075

Dungeons & Dragons 5th Edition
The Red Larch Adventure.

The Union consists of-
Bob (Now Sweden & the world) playing Ken Lee, Male High Elf Wizard
Christer (Sweden) playing Zyler, Male Human (Variant) Cleric of Tempus
Pedja (Germany) playing Goren Naeris, Male Wood Elf Rogue aka (atm) Lord T.
Simon (UK) playing Zalt, Male Half-Elf Warlock
Zoki (Serbia) playing Grimm, Male Human (Variant) Paladin of Tymora
&
Me- Goonalan (UK) playing everyone else (DM)

We play using Fantasy Grounds and Google Hangouts, usually once a week for approx. 3 hours.

And so-

Session #075 Wednesday 5th April 2017
The Apokalypse.

Starring-
Zalt, Male Half-Elf Warlock (Sailor) Level 8
Grimm, Male Human (Variant) Paladin of Tymora (Sailor) Level 8
Goren Naeris, Male Wood Elf Rogue (Criminal) Level 8 who looks a lot like Lord Thaelond, the ruler of Bargewright.
Zyler, Male Human (Variant) Cleric of Tempus (Hermit) Level 8,
Ken Lee, Male High Elf Wizard (Folk Hero) Level 8

There’s a lot, no really- a lot a lot, to get through this session, and so… oh and the guys are playing a blinder- good roleplay, smart questions and… oh they’re sooooooo fine!

The Action-

1) Recap in Brief.

Bargewright.jpg

Bargewright.

Simple as, the Union are at present beneath Bargewright, in Dhol Kuldhir (ancient Bronzehammer ruins) with the Seven Dwarves, who the Union have determined are also good guys.

Pictures of the Seven Dwarves can be found here-

The Seven Dwarves.

More info about the Seven Dwarves can be found in the last session.

The two groups are trying to figure out a way to open the Door at the End.

Doors.jpg

The Moradin worshipping Dwarves thought that there presence would be enough to open the great portal, alas this proved to be untrue, now both groups are somewhat stumped.

The Door at the End- the Union are convinced, is important, just how important the guys are about to find out. Now read on…

2) Identify the Door at the End.

As stated previously I allow the Identify spell/ritual to be used to discern a little history about a device or structure, this usually takes the form of a vision, and so Ken Lee settles down and attempts the spell. This is what the Wizard sees-

The Door at the End is open, beyond a long corridor made seemingly entirely of highly polished gleaming metal, the corridor seems to extend forever.

A group of Dwarves appear from the depths of the passage, make their way slowly to the door- very slowly, as if they were involved in some sort of ceremony. One Dwarf clad in thick armour (with full-face helm) leads the group, the half-a-dozen Dwarves behind are cloaked and masked- dressed in black.

Both sets of Dwarves are familiar to Ken Lee, the Wizard used his Identify spell to examine the ancient Bronzehammer Obelisk in the depths of the Underdark, this during the rescue of Sir Gustav.

Obelisk_Detail.jpg

Ken Lee saw the same Dwarves here in his previous vision, the heavily armoured Dwarf seemed able to hover and fly- he (or she) seemed to be involved in making the ancient Obelisk work- producing and storing power, like a battery (as Zalt stated at the time).

And so back to Ken Lee’s present vision, the masked and cloaked Dwarves activate a device, on the wall at the end of the corridor, just beyond the doors- thirty seconds later the great portals begin to close; this a cue for the heavily armoured Dwarf to step through the portals.

Eventually the door at the end is sealed, the lone heavily armoured Dwarf locked out, up close Ken Lee can see various badges and symbols on the Dwarf’s armour. Describing what he saw later on the Union (with help from the Seven Dwarves) determine that the symbols represent the following-

a) Lord Moradin,
b) The Bronzehammer Dwarves, and
c) The four prime Elements- Earth, Air, Fire & Water.

For a second, before the vision ends, Ken Lee spies the timer above the Door at the End-

Time.jpg

Alas Ken Lee’s vision of the device is fleeting, it reads “??:59”, the question marks representing unseen numbers.

There follows much chatter, including an extended chat with Lord Grimm (the Dwarf) and Fenchurch; the chatter leads to more info from the Seven Dwarves, and specifically from Fenchurch, much to Lord Grimm’s chagrin.

3) The Seven Dwarves & the Door at the End.

