Goonalan's D&D 5th Edition Campaigns
Dungeons & Dragons 5th Edition
The Red Larch Adventure.
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 Goren Naeris, Male Wood Elf Rogue (Criminal)
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 a week for approx. 3 hours.
Session #028 Wednesday 6th April 2016
Zalt, Male Half-Elf Warlock (Sailor) Level 5
Zyler, Male Human (Variant) Cleric of Tempus (Hermit) Level 5
Grimm, Male Human (Variant) Paladin of Tymora (Sailor) Level 5
Ken Lee, Male High Elf Wizard (Folk Hero) Level 5
Goren Naeris, Male Wood Elf Rogue (Criminal) Level 5
Lots more chatter this week- we’re still in exposition mode.
1) Suspicious Minds.
The guys are in the Sumber Hills, on the Long Road, now only two days or so outside of Red Larch- their final destination. They’re stopped in their tracks at the moment however, by a bunch of disheveled looking prospectors (Humans) that have staggered out of the hills and onto the road. One of the quintet is injured, although none of the guys can see the injury; also Goren is not sure that these fellows are telling the truth- a story about a landslide and their gear being destroyed.
The prospectors are however making short work of the trail rations that Zalt, Zyler and Grimm are distributing, the Paladin of Tymora is certain that the Humans are evil, he has a feeling.
The Jackalweres (not prospectors) judge the situation badly- the guys look a lot like adventurers but they have a wagon full of brown stuff, who are they? They figure they’re going to go for it, if the guys turn out to be bad news they’ll just scarper- they have, after all, got an ace up their sleeve.
A moment later Zyler and Grimm slump to the floor unconscious (actually asleep), the two closest prospectors fall upon them, the three at the back transform into their Jackalwere hybrid form- which is pretty horrific, right- you’d think so, both tanks on the ground snoozing- the three squishy members of the party about to be attacked.
You’d be wrong to think that.
Ken Lee drops a Fireball into the group, shaping the spell around his fallen compatriots; he then rolls 39 Fire damage on 8d6- four of the five Jackalwere are reduced to cinders, the last legs it screaming- just as eight or so Jackals, concealed in the geography, dash in to harry the party (that was the bad guys ace card).
Just before the Fireball.
Seconds later it’s over- seven of the eight Jackals are slain, the last fled- the running Jackalwere is caught in Zalt’s Hypnotic Pattern, he’s going nowhere.
PCs 5 x Level 5
Monsters 8 Jackals 10 XP each & 5 Jackalwere 100 XP each.
XP 580 Adjusted 1740 CR 4
Just to note during the fight (and as a hangover from our 4e days) the guys make a variety of checks to discern what sort of creatures they are fighting, i.e. Jackalweres. In five attempts (one for each party member), and with associated role-play, their best unadjusted dice roll is a ‘5’, the guys believe they are fighting either excessively hairy men, or else Werewolves, for the duration of the fracas.
Reading the Monster Manual ain’t gonna help you very much Simon (Zalt) if you can’t roll for damn. Lulz.
2) Oh a Jackalwere.
Next up a thirty minute discussion- real time, actually part interview with the last Jackalwere standing, part discussion panel, and part moral-maze. The hypnotised, Jackalwere is taken prisoner and quizzed, this doesn’t go well. The guys are trying to get any info on offer, while also looking for a good reason to either a) kill it, or b) release it, or… c) something else.
The situation isn’t helped by the fact that their dice are still against them, the guys quickly learn that the Jackalwere is sincerely sorry for what he has done (no, really) and will not do this kind of thing again (promise), and that he will go and live in a cave and take up a hermits life in an effort to atone for his past sins (ahh, that’s nice). The guys dice rolls are so low they’re actually taken in by all of this… hogwash.
Just to note I’m laughing like a drain my end of the connection watching PC after PC roll ‘1’, ‘3’, ‘4’ etc.
The Jackalwere tries to buy his freedom- he has some gold and silver, and knows there is a magic potion back in their lair- the guys continue to buy all of this baloney, that is until Zalt, at last, sees through the creature’s lies- a pair of Eldritch Blasts later and the Jackalwere is history. The guys find a Potion of Fire Resistance on the creature- the irony (Ken Lee’s Fireball spell earlier) causes more giggles.
The guys get their gear together and then head on…
3) Red Larch.
A day and a half later- with no interruptions, they’re in Red Larch- civilisation, and the end of their journey.
Just a note to say the weather is still good in the Dessarin Valley, the temperature is if anything rising- it feels like a mild autumnal day and not winter, certainly not the snow and the cold they experienced earlier on their journey.
Red Larch, at last.
Red Larch is bustling, in comparison to Westbridge anyway, the main road has many businesses and a good number of natives going about their daily lives- the adventurers get a few funny looks but for the most part they’re either ignored or else greeted and welcomed warmly by the locals.
First priority is to get the cart to Bethendur’s Storage, the guys get directions- although en route Ken Lee and Grimm make the acquaintance of Phaendra Chansyrl, a leather clad curvy young woman eager to make a sale- she sells leather goods, of course. Grimm gets a date with her, Ken Lee reminds the Paladin that he has a Priestess back in Phandalin.
