041

Dungeons & Dragons 5th Edition
The Red Larch Adventure.

The Union consists of-
Bob (Serbia & the world) playing Ken Lee, Male High Elf Wizard
Christer (Sweden) playing Zyler, Male Human (Variant) Cleric of Tempus
Pedja (Serbia & Germany) playing Goren Naeris, Male Wood Elf Rogue
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 Skype, usually once a week for approx. 3 hours.

And so-

Session #041 Wednesday 13th July 2016
Behold Trimat!

Starring-
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

A quiet session this one, the guys got things done- although there was the moment when the Order of the gauntlet brothers nearly got incinerated…

Enjoy.

The Action-

1) Brief Recap & an Orderly Retreat.

The guys have beat down ‘all’ of the Kobolds- actually 54 of the little buggers, five Winged Kobolds, a pair of Kobold Wyrmpriests, oh… and a Troll.

The guys are also out of spells (and powers), and some of them are almost out of hit points.

Kobold_Big_Lair_Text.jpgThe Kobold’s Lair.

Also, as it turns out, not all of the Kobolds are dead- Goren, the furthest forward of the guys can hear a bunch of the little bastards scurrying around on the balcony above. Time to get the hell out of dodge- the guys retreat- by the most direct route, through an ancient pair of (formerly locked) metal doors, back into the chamber in which they fought the Kobolds and the Giant Rats.

Then out again- scurrying into the bottom of the sinkhole- the adventurer’s rope is still there (they’ve been less than thirty minutes in the lair), and in good shape- the guys head on up, an orderly retreat- and then rest.

At least for a short while.

Fifteen minutes later Zalt’s Familiar- of sorts, Tempest the (not) Owl, calls his master over- the creature had orders to keep an eye on the place- there are a bunch of Kobolds scurrying out to take a look around the bottom of the sinkhole. Zalt wanders over to blast a few- dead, the rest of the small scaly humanoids scurry away.

The guys go back to their rest.

Fifteen minutes later things get very tense very quickly- Tempest again nudges Zalt to attention- something big is smashing its way out of the lair and into the bottom of the sinkhole- Zalt alerts the guys, they rush to the sinkhole…

2) Chimera Attack!

Bursting through the metal doors and rubble below is a…

chimera.jpgChimera!

The guys go for their weapons- at least their ranged weapons, the beast leaps into the air, and is swiftly hit by two Eldritch Blasts and an arrow from Goren that rips into the great Chimera’s flank- it roars in pain and anger.

Seconds later it surges upwards, positioning itself just slightly above the lip of the sinkhole, beating its great wings in order to hover in the midst of the adventurers, but well out of reach. The Chimera unleashes a gout of flame that washes over and burns Grimm and Zyler- the pair are both still badly wounded, or rather they were- the duo succumb to their wounds and fall unconscious.

The three adventurers still standing fire another volley of ranged attacks- and again Ken Lee fails to connect with his once trusty crossbow, the Wizard- much to Zalt’s chagrin ran out of spells over a session ago. The hits however are enough, just- although particular thanks should go to Goren, both of his attacks gaining the benefit of his Sneak Attack, the Rogue has had the good sense to remain hidden from the beast throughout the encounter- such as it is.

The Chimera roars in anger again, now bloodied, and beats its wings harder- heading up and away, and quickly out of the range of the guys- who return to earth with a bump, Grimm and Zyler are dying. The adventurers rush to save their colleagues.

Ten minutes later and the guys have fully retreated- locked themselves in the former lair of the Ogres, left Tempest watching the sinkhole- the guys are not coming out until they’re at least halfway healed.

An hour passes without incident, the guys emerge rested- although there’s a clamour still from several players to take an Extended Rest. It’s not to be- fifteen minutes later Tempest warns Zalt again- the Kobolds are back in the bottom of the sinkhole. Zalt watches proceedings through Tempest’s eyes, over the course of the next ten or so minutes half-a-dozen Kobolds venture out into the rubble strewn sinkhole- a trio of the gang begin the treacherous climb up the side of the stone cliffs. The guys have of course removed their rope, and destroyed the bottom sixty or so feet of the stairs.

Zalt keeps his colleagues informed of proceedings. Five minutes later- when the Kobolds have got about halfway up to the stairs, Zalt leads the guys back to the sinkhole- the adventurers make merry with their missile weapons, all three Kobold climbers are killed- as is another all the way down in the bottom of the pit, the other Kobolds flee back into their lair.

Thirty seconds later a yapping Kobold voice echoes up from the deeps.

“We’re very sorry. We attacked you by mistake. In error. Can you please stop killing us? Please?”

And thus negotiations begin- with Zyler, the only adventurer capable of understanding Draconic, doing the talking- something he’s not ideally suited to.

3) Kobold Negotiations.

Negotiations only begin when the Kobolds show the guys the bodies of their masters- the Kobold Wyrmpriests, Goren spotted at least two more of these scaly bastards still alive back in the previous fight. The Kobolds, as it turns out, are ahead of the guys- they have already overthrown their Wyrmpriest masters. The bodies of three broken, and robed, Kobolds are duly dragged out into the open- the conversation continues for a while until the guys declare that one Kobold will be allowed up to negotiate their freedom.

And so it goes…

Kobold_Chief.pngSsimon the Kobold.

The negotiations rumble on, with the guys getting the full story- which makes sense of what they have previously been told by Avarthel, the Druid.

a) The Kobolds were living a very nice life back in their old lair when the Chimera- Trimat turned up and ate the chief of the tribe and all of his sub-chiefs, at which point the Trimat, Shazbot- the Kobold Shaman, and the Wyrmpriests came to power.

