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.

And so-

Session #029 Wednesday 13th April 2016
The Bandits.

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.

The Action-

1) Shopping.


Just to recap, the guys have work- Constable Harburk has asked them to look into a gang of Bandits operating on the Cairn Road to Bargewright- a local farmer had his horse, cart and clothes stolen by four rough looking men, situated four or so miles outside of town, only three days past.

But first for the guys a little light shopping in Red Larch.

RedLarch_Digital_small.jpgRed Larch.

Weapons are bought, ammunition is topped up and Ken Lee buys some paper and spell scribing ink.

The weapon shopping is done at Ironhead Arms (#13 on the Red Larch map), the proprietor- the aforementioned Ironhead is a Half-Orc of titanic proportions who is remarkably knowledgeable, helpful and polite (how’s that for racism). Grimm is particularly impressed by a nasty looking maul, a masterwork item- it’s expensive, but worth it (you never know when you’re going to need that extra 1 point of damage).


That done the guys set about taking care of the Bandits.

2) The Sting.

The guys go on a long mental journey and decide that they’re going to try to trick the Bandits on the Cairn Road- they borrow a cart from Constable Harburk, go fetch Oxley (their Ox), and then purchase clothes to dress up Ken Lee, Goren and Grimm- as merchants and peasants.

This takes them quite a while.

Early afternoon they hit the road, with Zalt and Zyler concealed in the back of the cart; just a pair of merchants and their driver.

About an hour and a half later the guys figure that they’ve come too far down the Cairn Road, either there’s no ambush or else…

The guys turn around- head back towards Red Larch.

This time they discover a partially hidden path leading from the road into a thick copse of trees, searching around the area they also discover many of the metal components from (they presume) the farmers cart. Just to say either side of the road is impassable by cart here- lots of trees and thick vegetation.

Goren takes a sneak up the path with Zalt for company, through the copse of trees and out the other side- two hundred yards of open ground beyond is a broken tower on a low rise (very broken- the tower is only ten feet high at its tallest point). Coming from the tower is the sound of singing. Very bad singing, oddly the song seems to be a sea shanty.

Zalt sends his familiar (of sorts) Tempest to check out the tower- the (sort of) Owl reports back that there are indeed four rough looking men within the tower- and another creature. Tempest is not sure what the other creature is, it’s furry and big although mostly hidden from sight- it could be a wolf or a bear.

The sneaky pair report back to the other adventurers.

Decisions are made- Grimm, on Atlas, is to lead the cart and Oxley back to Red Larch- dump the costumes and then return at haste. The guys are going to wait for him and keep an eye on the tower.

3) Bandits!

Grimm gets back from Red Larch nearly two hours later- it’s getting dark- which is an issue for a couple of the guys, notably Grimm and Zyler. Eventually the Priest of Tempus has to break out his hooded lantern.

The guys close in on the tower- actually Grimm and Zyler get to within 100 yards of the place before they have to stop- they’re making a lot of noise, at one point the Paladin slips in a cow pat and has to scramble for cover when an unsteady looking Bandit takes a look outside. Grimm’s first Stealth roll is a ‘1’, his second a ‘20’, that pretty much covers it.

Meanwhile an Invisible Ken Lee- note the Wizard is also Stealthy, accompanied by the silent pair- Goren and Zalt, make it all the way to the tower, the trio spy on the men inside- the four Bandits have a Bear for company; they all look to be drunk, even the Bear. These are not very good Bandits.

Time for action.

ruined_tower_a.jpgThe Bandit’s Ruined Tower.

Ken Lee dodges out and hits the Bandits with a Sleep spell- two of the Humans slump forward and snooze, a moment later Zalt follows up with his Hypnotic Pattern- another Bandit and the Black Bear stare blankly in to space- mesmerised. Which just leaves one drunken Bandit- Goren fires an arrow from the shadows- the missile passes all the way through the poor fellers throat, ten seconds later he dies choking on his own blood in absolute agony- less subtle.


“Smooth” Ken Lee offers, the Rogue shrugs- what did the Wizard think he was going to do?

Black_Bear.jpgBlack Bear.

Zyler and Grimm come running, the three remaining Bandits are tied up- the Black Bear, with Ken Lee supervising, is ushered out of the tower and set free- the beast trudges off back into the wilds, swaying a little- perhaps looking for somewhere to sleep off the booze.

The encounter, such as it was, is over.

PCs 5 x Level 5
Monsters 4 Bandits 25 XP each & Black Bear 100 XP
XP 200 Adjusted 400 CR 1

4) Question Time & a plan.

The guys get to work extracting info from their prisoners- their initial queries are about the missing horse and cart; the Bandits confirm that the cart was broken into pieces and then dragged by the horse all the way back to their cave…

Yeah, you heard right.

Their cave.

Not their tower.

The Bandits have a cave.

After a little light intimidation one of the Bandits squeals- on the understanding the guys put a good word in for him, and he doesn’t do time- he tells the guys that there are bunch more Bandits, maybe another fifteen- including a couple of leader types- Lurkio and Fat Ron. Their cave is another half mile or so away- just follow the stream, as it turns out the gang are en route to Triboar, although the fellow- an ex-dockworker from Waterdeep, is regretting signing up for the venture. The guy has no idea why they’re heading to Triboar- only to make some money, apparently Lurkio knows all the details- he’s the boss.

The chatter continues for a while, until the guys have all the info they need.

