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)

And starring this weeks special guest-
Pedja playing Lord Thaelond of Bargewright.

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

And so-

Session #048 Wednesday 14th September 2016
Beneath Bargewright.

Zalt, Male Half-Elf Warlock (Sailor) Level 6
Grimm, Male Human (Variant) Paladin of Tymora (Sailor) Level 6
Ken Lee, Male High Elf Wizard (Folk Hero) Level 6
Zyler, Male Human (Variant) Cleric of Tempus (Hermit) Level 6

Goren Naeris, Male Wood Elf Rogue (Criminal) Level 6 is missing- Pedja is playing Lord Thaelond, the ruler of Bargewright, who is also taking part in the competition.

And so all present and correct.

The Ironwrought in on hold, due to Spider incursion.

The Action-

1) Brief Recap.


Short and sweet- the guys are in Bargewright, taking part in the Ironwrought competition- three separate ‘events’ (with prizes) in which competitors from all over the Dessarin Valley (and beyond perhaps) come to compete. The competition is also odd in that humanoids are also invited to take part, including Goblins, Hobgoblins, Orcs, Gnolls etc. Bargewright for the duration of the Ironwrought is neutral ground (see Lord Thaelond’s speech in session #45).

Last session the guys were in the bar of the Bargewright Inn, talking to their fellow competitors and finding out lots of useful stuff- then a bunch of Spiders the size of Mastiff’s appeared from the kitchens, following a terrified cook. Over half-a-dozen of the critters were accounted for by the guys, who also manage to save one of the cooks from the eight-legged horrors.

On closer investigation the guys discover that the Spiders came out of the cellar, time to investigate.

2) More Spiders!

Lord Thaelond offers a reward for the destruction of the creepy critters- 10 gold, bargained up to 15gp, for each dead arachnid.


The guys descend at speed into the cellar- it’s neat and tidy down there, except for a single Giant Wolf Spider which is soon taken care of, over the course of the next few minutes the guys explore the space- and either spot or are leapt upon by more Giant Wolf Spiders.

Grimm gets into action and starts slaying the critters- although he, Zyler and Zalt are also bitten and poisoned a little. Eventually the Paladin rushes into the wine cellar, directly into the clutches of the Giant Spider there, the creature is considerably larger than the Paladin.

The bigger they are the harder the fall- Grimm tears it a new one.

The Giant Spiders are no match for the guys.

The fight is over incredibly quickly- the big mystery now is the hole in the wall through which the Giant Spiders obviously entered the (wine) cellar, and a tunnel leading into darkness.

PCs 5 x Level 6
Monsters 4 Giant Wolf Spiders 50 XP each & Giant Spider 200 XP
XP 400 Adjusted 800 CR 3

An easy fight, remarkable only for the fact that so many of the guys took hits- good dice rollin’ Mr. DM sir.

3) Below Bargewright.

Lord Thaelond, who has been in the thick of the action, has no idea where the tunnel leads to- he is however keen to find out, he hires the guys on the spot to investigate- he is, of course, coming with them, he wants to see what lies beyond for himself. The adventurers begin by checking out the hole in the wall- they quickly realise that it wasn’t made by the Spiders, a creature (or else several creatures) removed the cement from the stones from the other side- then unleashed the Spiders. At least that’s the guy’s best guess.

Next up to investigate the tunnel beyond, Zyler- because he’s foolish and brave, leads the way- clanking all the way down the narrow tunnel into a much larger tunnel, which bares all the signs of having once been a mine. The walls and ceiling bare pit props- ancient and rotten, likewise the remains of a metal mine cart rail lies corroded and rusted to almost nothing on the stony floor of the passage.

“Dwarven.” Zalt guesses- he’s later proved correct.

Meantime the Priest of War strides off down the larger tunnel to investigate- seconds later he spots a trio of glassy eyed Kobolds huddled in the dark down a side-passage, watching him. Zyler attempts to parley with creatures, alas the Kobolds have other ideas (or else other orders), they attack- although their moments are slow- almost plodding. The trio of enemies also look sickly- their reptile skin mottled and scabbed, there clothes and implements likewise uncared for.

More Kobolds start to make themselves known- it gets to fighting.

4) Attacked from Both Sides.


Very quickly the guys are taking hits from all sides- Ken Lee goes the nuclear option, he fireballs the largest mass of Kobolds which are menacing the group while approaching from the south.