Lord Grimm sends the majority of his soldiers out of the chamber for much of the discussion, it seems there are secrets to be told, although it is actually Fenchurch that does the telling.

Note throughout all of the following information it slowly becomes obvious (to the Union) that Lord Grimm, the leader of the Seven Dwarves, is not party to all of the new information- it seems Fenchurch has been told (or knows) much more than his commander.

The Union do their part, they tell tall tales of their adventures- everything they can remember from their time in the various Bronzehammer ruins they have visited and explored, at the end of the chatter the following points have been added to the Union’s information store-

a) The Door at the End is (perhaps) powered by the Obelisk like batteries. Fenchurch is of the opinion that there were originally five of these devices located throughout the Dessarin Valley, all obviously built by the Bronzehammers.

b) The opening at the Door at the End signals the ‘end time’, known to the Dwarves as the ‘Apokalypse’- this information causes much consternation, however…

c) The Door at the End is the way to the Allfather- Lord Moradin; the Dwarven Over-God will, Fenchurch states, issue forth to fight the last great battle. The volume of subsidiary chatter hits ‘11’ when this nugget is revealed.

There follows much more chatter about how the Doors and the Timer (or Countdown) device work- the guys are certain that they are not subject to ordinary time. The Union tell the tale of their last vision to Dhol Kuldhir, how the time on the countdown changed from “09:03” to “09:02” when they left the chamber then- as if the device was responding to their visit.

Lord Grimm suggests an experiment- they should all leave the chamber again, to check the theory.

And so it comes to pass- Fenchurch is the last to exit the chamber.

The device beeps- as it did last time, and the countdown changes-

“08:02”

The theory is proven, although this time it is an hour that has passed rather than just a minute. Lord Grimm and Fenchurch are convinced that the Union’s destiny was to bring them- the Seven Dwarves, to this place. The Dwarves are more determined than ever, although still unsure of how to proceed next.

Just to note the Union are overjoyed at this discovery, until that is Fenchurch points out that the ‘countdown’ is to the opening of the door and the final battle, and ultimately (perhaps) the destruction of all things. The Union’s joy is short lived- ‘oh yeah’ is the consensus.

Another bout of checks and searches of the area reveals nothing new, and soon after the Union are also at a loss, except to say- “the Door is triggered by events, it seems that we are part of the countdown… I think we must be about our business. We must come back here when we can, otherwise… we must struggle on” Zalt sums up the situation.

And so an hour or so later the Union and the Seven Dwarves make the surface, having sealed the outer doors again. The Seven Dwarves are to stay at Bargewright Inn, at least for a little while to regroup and plan their next move; the guys however are back in business- to Womford, they have more jobs to do.

The two groups however have reached an understanding- something terrible is going to happen, and they and the Door (and the Bronzehammers, and…) are somehow part of it all.

4) More Meetings in Womford.

Womford_Small.jpg

The guys are keen to talk to two more residents of Womford about the situation in Dhol Kuldhir; the first is Sertiernen (Ken Lee’s Halfling Wizard Mentor)- alas the Harper has little or nothing to tell, the Halfling knows only the basics about the Bronzehammers, and his library is almost entirely devoted to other things. There are no clues to be found here, although The Halfling issues a warning (after being told about the potential ‘Apokalypse’), he states that all religions and cults are fond of inventing some form of ‘end times/Apokalypse’, he feels that the adventurers should not fret overly. Pushed for an example by the Union Sertiernen reminds the guys of the Vraath curse, which also foretold great destruction in the Dessarin Valley. His point is there’s a lot of it about.

Sertieren.jpg

While the majority of the Union are with Sertiernen, Zyler visits with Brother Derny, the old Priest of Lathander, and amateur local historian.

Brother_Derny.jpg

The Priest’s speciality is actually the Vraath family, and yet he has some knowledge of the Bronzehammer Dwarves reign in the Valley. Zyler however is insistent, and persuasive, the Priest eventually tells what he knows- which alas is nothing about the Door at the End.