Shazbot is one of the dead guys down the bottom of the sinkhole- recently killed by the remaining Kobolds.

b) The cult of Tiamat had many converts, those that refused to join it were killed, or else killed and eaten (by Trimat). The Kobolds moved lair to their present location- the Ogres arrived at the lair soon after, Trimat had encouraged them to join.

c) The Kobolds were visited by a Gargoyle- the creature delivered a note to Shazbot, a short while later they were visited by a squad of pale (and big) Hobgoblins, and a Bugbear in robes and mounted on a flying lion (later identified as a Manticore). The robed Bugbear spoke at length with Trimat, and briefly with the Kobold Shaman. The Bugbear was very frightening- and probably very powerful, even the Shaman was terrified of him.

Avarthel, during his watch on the area, spotted the arrival of all of the above- the guys have already head about these visits from the Druid.

The Gargoyle left at least a week ago, the Bugbear and his Hobgoblins left around three days ago- destination unknown.

d) The remaining Kobolds have no idea what’s going on. Likewise, they don’t know what the Gargoyle, or the Bugbear wanted- they only know that the group brought a lot of ‘stuff’ to the lair- crates and barrels, all of which were declared out of bounds- and are still stored in the lair below.

e) The Kobolds also don’t know what is in the chamber shared by Trimat and Shazbot, the Kobold Shaman they’ve never been in there, and even with Trimat gone and Shazbot dead they’re not prepared to risk it.

Zalt is convinced by the Kobolds, he and Zyler have been conducting the interview for the most, also the guys have no desire to kill a bunch of naked Kobolds…

I forget to say that the Kobolds are naked- they misinterpreted Zyler’s request to ‘not to try to conceal anything’.

The Kobolds are thus allowed to flee- they run off into the woods, having first been warned not to return to this place.

The guys are satisfied, it’s now time to check out the lair for themselves.

4) Exploring the Lair.

The lair, as already stated, is obviously an ancient Dwarven redoubt, a little while later- after visiting the former chamber of the Troll, and examining the twenty foot broken tall statue of a Dwarf within (identified as Moradin), they are convinced that this place is an ancient Dwarven temple. Oh and for ancient, read ancient- the place is easily over a millennia old.

The dead Kobolds have money- not a lot of money but the guys are not that picky when it comes to cash. The dead Kobolds also have a bunch of nice stuff hidden away in their various rooms- the guys grab a wedge of low level loot- lots for them to carry.

Kobold_Big_Lair_2_Text.jpgThe Balcony Level.

The same is the case upstairs and down, except for also found upstairs are a stack of crates and barrels- a lot of them, maybe 40-50 crates, and 30 or so barrels. Remarkably none of these items have been broached, as Ssimon the Kobold said- they were out of bounds.

Not for the guys.

Within is… lots of supplies, cheap salted meat, cereal and grains, potable water and… more of the same. A thorough search reveals nothing hidden here- the obvious conclusion, as voiced by a number of the guys-

Zalt “There’s something much bigger going on here…”
Grimm “If this stuff ain’t for the Kobolds, then who is it for?”

The guys get their thinking caps on, and then a little while later continue with their search- Trimat and the Shaman’s apartment turn out to contain more of the same- including more treasure, a horde (of sorts) although mostly a horde of trinkets.

The best find is a note, written in a haphazard, and slightly odd (older?) form of Draconic…

Kobold_Shaman_s_Note.jpgAnother Note.

The note is much easier to translate (than the last note the guys found which they still have not made sense of), although it takes a while to check each rune. I make the guys do the work in game.

The note states-

Shazbot

Keep Her Safe
She is Precious
The Great Mistress
Lives in Her
The Time Draws Close
Be Ready

The Eye

Which only makes things worse, the guys are sniffing around the edges of this mystery…

There’s nothing else to find, except for the name of the Dwarves that once inhabited this place- clan Bronzehammer, there are a myriad friezes, mostly still intact, in the Shaman’s chambers; Zalt and Ken Lee investigate them briefly.

The guys are done- another hour or so spent searching and they’re convinced there are no secret passages or chambers left to discover. The adventurers climb back out of the lair, head off a good distance into the forest- make camp, and spend a night recovering from their recent trials and tribulations.

They arise level six.

Woo-hoo.

The next day, walking all the way, they head off to Womford. Their time both in the forest and on the road is peaceful, without incident, even the weather is (still) good.

5) Entering Womford.

Womford_Small.jpgWomford.

The guys arrive road-weary in Womford, have a good long chat with Sgt. Davey of the guard, they actually charm the fellow, and then head on in to explore the town- they have lots to do here; several of the guys have secret contacts within the town (part of their Faction info). They also have to meet back up with Avarthel (and Phaendra) and recover their horses.

That however is for the next session.

Session #041 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 Check out the Kobolds for Avarthel- COMPLETE- Report back to Avarthel.

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.), Minne & 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).

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?

New Info- The Kobolds in Cairn Woods have been destroyed, Trimat the Chimera has fled- something is going on here, something odd.

XP Awarded-
200 Section 1) An Orderly Retreat.
450 Section 2) Chimera Attack!
200 Section 3) Kobold Negotiations.
200 Section 4) Exploring the Lair & Translations.
100 Section 5) Entering Womford.
1150 XP Total

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

041

Goonalan's D&D 5th Edition Campaigns goonalan