Tempest is sent out to have a look for the lair, following the Bandit’s directions- telepathically beamed to it by its master- Zalt. The (sort of) Owl spots the place- there’s no-one about, watches a while and then returns to report back to his master.

The guys come up with a plan- they don’t want to leave the three Bandits here, and they don’t want to take them on with them to the cave, particularly not in the dark. The answer, they’re going to head back to Red Larch- pass the Bandits on to the authorities (putting a good word in for their guy), and then grab some rest and head out again real early tomorrow morning.

First up however, and with the aid of several Prestidigitation spells, the interior of the tower is cleaned up- there’s the small matter of the dead Bandit sans throat, the body is bagged up and taken with them- all the way back to Red Larch on the back of Atlas. Before leaving the guys set the scene in the tower- an effort to make it appear that the four Bandits got drunk and scarpered.

And then back to Red Larch- the Constable, as it turns out, is a reasonable man- the Bandit with the conscience will be working with him for a while, for no pay, until he earns his release- Harburk and his deputies work as butchers.

The guys spend another pleasant night in the Swinging Sword Inn, and then early to bed and early to rise.

They’re back out to the ruined tower just an hour or two after sunrise.

The place is as it was, no signs of any visitors.

5) The Bandit’s Cave.

The journey to the Bandit’s lair is remarkably easy- there’s a stream to follow that leads them all the way, and in the cold light of day the route is obvious, besides there’s a path and drag marks on the ground- where the remains of the farmer’s cart has been taken away.

And so, a cave, its entrance screened and protected by low palisades, constructed- best guess, from the remains of the cart.

Zyler sends Tempest in, to perch on one of the palisades and spy the interior…

The act proves almost fatal for Tempest, a great fat Bandit- Fat Ron, is sleeping just beyond the palisade- he spots the Owl and attempts to end it with his crossbow- Tempest flees as the cave comes awake to Fat Ron’s laughs and brags how he “nearly shot a frickin’ Owl!”

Zalt swears that Fat Ron will pay.

A moment later, after the guys have moved a little closer to the lair, Fat Ron (stupidly) stomps out of the cave to have a look around, bad move by the fat Bandit.

6) Bandit Fight.

Bandit_Cave_1.jpgInto the Bandit’s Lair.

The Wizard, Ken Lee, beats Zalt to the punch- toting his Wand of Magic Missiles he doesn’t stop firing until Fat Ron falls- it takes six Magic Missiles to end the Bandit, the fight- it seems, has begun.

Fat_Ron.jpgFat Ron RIP.

Inside half-a-dozen Bandits scramble to the feet- the first takes an arrow to the chest, courtesy of a hidden Goren, Zyler smashes his way through one of the barricades and then smashes Painbringer, his magical warhammer, into another Bandit. Zalt picks another out with a pair of Eldritch Blasts- the bad guys are firing their light crossbows but have not managed to hit yet.

Then the Fireball hits (for 37 points of fiery damage)- three Bandits are incinerated in an instant, a fourth left barely able to stand- there’s a lot of screaming to follow.

The few Bandits remaining are in retreat, although more bad guys are now turning up and getting into the action. The guys learned earlier from their stooge that there are around fifteen fellows in the lair.

Goren, from the shadows, ends another Bandit’s life.

In the same moment Maletta, a Bandit Spy, fires from hiding at the Fireball casting Wizard.


Ken Lee’s Shield spell saves the him from a crossbow bolt to the face, he staggers- that was close, it seems there are a number of ‘bosses’ here, they’re not just all run of the mill Bandits.

Zyler smashes another Bandit down and then screaming “Tempus!” heads further in, Grimm rushes at full pelt past the Priest.

Ken Lee however is not holding back, the Wizard heads further forward and spots a gaggle of enemies just around the corner- one of them clearly a boss type (Karlos, a Scout), he launches his second Fireball into the lair. The effect of the spell is terrifying within the cave proper- although only one Bandit dies, Karlos and a bunch of others take a real beating (or rather, burning).


Maletta is also singed by the flame, she is however still firing from hiding, she pops up to take another shot and is hit in the neck by Goren’s arrow and left critically wounded.

The remaining Bandits are now screaming for their leader “Lurkio”.

Lurkio stays out of sight and releases his hound, in point of fact his Hell Hound- Flame, the beast rushes forward and bathes Zyler and Zalt in fire, the Priest of Tempus smashes the dog twice in return, while Zalt retreats slightly and hits Flame with two Eldritch Blasts- the beast is now badly wounded.

Hell_Hound.jpgHell Hound- Flame!

Grimm races forward still, cuts the first Bandit he spots down with Hewer, his magical greatsword, and then rushes on and guts another.

At which point the session comes to an end- we were actually half-an-hour over time, and if you’re wondering why there’s no map, that’s because the fight is still in action…

Next session the end of the fracas.

Session #029 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 #2 Take care of the Bandits.

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), Ironhead (Ironhead Arms).

Enemies of note- Gnolls, including (odd-looking) hard-to-kill pale Gnolls, Bandits- Lurkio.

New Info- The guys are in Red Larch, waiting on Strom Halifax. Bandits!

XP Awarded-
100 Section 1) The guys about Town- Shopping & Info
100 Section 2) The Ambush that never was
200 Section 3) Bandits and a Bear
250 Section 4) Info & Clearing up the tower
100 Section 5) Find the Bandit Cave
50 Section 6) Fat Ron take down
125 Section 6) The Bandit First Wave
925 XP Total

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