Goonalan's D&D 5th Edition Campaigns
Dungeons & Dragons 5th Edition
Lost Mine of Phandelver with the European Union
The European Union consists of-
Bob (Serbia & the world) playing Ken Lee, Male High Elf Wizard (Folk Hero)
Christer (Sweden) playing Zyler, Male Human (Variant) Cleric of Tempus (Hermit)
Pedja (Serbia & Germany) playing Hellwhip, Male Human (Variant) Ranger (Pirate)
Simon (UK) playing Zalt, Male Half-Elf Warlock (Sailor)
Zoki (Serbia) playing Grimm, Male Human (Variant) Paladin of Tymora (Sailor)
Me- Goonalan (UK) playing everyone else (DM)
We play using Fantasy grounds and Skype, usually once per week, for 3-4 hours.
Session #006 Wednesday 9th September 2015
Zalt, Male Half-Elf Warlock (Sailor) Level 2
Grimm, Male Human (Variant) Paladin of Tymora (Sailor) Level 2
Zyler, Male Human (Variant) Cleric of Tempus (Hermit) Level 2
Ken Lee, Male High Elf Wizard (Folk Hero) Level 1
Hellwhip, Male Human (Variant) Ranger (Pirate) Level 2
Pedja, who plays Hellwhip, is alas unavailable to play this evening- work is a tiresome habit that he really needs to shake; that said the guys decide ahead of time- having been granted permission by the man himself, to bot the ranger- they need the beef.
1) A Choice of Directions.
The guys search through the crevasse cavern, paying particular attention to a storeroom to the north-
More Stolen Goods.
Oh, and ignore the wall/secret door to the north east (top-right), it doesn’t exist.
Grimm locates a stack of beaver pelts (valuable), while Zalt notes that the crates and barrels here contain merchant’s goods, clearly the Redbrands are working with the Cragmaw Goblins- and business is obviously booming. The short corridor from the chamber leads to two doors- which are both ignored for now.
The guys take more time to circumnavigate the crevasse chamber again, this time taking a look down all of the possible exits.
The Crevasse Cave.
The guys move around the chamber in an anti-clockwise direction, to the north west (top-left) a passage leads to two doors; to the south west (bottom-left) another passage that leads to a door and then heads on around a corner and out of sight, there are loud voices coming from the door, the guys have located the bugbears they think- one to avoid.
The south east passage is a strange one, it ends in a wall, a moment later the wall becomes a door- a secret door.
Which leads into a cellar.
2) A Frank Exchange of Views.
The guys filter in, spot the exits and start nosing about, searching for anything that needs finding. Thirty seconds later the west door opens and a trio of Redbrands parade out.
“Who the flip-diddly are you?” The lead ruffian asks the five red cloak wearing adventurers.
Grimm immediately takes exception to the fellow- it’s the flip of a coin, if the Paladin hadn’t of stepped up then one of the others would get into it.
“We’re the new replacements, we’ve come to replace you- because you are a bunch of flip-diddly sugar-puffing wang-doodles.”
The Paladin of Tymora, motto- ‘be lucky’, offers by way of reply.
Please note all swear words have been replaced with suitably rough sounding invective, hence “flip-diddly sugar-puffing wang-doodles”, not something oft repeated in polite company.
The Paladin grins and narrowly avoids the Redbrand’s round-house, the battle-trained holy warrior calls on all of his martial experience and attempts to headbutt the ruffian- he too misses. It’s elevated stuff, very high fantasy.
A heated fracas develops, remarkably swiftly, although nowhere close to Grimm’s personal record- he can go from conversation to melee in under a round.
The guys get into action- Ken Lee, Zalt and Hellwhip drop back to give the melee specialists some room; Ken Lee hits the first Redbrand with a Fire Bolt, moments later Zalt finishes the fellow with an Eldritch Blast- Grimm helps out by tipping the guy into the cistern.
Hellwhip fires and thumps an arrow into the next Redbrand in line, Zyler steps up and smashes the terrified human with his warhammer- he hits hard, and then hits again using his War Priest’s ability; the second ruffian is killed outright.
At which point Grimm steps in and decapitates the last man standing.
Just to say that Zoki (Grimm) took the -5 to hit to gain +10 damage from his Great Weapon Master attack, because he was feeling ‘lucky’; not so lucky alas for the Redbrand.
PCs 4 x Level 2 & 1 x Level 1
Monsters 3 Redbrands 100 XP each
XP 300 Adjusted 600 CR 2
The bodies are searched, as is the remainder of the cellar and the storeroom cum-bedchamber. The stairs to the east, the guys discover, head up into the kitchen in the ruins above, the ‘regular’ way in to the ruffian’s lair.
Next stop through the open door to the north, and into a dusty passageway which leads to a set of ornate doors, there’s something not quite right here, Zalt thinks staring hard at the floor of the chamber.
Ken Lee rushes ahead, which proves to be a mistake, the floor gives way to reveal a deep pit- remarkably the High Elf Wizard manages to leap, twist and turn, and grab onto the nearside of the pit. Zalt wants to let him dangle for a while- to teach him a lesson, but Zyler and Grimm are on hand to help Ken Lee back up.
