056

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 #056 Wednesday 9th November 2016
Smells Like Dungeoneering.

Starring-
Zalt, Male Half-Elf Warlock (Sailor) Level 6
Grimm, Male Human (Variant) Paladin of Tymora (Sailor) Level 6
Goren Naeris, Male Wood Elf Rogue (Criminal) Level 6 looks a lot like Lord Thaelond, the ruler of Bargewright, at the moment- which is no bad thing.
Ken Lee, Male High Elf Wizard (Folk Hero) Level 6
Zyler, Male Human (Variant) Cleric of Tempus (Hermit) Level 6

More mindless violence (is there any other type?) this session.

The Action-

1) Recap in Brief.

It has been a long day for the Union, it’s the 2nd of Hammer 1491 and the guys have departed Womford on horse, arrived at Sir Gustav’s camp (they’ve been sent to fetch him) just in time for it to be attacked- fought and defeated the enemies, spoke with Squire Conrad (Sir Gustav is missing), and then entered an ancient Dwarven hold in search of the aforementioned- Sir Gustav. Within the hold (Bronzehammer- the guys are certain) they have fought Skeletons (including the Minotaur variety), been savaged by a Wraith (Ken Lee) and then a little later slew the undead bugger, tripped a trap or two, found the remains of three of Sir Gustav’s followers, and explored a whole host of ruined chambers… as I say, busy- and they’re not finished yet.

Note Ken Lee has only got thirteen hit points max, this after tangling with the Wraith- the Wizard is on edge, and keen to occupy the centre of the party- plenty of meat shields between him and the bad guys.

Here’s more…

2) Lord Thaelond, the Rogue!

The exclamation mark in the above title comes courtesy of the fact that “LT” as he is now known (who is actually Goren) doesn’t do a lot of trap checking, or searching for things- he specialises (as Goren did) in shooting creatures in the ‘nuts’ usually from distance, while in cover… and hidden. Thinking back he should have probably took the ‘Assassin’ pathway for his Rogue build (hint Pedja, talk to me baby).

HeroicMaps_Abandoned_Dwarven_Hold_Corridors64_Small_text1.jpg

And so eagle-eyed LT searches the chamber thoroughly for traps- this after Zalt goes wandering and triggers another volley of Darts that fire from the walls of the room- Zalt takes hits and learns his lesson. LT discovers a whole host of trigger tiles- there is only one safe way through the chamber, the Rogue even has the foresight to disarm all the traps that are situated next to the walls of the chamber. The thinking is should the guys need to retreat at speed there are now safe pathways through the chamber- good work.

The guys have also previously discovered the body of a dead Wood Elf within the chamber- one of a pair (twins) that accompanied Sir Gustav on his venture. A short while later, after LT has done his stuff, the body of the second Wood Elf is found behind one of the furthest pillars, the pair have a little concealed treasure, they’ve also been dead for at least 5-6 days, the guys have got a lot of catching up to do.

Ken Lee is also more than a little upset that Sir Gustav’s hiring policy leaves a lot to be desired- so far the guys have found the remains of four of the Knight’s companions- it seems Sir Gustav didn’t check the Dungeon Level before venturing in to the ruined ancient Dwarven hold.

Sir Gustav’s groupies- just as a reminder…

Galder, a female Human Priest of Tempus,
Ren, a female Halfling sneak Thief,
Bryn & Cora, very cute twin female Wood Elf Rangers, RIP
Kessa Landau, a beautiful female Half-Elven Wizard,
Eshala, a stunningly beautiful female Human Fighter, RIP
Ulf, a female Dwarven Paladin of Kelemvor (the God of the Dead), RIP and
Rowan, a beautiful female Elven Fighter.

Four down, only four to go…

After a little light healing the guys continue on, to the north again.

3) Spider Surprise!

Half an hour or so later the Union enter yet another large abandoned chamber…

HeroicMaps_Abandoned_Dwarven_Hold_Rooms04_Smalltext.jpg

The chamber is thick with webs, except for a recently cleared pathway which extends towards the two possible exits, the guys are very cautious- Spiders, they think- and rightly so. However the first oddity they spot, when Ken Lee launches a Firebolt to clear the way ahead of webs, is a cocooned humanoid- formerly sat on one of the high chairs at the top table. Ken Lee ‘discovers’ this guy by firing the aforementioned Firebolt into the creature’s chest.

stone-dwarf1.jpg

Wodger- Zalt’s BF.