He brings the ceiling down- literally, not just figuratively.

Grimm and Zalt take a bit of a beating, the Kobolds to the south however are all but destroyed- a moment later, after Zyler and Lord Thaelond get into the action they’re all killed.

Next stop is the half dozen or more Kobolds to the north, Ken Lee is not one to let the grass grow under his feet- he zaps a majority of the little bastards with a Lightning Bolt, talk about overkill.

The Wizard also manages to illuminate the forge, now used as a sleeping chamber, to the far north- he also manages to bring down one of the walls within the chamber.

Talk about overkill.

The major casualty of the piece however doesn’t occur until now.

Zyler wanders off down one of the eastern passages, triggers some kind of trap and proceeds to drops the ceiling on his head. The Priest of Tempus is left very badly wounded by the experience- Grimm has to dig his brother in arms out of the collapse.

The fight however is won, and comedy gold for the DM- the guys did almost as much damage to themselves as the Kobolds managed to inflict upon them. Fireballs and Lightning Bolts in closed spaces (and ancient mines), perhaps there’s a lesson in there somewhere.

PCs 5 x Level 6
Monsters 16 Kobolds 25 XP each, 2 Kobold Hunters 100 XP each & Collapsing Ceiling Trap 100 XP
XP 700 Adjusted 2800 CR 6

5) Sickly Kobolds.

The guys take a moment, specifically a moment to persuade Zyler to unleash his Prayer of Healing- the Cleric obliges, all of the guys took hits in the chaos of the Kobold’s attack.

Next up is the Kobold’s themselves, the adventurers locate a couple of intact specimens (not incinerated) and investigate the matter- in the fight the creature’s actions were robotic, the small humanoids were also quiet- they yipped every now and then in their high-pitched voices, but not like other Kobolds- whose yipping is constant and infuriating.

The guys conclude that the Kobolds are either Poisoned or Diseased, and that the effect is somehow magical- details are sketchy, they are however certain that this malaise is not infectious- although eating the dead Kobolds may put that theory to the test.

Clearly something untoward is happening down here- under the nose of Lord Thaelond.

Time to explore.

6) Treasure & Trap Finding- Exploring.

To the north is an ancient Dwarven forge- long abandoned.


No treasure to find- not even on the dead Kobolds.

To the south, after a brief crawl over a pile of rubble left by a partial ceiling collapse (architectural arrangement by Ken Lee) the guys discover a second chamber containing large stone vaults. The containers may have once held treasure- they’ve all however been broken open.


Zalt however discovers a leather sack half-hidden in a hollow beneath one of the smashed vaults- Grimm and Ken Lee (?) manage to lift the stone vault while Zalt grabs the sack out- there’s treasure to be had, and more signs that the place was formerly inhabited by Dwarves.

The exploration continues, the adventurers head off down one of the eastern passages, Lord Thaelond going ahead to ascertain the way is safe.


A sleeping chamber is discovered, within an ancient locked and trapped chest- Lord Thaelond, with a little help from Zyler & Painbringer, manage to make safe and then open the container- more Dwarven artifacts, and a little coin.

The adventurers continue to explore.


Zalt finds several Kobold-sized secret passages, each only just large enough for one of the little creatures to crawl through- Tempest, the Warlock’s strange owl-creature, is sent on a brief tour of inspection. Lord Thaelond meanwhile finds, and then with a little help from Zalt- when he’s finished tunnel finding, manages to fully reveal the trap- a nasty spiked pit.


That however is the end of the session, more to follow next time.

Session #048 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. WIN THE IRONWROUGHT.

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!

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), Lord Klarg (Familiar Bugbear- see previous adventure in Phandalin), Gershwin Chimbly (contract Assassin?), Red Malik (tough guy), Vran Diddly (jokey & drunk Duergar).

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? Ankhegs- BASTARDS! More Goblins.

COOL enemies of note- Trimat, the Chimera & Dick and Dom, the Ettin.

New Info- Still another event to go in the Ironwrought, but the PCs have other business to attend to- there are tunnels beneath Bargewright, an old Dwarven Mine, and worse still sickly looking Kobolds. The place is a death trap, but also an interesting place to explore.

XP Awarded-
400 Section 2) More Spiders!
100 Section 3) Below Bargewright.
700 Section 4) Attacked from Both Sides.
100 Section 5) Sickly Kobolds.
200 Section 6) Treasure & Trap Finding- Exploring.
1500 XP Total

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