In short Zyler learns that the Dessarin Valley was mastered by the Bronzehammer Dwarves for over a millennia, the reign of five great Dwarven Kings, the Bronzehammer were isolationists- having travelled to the Valley from the far north. The Bronzehammers were also great builders- there are supposed to be redoubts and fortresses scattered throughout the valley all baring their mark. The Bronzehammer Dwarves and their civilisation fell into ruin nearly a millennia past…

Later the Dessarin Valley was invaded by the Northmen, the Uthgardt Barbarians who also came to the region from the far north, a horde of invaders. The Uthgardt also ruled the Valley, and for many generations… that is until their rule somehow ended, or else faded…

And then came the Vraath, the great family from Waterdeep, they too mastered the Valley- they reigned here and brought civilisation, and justice and fairness, to the wild lands. They too built fortresses, and towns, and other places. The leaders of the great house of Vraath in the Dessarin Valley were all Paladins, for five generations they kept the peace and the order here, until the last of them- Cadoc Vraath, Paladin of Waukeen, just disappeared- or else was never heard from again, all of his family and retainers likewise vanished. This last event, Brother Derny reminds Zyler, took place at Castle Overlook… which leads us nicely into the next section, although that’s not the end of the chatter with Brother Derny.

The rest of the Union show up, to help Zyler’s interrogation of the old Priest- the guys have fresh questions. They learn another nugget of information-

The Uthgardt, the great northern Barbarians, still exist within the Valley- they are dirty and strange (Brother Derny seems to hold prejudices, it quickly becomes apparent). The wastrel gangs of Uthgardt roam the Valley still, seemingly lost and without purpose- except perhaps to survive. It is said that the Uthgardt believe that the world is in its last chapter, in short it is ending, the few remaining tribes merely await the coming of the end.

Derny also confirms that the Vraath curse actually uses the word ‘Apokalypse’ in it- the guys are convinced… they’re job, it seems, is to save the world.

5) Mr. Sausages.

High_True-Trader_Denaris.jpg

The second to last meeting the guys take in Womford is with their old friend (the creepy) High True-Trader Denaris and his companions. In essence this is a repeat of a meeting the guys had with the High Priest of Waukeen earlier, the Union has agreed to venture to Castle Overlook, the last known resting place of Cadoc Vraath. The location of the invisible Overlook is known only to one man- Brother Derny, he however swore earlier to only reveal its locale to a blood relative of the Vraath family- enter Sir Gustav.

So, this meeting was supposed to be the preamble to the guys venture into the wilds, and to Overlook- however, as it turns out, the guys have a change of mind (see the next section).

In this meeting the Union are introduced to Mr. Sausages- yep, you read that right.

Gunther.jpg

Mr. Sausages is an old Dwarf, and very good friend of Brother Derny- he’s also a guide, and specifically a guide to Castle Overlook, Derny has trusted the location to the Dwarf.

Mr. Sausages was however involved in an incident a decade or so past, the incident left him scared- physically (see picture) and mentally. The incident involved Mr. Sausages and an Owlbear.

The upside of this event is that Mr. Sausages is capable of saying just two words- the first, and spoken most often (i.e. all the time) is ‘Sausages’, which means ‘yes’, or ‘okay’, or ‘that way’, or ‘xxxxx’ well more or else everything else. Remarkably, due to inflection and body language, the guys have little trouble interpreting the word ‘sausages’ and all of its many uses- providing they keep the conversation simple.

They have even less trouble translating the other 50% of Mr. Sausages’ vocabulary, the second word is “Owlbear” most often delivered with an exclamation mark- “Owlbear!” or perhaps more accurately, “OWLBEAR!!!!”, which means ‘no’, or ‘NO!’, or sometimes, “NOOOooooooo!”

It would be fair to say that the Union become fond of Mr. Sausages very quickly.

And so this is where the guys had planned to be heading- to Castle Overlook, only Avarthel has told them that the delegation from Mirabar (which includes the Dwarf they are waiting on- Strom Halifax) is back in Triboar and about to entre the Dessarin Valley. Basically their guy will be in Womford in about fifteen days time- this makes a difference because the river journey to rescue Lord Thaelond (the real Lord Thaelond) from a bunch of bandits (Cultists?) up river is going to take them at least eight days to get there. Also the spell that makes Lord Thaelond look like Goren, and Goren look like Lord Thaelond runs out at the end of the month- in eighteen (soon to be seventeen) days time, basically they need to rescue Lord Thaelond, even if only to assuage their conscience.

Therefore the High True-Trader, Speaker Westron (the Mayor of Womford), and Sir Gustav are all disappointed, the guys are not going yet- which is pretty much what they said the last time this meeting was held. The High True-Trader is not happy, that is until a number of the Union point out that if it wasn’t for them then Sir Gustav would not be here, and that without Sir Gustav the High True-Trader would be lost.