Eventually, after a brief game of short straws, Hellwhip is sent over, the Ranger leaps the pit with ease, and then plays out a rope- Zalt belays over. The ornate door is investigated, the duo are of the opinion that it signifies a family crypt, probably the Tresendar family. Grimm- who likes an opinion also (although mostly his own), states that the place should not be disturbed.
Remarkably the guys go for this- after Zalt and Hellwhip take a moment to listen at the door, no noises beyond.
The adventurers back-track to the crevasse chamber, and from there head north through the storeroom, to the passage there.
4) A Surprise in Store.
There are two doors here, both untrapped- Zyler has checked them both. Yep, you read that right, the Priest of Tempus has elected himself chief trap finder- his success rate to date is impressive- 100%, he’s not found one trap. Although it has to be said that he has yet to check any trapped doors, the real test is yet to come I think.
The first door along the passage is alas locked, and none of the adventurers are particularly skilled with lockpicks (nor do they actually possess any lock picks)- shame that; the second door however opens easily.
The Tresendar Crypt- only from a different direction.
A crypt, in fact ‘the crypt’- see that pair of double doors in the south east (bottom-left), that’s the same pair of doors Hellwhip and Zalt were cosying up to fifteen minutes earlier. This is the crypt that Grimm insisted they wouldn’t venture into.
Three Skeletons rise from the floor of the chamber- the closest rushes at Zyler, the trap-finding Priest, and cuts him down (with a Critical Hit), Ken Lee- next in line hits the thing with a Fire Bolt and then gets the hell out of dodge.
The other two Skeletons grab for their bows and open up with the artillery.
A short second later Hellwhip takes an arrow to the shoulder, the guys are suffering stuck in the corridor- worse still Zyler has been overrun and the Priest is now convulsing and coughing up blood- it got dark quickly (he fails his first Death Save). Meanwhile the Ranger cuts back at the Skeleton before him with his short sword, and then backs away as Grimm smashes the undead creature down with his greatsword.
That’s evened up the score- one down apiece.
But only for a second or two.
Grimm hustles forward, into the crypt proper, and smashes the second Skeleton down, just one left- which Ken Lee hits with another Fire Bolt.
At which point the door in the east wall opens and rushing into the chamber comes yet another Redbrand, the red cloaked Human is on Grimm in seconds and the Paladin is cut badly. The last Skeleton standing drops its bow and rushes to the Redbrand’s side to slice at Grimm, he defends valiantly.
Zalt moves forward and Hexes the Redbrand a second later the fellow is caught in the Warlock’s Eldtitch Blast- and killed by the necrotic surge of Zalt’s Hex, Grimm meanwhile cuts the last Skeleton down.
PCs 4 x Level 2 & 1 x Level 1
Monsters 3 Skeletons 50 XP each & Redbrand 100 XP
XP 250 Adjusted 500 CR 2
Time for a little healing, particularly for the unconscious Zyler.
5) The Rescue.
The crypt is quickly vacated, the chamber the Redbrand defender exited is a prison- and in the cells Mirna Dendrar, wife of the deceased Drel, and their children- Nars and Nilsa. The woman is hysterical, the kids reduced to speechless silence- the guys don’t make much sense of anything Mirna has to say, mainly because she’s not making sense. They swear to visit with her as soon as they are done with the Redbrands- ‘kill them all…’, is Mirna’s curt reply, the only thing she says the guys can make sense of.
Mirna and her kids are Rescued.
The adventurers head all the way back to the cellar- over the pit this time (they’re getting blase), and to the exit proper- Ken Lee leads the Dendrar’s home, back to Phandalin.
In truth Bob, who plays Ken Lee, had to get off- therefore he was the ideal candidate to see the prisoners safely back to town. We’re down to three players (but four PCs) in game- I hope nothing bad happens.
The eastern side of the Redbrand’s hideout has been cleared.
Half the Job Done.
The only chamber the guys have not investigated is the one with the locked door, marked with an X, to the north.
6) And Relax…
Time for a short rest, the guys kick back in the cellar, the exit door at their backs- the secret door shut again, and the pit trap still yawning wide- there’s no easy way to get to them. The guys are thankful for the opportunity particularly as Zyler is still looking pretty beat up after his dirt nap earlier.
Beaten down by a Skeleton, the shame of it. The Priest of Tempus has gone a little quiet.
The guys chat about what their adventures so far in the Redbrand Hideout, and what they think lies ahead, in summary they discuss the following-
a) They’ve killed four more Redbrands, that’s ten in total- there may be a few more left but probably not too many; Daran told them there were, he thought, between a dozen and twenty of the ruffians. They reckon to take one alive next time they encounter more of the miscreants.
b) The Bugbears are still out there, the guys think they know where they’re situated however. The adventurers are not looking forward to this confrontation.
c) Glasstaff/Iarno has yet to be located, when he is the guys are going to make a special effort to take him alive also.
d) Mirna and her kids have been rescued- excellent work.
e) They need to check the crypt out, they didn’t get chance previously, and also open the locked door they discovered earlier.
f) Hellwhip is now attuned to Talon, his magical blade, it’s a shame Pedja isn’t here to play his guy.