The guys head to Bethendur’s (#20 on Red Larch Map) and put the wagon, and Oxley (the Ox), in storage- this after going through a checklist of the rules of the storage depot- no questions asked, if it goes on fire we’re coming for you, and if starts to smell like dead people whatever (or whoever) it is is getting burned- and then we’re coming after you. The guys sign to say they’re all good- the Bethendur place means business, and are slick with it- the guys are impressed. Forty days storage has already been paid for by Gundren Rockseeker, that should be more than enough- today’s date is the 16th of Nightal, Strom Halifax- who will assess the Pitchblende, will be in town sometime between the 21st of the month and the 1st of the new year. The adventurers have anything up to two weeks to kill…
Time for a mooch around Red Larch, and some Faction business.
4) Red (Larch) Faction.
Grimm and Zyler wander off to the Allfaiths Shrine (#1), they spotted it on the way through the town- there they meet a young (and beautiful) Priestess of Sune, and a little later a large and loud Priest of Tempus- Imdarr. Imdarr and Zyler wrestle for a while, apparently that’s what Priests of Battle Lord get up to on quiet nights in, the pair then shout “TEMPUS!” in unison for a while- its primal scream stuff. Imdarr is also a member of the Gauntlet, they’re all three brothers in arms.
Ken Lee, with Zalt in tow, heads for Vallivoe’s Sundries (#22), proprietor Endrith Vallivoe, an ex-merchant and a long time member of the Harpers- the place is a junk shop. Soon after Zalt is shooed out of the building- Ken Lee and Endrith have much to discuss.
Goren is feeling peckish, he heads to Lorren’s Bakery (#8) to purchase some of their famed mushroom and cheese rolls, and to have a chat with the proprietor- Mangobarl Lorren, the pair pass the time.
Zalt meanwhile explores the rest of Red Larch, asks about a room at Mother Yolantha’s (#4) boarding house, and also tracks down somewhere that will buy the various precious items they have accumulated on their travels through the Dessarin Valley. Zalt actually finds a fence, Gaelkur (#17) who runs Red Larch’s third (unofficial) bar, he also cuts hair and sells the things that he finds.
The guys meet up in the Swinging Sword Inn (#2) a little later, to swap info… and to confess.
5) Coming Out Again.
Ken Lee starts the ball rolling in the Inn, this after the guys have got food and secured rooms here- the Wizard pointedly (but quietly) declares he is a Harper, Zyler and Grimm show off their Gauntlet badges, like gang colours.
Which just leaves Zalt and Goren.
Who are saying nothing.
A little later the Factioned up trio lay their cards on the table, this is what they know, or else this is what they need to find out; Zalt and Goren chip in (a little).
a) They’re looking for a Zhent stronghold in the Dessarin Valley- it seems all three have been tasked with this, all three have also been cautioned that this is not an invasion plan- this is a reconnaissance mission.
b) Ken Lee has been asked to report any mention of a place called Rundreth Manor, home- the Wizard states- of a great evil.
c) Ken Lee has also been asked to report any mention of a place called the Halls of the Hunting Axe, a Dwarven Hold or else underground complex, lost for generations- this place, he knows from his research, has been sought for centuries, particularly by Dwarves in the region.
d) Lastly the Wizard mentions the Vraath family, lead by a Paladin Knight- this household grew rich and powerful in the Dessarin Valley, at least a century or so past. The Vraath family were however a secretive bunch- their keep, and their final resting places have also been lost to time. Ken Lee is on the look out for any info.
e) Zyler and Grimm state that they are keen to meet the Knights of Samular, located at Summit Hall, on the east side of the Vale. The pair have Gauntlet business to attend to there.
The guys, and now Zalt and Goren get to chip in to the conversation, to talk about the chatter in Red Larch, in summary-
f) Constable Harburk (the law around here) is looking for help with a bandit problem, the guys agree to pay the man a visit in the morning.
g) There’s a rumour about a ghost in the hills out of town, apparently a young girl saw an apparition.
A little while later a still leather-clad (and curvy) Phaendra Chansyrl turns up for her date with Grimm, it’s all very nice; Ken Lee in a fit of pique spends the night with Ghilee, the buxom serving wench that has been delivering the ale all evening.
6) The Very Next Day.
After breakfast the guys head out to visit with Constable Harburk, the fellow is a butcher, working alongside his wife (Ornra), and his deputies at Ornra’s Butchers (#11). The adventurers tell their tale- the Gnoll attack on the Rusty Gorgon and the Jackalweres in the Sumber Hills- Harburk nods along and then promises to look into things. The Constable states that he will talk to the Knights of Samular when they next pass through Red Larch and ask them to head up the Long Road. Grimm and Zyler take note of this- the pair are keen to meet the Knights.
Harburk tells the guys about a bunch of bandits that relieved a farmer of his cart, his horse, and his clothes only three days past. The guys are interested, Harburk with a grin takes care of the details, the adventurers promise to look into the problem, at which point the session comes to a close.
Session #028 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.
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). 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!
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)
Enemies of note- Gnolls, including (odd-looking) hard-to-kill pale Gnolls.
New Info- The guys are in Red Larch, waiting on Strom Halifax- just killing time.
580 Section 1) Jackalweres go on Fire
120 Section 2) To Kill a Jackalwere
200 Section 3) Red Larch at last
100 Section 3), 4), 5) & 6) Making friends in Red Larch
200 Section 4) & 5) Faction talk in Red Larch
100 Section 6) Meet Constable Harburk and Report in
1300 XP Total