Sir Gustav comes over to the Union’s side- basically he swears that he will wait here in Womford for them, until they are ready to head to Overlook, the High True-Trader is unhappy with the situation but understands the Union’s reason- they have told the pair that they are off to save a life (Lord Thaelond).

And so to the last meeting of the evening…

6) Up-River with the Wharf Rats & Investigate Pike’s Landing.

A meeting on the docks with Gaelkur and his Wharf Rats, the guys had learned earlier in the day that their ship was ready to depart up river, and so- after agreeing a price, it comes to pass.

Gaelkur and his crew (and boat- ‘The Auspice’) will take the guys up-river to a place called Pike’s Landing, a smugglers hang-out, there the Union will meet with Shaolar- an old guy who knows the waters of the river like the back of his hand. Shoalar (for a hefty price) will take the Union to a riverside fortress called ‘Rivergard’ (an old Vraath structure). Rivergard is home to the river bandits (Cultists?) who kidnapped Lord Thaelond (who at the time looked a lot like Goren). Basically it’s a rescue mission…

And so the deal is done, the guys head up river- travelling during the night.

River_Foggy.jpg

All the way to Pike’s Landing, which The Auspice approaches early the next morning… the place seems to be deserted, nobody replies to Gaelkur’s call. The Union head over in a jolly boat to investigate- all is not well, as Lord Thaelond (Goren, remember) discovers.

River_Jetty_1.jpg

The expert Rogue is as silent as the breeze, he spots dead people in the first building and a Ghoulish creature about its business consuming the corpses, the same in the second building- another of the foul undead, Lord Thaelond deploys his traps- Rusty (a man/bear trap the guys have been lugging around in their Bag of Holding), and also caltrops and marbles.

Job done (with no roll less than ‘22’) the guys get into action.

7) Ghoul Attack!

The fracas at Pike’s Landing is disappointing- three of the five Ghouls present here are destroyed in the opening moments, a third Ghoul manages to avoid Rusty and get into action against Grimm and Zyler- it doesn’t last long. The last two Ghouls are alas for Zyler laired beneath the jetty, the pair grab at the Warlock and for a while it looks nasty, that is until Zalt recovers and blasts the pair in the face with his twin Eldritch Blasts, one of the pair comes back for more- and is met by Grimm and Zyler, it too doesn’t last long. The last Ghoul has seen enough- it flees underwater.

At which point the guys start hearing screams coming from the Auspice.

Ship_The_Auspice_1.jpg

At which point we see the Union in full effect- to the rescue, a moment later a flying Grimm and Ken Lee (courtesy of the Wizard’s Fly spell) land on the deck of the Auspice- over half of the Wharf Rats are either bloodied or paralyzed, or both (five from eight), and Gaelkur is fighting for his life- but holding his own. There are another seven Ghouls here- doing their damnedest to slay the captain and his crew.

It gets messy, particularly when Zalt Dimension Doors over to the ship with Zyler, it doesn’t help matters that Ken Lee’s next act is to cast a Haste spell on Grimm- the Paladin tears through the enemy, managing to take three of the foul creatures down in his opening manoeuvre.

It takes another twenty or so seconds for the fight to be over, a number of the Ghouls having leapt into the water in order to avoid their demise… but with that, the session is, at last, over- we went on for a while, all great stuff.

ENCOUNTER #105
PCs 5 x Level 8
Monsters 12 Ghouls 200 XP each.
XP 2400 Adjusted 7200 CR 11
Hard

More adventure next time…


Session #075 Ends.

Ongoing Quests- Quest #1 Get the Pitchblende safely & secretly to Red Larch (COMPLETE), then meet up with Strom Halifax- get it authenticated, sell it and then return home- easy job. Quest #3 Find Savra, Lady Lara’s Sister- with the Flying Knights. Quest #4 Find Goren (who is Lord Thaelond really) Quest #5 Follow Sqwelch to the Gargoyle’s Lair COMPLETE, Quest #6 Investigate Castle Overlook- What happened to Cadoc Vraath?

NPCs of note- Gundren & Nundro Rockseeker (Patron, again), Sildar Hallwinter (Lord’s Alliance), Sister Garaele (Shrine of Tymora)- GRIMM’S SQUEEZE, Halia Thornton (Town Master & Phandalin Miner’s Exchange- ZHENT?). Mags O’Mara (Triboar), Oggnog the Smith (Triboar) & Gable, of Gable’s Stables (Triboar). Sgt. Beavis & his men at Black Maw Bog Bridge. The Popper family & Gordo at the Rusty Gorgon. Sister Gallafrey (& the Pilgrims of Chauntea). The Village of Westbridge= More Owlman! Avarthel- Druid of the Land, southern Dessarin.

