoc Pointe the Olde folk have come back around. 



For the carnival has been called at the hornsman's behest,


And the Good Sir Duke expects all at their best. 



It's an all white party but just come as you are, 


Though in that flesh suit I don't think you'll get far.



Just shake off that mess and release the skeleton within,


You'll never believe how good you look thin.



Forget too your crowns, the jewels and silken finery,


That brooch and brocade now fit for the swinery.



It's a family reunion and all must attend,


For this is the final parade, finito, the end.



But when his trumpet announces our singular band leader,


Oh! Best believe the sound of doom has never been sweeter.



Grandmaster of dance, man of the people and patron of the arts,


Sir Duke loves us all and is here for our hearts.



So come on, join us, flense off that flesh,


You'll find these new steps are fo sho mad fresh.

Monday, July 7, 2025

Stonehell Broadsheet #2

RULES: On MEN & MORALE


  • PCs may keep a number of Retainers based on their CHA score. There are roughly two categories of Retainers: Hirelings and Henchmen.

  • Hirelings are 0-lvl noncombatants and militiamen who do not accumulate xp during adventures. Henchmen, on the other hand, earn a ½ share of xp while working for the PC and can be played in lieu of one’s main character when indisposed (during training, research, imprisonment, etc) or deceased, earning a full share of xp while operating independently.

  • Retainer availability will depend on settlement size: a small village wouldn’t support many men for hire, while there are always never-do-wells on the lookout for a little extra in a metropolis.

  • High mortality or mistreatment can deplete the local recruit pool, or force the company to deal with unscrupulous elements.

  • Placing advertisements or paying minstrels to sing about the company’s exploits can attract extra manpower (1d6x50 gp for new check).

  • Morale (ML) for Hirelings depends on two factors. The baseline value follows the employer’s Charisma, which shall be modified by a random 2d6 roll for +/– 2.

  • Morale checks must be rolled on the following conditions: first casualty, casualties over ½ starting forces, overwhelming odds, massive destructive effect, or any time the retainer is ordered to do something very risky on behalf of the characters.

  • Roll morale on a 2d6. If the result is below the ML rating, the subject holds ground. If the result is above ML, the subject retreats, flees in panic, or goes on the defensive. In either case, subtract one point from the subject’s ML rating. NPCs with failed morale will suggest to terminate the expedition and retreat to safety, and will not take any further risks.

  • Morale always goes down, and very rarely up (only a major victory or a great boon can help). When ML reaches 3, the retainer leaves the company forever.

  • Morale for Henchmen is a more complicated affair, and will be addressed at a later date.


FOR HIRE at the TWO-HEADED CALF


  •  COURTEOUS CARLO, former squire hobbled by his lord's warhorse, now an aging dandy who works as a VALET and bodyman. 1 gp/day on adventures, 1 sp/day while in town. Requires 5 gp retainer.


  • ROLAND OF ERILLION, seventh (or so) bastard of a prominent nobleman, Roland assures you that he is merely a “temporarily embarrassed graf” who works PORTAGE as a means to “stay in touch with the common man”. 1 gp/day on adventures, 1 sp/day while in town. Requires 5 gp retainer. 

  • STONE-FACE OLAF, a dour and thickly-muscled military veteran who has been reduced to serving as a PORTER due to partial paralysis on his left side from an old war wound. Will only work alongside ROLAND OF ERILLION for 1 gp/day on adventures, 1 sp/day while in town. Requires no retainer, but assures employers that if young Roland should suffer from a misadventure “there would be holy hell to pay”.


  • ROLF AND DOLPH, conjoined twins who have recently come of age, ROLF AND DOLPH having started as a pair of linkboys but who have saved enough to retrain as MILITIAMEN. They maintain a strict code of secrecy regarding former adventures and employers. 2 gp/day on adventures, 2 sp/day while in town. Wearing specially-crafted leather armor and wielding a short sword and a spear, Rolf and Dolph require additional equipment before joining.


SERVICES AVAILABLE at the OLDE TOWYN DIOCESE


  • BISHOP ALFRIC ORDANE, the elderly yet spritely spiritual leader of the LAWFUL LAITY of OLDE TOWYN, said to be a former wandering cleric in his youth, is known to be welcoming to intrepid adventurers who seek to descend into STONEHELL’s depths—and who are generous in their donations towards the improvements of the OLDE GREYSTONE CHAPEL.


  • Holy Water: 25 gp, 2d4 flasks available/wk


  • Antivenom: 100 gp, allows for an additional save vs poison, 1d3 flasks available/wk


  • Spellcasting: prices listed below, must be in good standing with the CHURCH to receive services, those listed in italics require the intervention of ARCHBISHOP CLAUDIO CANTONELLI, the recently-appointed METROPOLITAN OF MUR, a retired crusader-general who served in the AUSTERLANDS against the unholy forces of the ANTIPODAL UNORTHODOX CHURCH. It is said that his long-handled mustachios disguise a stern yet terribly disfigured countenance, the mark of the BLACK GUARD of the ANTIPOPE, whose unholy arms leave wounds that can only be healed by a Cardinal’s blessing.


  • Augury: 300 gp

  • Atonement: 6,500 gp

  • Bless: 25 gp / person

  • Commune: 1,000 + 500 gp per question

  • Continual Light: 500 gp

  • Cure Blindness: 1,000 gp

  • Cure Disease: 1,000 gp

  • Cure Light Wounds: 100 gp

  • Cure Serious Wounds: 350 gp

  • Cure Critical Wounds: 600 gp

  • Detect Evil: 100 gp

  • Detect Magic: 150 gp

  • Dispel Evil: 1,000 gp

  • Dispel Magic: 900 gp

  • Divination: 1,000 gp

  • Exorcise: 9,000 gp

  • Find the Path: 6,500 gp

  • Neutralize Poison: 1,000 gp

  • Protection from Evil: 150 gp

  • Purify Food & Drink: 100  gp

  • Raise Dead: 7,500 gp

  • Remove Curse: 2,500 gp

  • Speak With Dead: 900 gp 

  • Tongues: 500 gp


RARE ITEMS from THE PENNYPINCHER COLLECTION


  •  Carved ivory tusk - 50 GP


  •  Silver cup - 20 GP


  •  Crystal decanter - 45 GP


  •  Jade ring - 250 GP


  •  Dagger with jeweled scabbard - 600 GP


  •  Chill Parasol - 5000 GP

Session Report #5: SCINTILLATING SPOILS!

Valued at 5,000 GP HUZZAH! The COMPANY OF HEROES has once again emerged TRIUMPHANT from the dismal depths of STONEHELL DUNGEON, having recov...