Rest completed- and uninterrupted, the guys head off- next stop the crypt, Hellwhip leads the way- actually leaps the way over the pit in the dusty corridor once again.
Now with added Pit.
The DM however has been busy.
7) Just Big Hairy Goblins.
Hellwhip saunters into the crypt, just to check the route- and stands statue staring at a pair of Bugbears entering the chamber from the door opposite, he spies a third Bugbear bringing up the rear. The Ranger fires his bow, hits the closest brute, and then turns tail and flees- leaping back over the pit and into the arms of his confused colleagues.
“Bugbears!” The Ranger eventually gasps as two of the beasts hustle into sight.
The pair rush into the open doorway and fling javelins- Grimm is hit bad (real bad); the Paladin returns fire- a miss, and then scurries out of sight- back into the cellar. Zyler fires his crossbow, hitting the already wounded goblinoid, and then he too runs for cover.
The Bugbear furthest forward continues its charge and leaps the pit… only, it doesn’t.
Zalt strikes again- this time the Bugbear on the far side of the pit, the leader of the group Mosk- complete with jeweled eye-patch, he’s mean and moody, the creature is Hexed and then hit by the Warlock’s Eldritch Blast, it scurries back for cover. Grimm uses the last of his healing powers (on himself) and then dashes back out into the dusty corridor, to the very edge of the pit, he flings a javelin into the Bugbear just getting to its feet below, the humanoid screams in agony, and then begins to scramble at the wall in an attempt to get the hell away.
The pit alas is twenty feet deep and the Bugbear cannot find purchase.
Mosk peeks into the chamber, spots Grimm out in the open and scurries out to fling another javelin- high and wide this time, Zyler takes the opportunity and fires another crossbow bolt into the beast. At which point Hellwhip rushes forward and leaps… scratch that flies across the pit- that was unexpected, the Ranger lands and slashes hard at Mosk, the Bugbear blocks the blow but has to give ground.
A moment later Zalt hits Mosk again with his Eldritch Blast (and Hex), the Bugbear leader falls.
Grimm meanwhile flings his last javelin into the Bugbear in the pit- it too falls.
And then without warning Zalt dashes off, he gets quite a distance before he thinks to yell back to his companions-
“There were three of them…”
The Warlock rushes back through the cellar and straight to the secret door leading into the crevasse chamber, and on- straight into the third Bugbear, or rather straight into the Bugbear’s javelin- the Warlock screams in agony (he’s down to 2 hit points). A second later, with the sound of his heart pounding in his ears, and the sound of his colleagues rushing to his aid, Zalt bathes the Bugbear in fire, his Hellish Rebuke (and a Critical Hit for 36 fire damage).
The third and final enemy is incinerated in an instant.
PCs 4 x Level 2
Monsters 3 Bugbears 200 XP each
XP 600 Adjusted 1200 CR 4
We played till late this evening, we were into it in a big way, at the end of the session Grimm, Zalt & Zyler have enough XP for Level 3. Ken Lee has more than enough for Level 2, all they need is a long rest.
Session #006 Ends.
Ongoing Quests- Quest #4 Take down the Redbrands and kill Glasstaff, Quest #5 Find Iarno, and Quest #6 Destroy the Orcs at Wyvern Tor. Not quests but things to do all the same- go and see the woodcarver’s wife after killing/routing the Redbrands & recover Linene’s missing provisions from the goblin cave.
NPCs of note- Gundren Rockseeker (Patron)- MISSING, Sildar Hallwinter (Lord’s Alliance), Elmar Barthen (Barthen’s Provisions), Toblen Stonehill (Stonehill Inn), Tilena Stonehill (Toblen’s wife), Pip Stonehill (Toblen & Trilena’s young son), Linene Graywind (Lionshield Coster), Sister Garaele (Shrine of Tymora), Harbin Wester (Townmaster), Daran Edermath (ex-Adventurer), Halia Thornton (Phandalin Miner’s Exchange), Qelline & Pip Alderleaf (Halfling female Farmer and her son), Iarno Aldbrek aka Glasstaff (the leader of the Redbrands and Sildar’s friend?). Lastly Mirna and her kids (the dead woodcarver’s family).
Enemies of note- Klarg (Bugbear Chief)- captured; Hobgoblins lead by Targor Bloodseeker (took Gundren); King Grol? (Cragmaw Goblin leader) & the Black Spider? Glasstaff (Iarno Aldbrek) & the Redbrands.
New Info- Glasstaff is Iarno Aldbrek, Sildar’s missing friend, he still needs to be located and taken down.
Armed and dangerous and kicking ass in Redbrand’s hideout, good work.
300 Section 2) Fool & then Kill the Redbrands in the Cellar.
50 Section 3) Survive the Pit Trap in the Dusty Passage.
250 Section 4) Destroy the Skeletons and the Redbrand in the Crypt.
100 Section 5) Rescue Mirna and her kids.
600 Section 7) Kill Mosk and the Bugbears.
1300 XP Total