NPCs of note in Red Larch- Phaendra Chansyrl (Curvy in leather), Imdarr (Priest of Tempus & Gauntlet), Endrith Vallivoe (Junk shop owner & Harper), Mangobarl Lorren (Baker), Ghilee (Serving wench at the Swinging Sword), Constable Harburk (the Butcher, and the law), Ironhead (Ironhead Arms), Kayleesa & Ghilee (Owner, and Serving Wench, at the Swinging Sword), Gaelkur (Fence- buys gems etc.), Minnie & Pell Mhandyver (Poultry & Ghost Stories)- kindly old lady and her granddaughter. Elak Dornen (Quarry owner). Ilmeth Waevlur & Albaeri Mellikho (Rich men in Red Larch), also Baragustas (mad Old Guy), Braelen (Ilmeth’s son) & Grund (Pickle selling Thug). Larmon (Shepherd- saved his life).

NPCs of note in Womford- Tharrma (Proprietor of the Green Apple Inn), Morlin Coalhewer (of Morlin’s Smithy), Brother Derny (Shrine of Lathander), Sertiernen the Wise (Harper & Wizard), Captain Soranna Anitah (leader Womford Watch), Kellin Shadowbanks (proprietor of The Old Bridge Inn), Jarett North (of Jarett’s Sundries), Drathgur (Ferryman), Sterrel (of Sterrel’s Provisioners), Avarthel the Druid & Squire Welch aka Sqwelch- Protectors of the Land! Speaker Westron- Mayor, of sorts, of Womford. High True Trader Denaris, of the Church of Waukeen (Patron for Quest #5 find Sir Gustav). Sir Gustav (Paladin of Waukeen), Squire Conrad, and his groupies- Galder (RIP), Ren (RIP), Bryn (RIP) & Cora (RIP), Kessa Landau, Eshala (RIP), Ulf (RIP), and Rowan..

NPCs of note in Bargewright- Lord Thaelond (Ruler), Lady Lara (nice Horse- looking for her sister, Lady Savra), Foo Yung (with stone mask)- RIP, Staunch (fat bloke), Lord Slather (furious Gnoll), Captain Hargas (older Hobgoblin), Carl Drogo (thick-set Barbarian), Baron Ballbag (drunk Goblin), Killshot (dextrous Halfling), Kal’Zerth (mysterious Drow- with a history, see session #49), Lord Klarg (Familiar Bugbear- see previous adventure in Phandalin), Gershwin Chimbly (contract Assassin?), Red Malik (tough guy), Vran Diddly (jokey & drunk Duergar). Bloodletter (Orc Chieftain), Telos (crap Wizard- with face exchanging ritual).

COOL Sidekicks- Wodger, the Stone Dwarf.

Enemies of note- Gnolls, including (odd-looking) hard-to-kill pale Gnolls. Goren has enemies- the Greymen. Oreioth the Necromancer & his undead- DEAD. The Necromancer of Lance Rock’s “Great Eye”? Goblins? Ilmeth Waevlur & Albaeri Mellikho (Rich men in Red Larch), also Baragustas (mad Old Guy), Braelen (Ilmeth’s son) & Grund (Pickle-selling Thug), and the bad men in the Temple of the Moving Stones, including Larrakh- mostly all dead. VERY BAD Tiamat worshipping Kobolds- strange Hobgoblins, a Bugbear Lord (Wizard?). Gargoyles? High Priestess Sha-Ron blessed of Tiamat!

COOL Enemies of Note- Trimat, the Chimera & Dick and Dom, the Ettin.

XP Awarded-
450 Section 2) Identify the Door at the End.
200 Section 3) The Seven Dwarves & the Door at the End.
200 Section 4) More Meetings in Womford.
450 Section 5) Mr. Sausages.
200 Section 6) Up-River with the Wharf Rats.
200 Section 6) Investigate Pike’s Landing.
2400 Section 7) Ghoul Attack!
4100 XP Total

Back to Main Page
Or back to Last Page
Or go on to the Next Page

075

Goonalan's D&D 5th Edition Campaigns goonalan