The webbed humanoid comes to life, climbs to his feet- and then up onto the table, all the while struggling to escape the webs. Grimm and Zyler rush to the rescue, Zalt offers moral support and then send Wodger his Elemental servitor to go help out. Soon after the three Giant Spiders reveal themselves, and start either shooting web at the guys or else descending to mix it with the adventurers, the fight is on, which is good because I needed to get their attention.

The webbed humanoid doesn’t do a very good job of shuffling towards the guys, he falls of the table, slithers on the floor, and is eventually grabbed by Wodger, under orders from Zalt. The guys are of course expecting the trap, but I keep the charade going for a very long time.

Ettercap.gif

Ettercap.

Soon after all of the guys are concentrating their fire (and attention) on the Giant Spiders (who are mostly trying to stay away from the guys up in their webs), at which point the Ettercaps strike. One of the creatures shimmies down a pillar creeps up on LT and slashes and poisons him horribly, a little later he also webs the Rogue and begins to drag the screaming LT (upside down), up a pillar and into its ceiling lair. The Rogue manages to escape the creature but is badly wounded, poisoned and in retreat. The second Ettercap does manages to catch Zyler by surprise, it tries to repeat its fellows formula- alas the Priest of Tempus does not succumb to the creature’s poison- instead he manages to beat the Ettercap to death (with a Crit thrown in for good measure).

Note Christer’s dice (he plays Zyler) are actually working- he’s hitting, while Grimm’s dice are still partially broke- down to approx. 50% strike rate. The Paladin of Tymora is obviously blaming the Priest of Tempus for his misfortune.

Zalt is also clawed and bitten, but like LT he manages to get away.

Finally, at a random point in the midst of the chaos, Zyler manages to wrestle the staggering webbed humanoid down and make an attempt to discover what manner of creature is hidden within the webs- another of Sir Gustav’s party members perhaps? This, of course, after Grimm punches the creature unconscious.

The webbed humanoid turns out to be a gaunt and deceased looking ancient human, a walking corpse (a Zombie) a second later and Zyler is engulfed in a Swarm of Spiders, that exit the corpse in search of fresh flesh. The guys, eventually, beat the Swarm down.

The Giant Spiders and the Ettercaps

Tough going, and at least two of the guys have taken a beating.

But still the fight is done.

ENCOUNTER #78
PCs 5 x Level 6
Monsters Zombie 50 XP, 3 Giant Spiders 200 XP each, 2 Ettercaps 450 XP each & Spider Swarm 450 XP.
XP 2000 Adjusted 5000 CR 9
Hard

Note only 1150 XP given as many of the bad guys retreated to safety, they’ll be back next time.

The guys settle in for an hour’s rest, they’re low again on resources, and desperate (some of them) for some healing.

4) On Sir Gustav’s trail- still.

There’s little to find of import in the chamber, and so the guys quickly turn to trying to figure out which of the northern exits Sir Gustav and his gang took. It takes a while but eventually Ken Lee figures that the group they are following headed first down the northern passage with the door (Exit #1) and then returned from this direction some time after, before finally settling on the broader northern passage.

Onwards! The guys head north again.

HeroicMaps_Abandoned_Dwarven_Hold_Rooms09_Smalltext.jpg

Into, after twenty or so minutes tramping, yet another large chamber- and again the guys are cautious, Grimm sends in Orak, his Driftglobe to thoroughly illuminate the ceiling of the vast chamber (no more surprises), likewise LT scans the floor searching for traps- and then Zalt orders Wodger in to have a stomp around.

The place is safe, the guys however still need to figure out which direction Sir Gustav and his groupies took.

There’s a little uncertainty to begin with but eventually Zyler works it out- it seems at this point Sir Gustav’s party split (never split the party), or else one individual headed up the northern passage (Exit #1- very odd), while the remainder of the group headed south (Exit #3).

Odder still, a second group of individuals- easily ten in number, and possibly barefoot humanoids, headed south- the second group were obviously also following Sir Gustav. Bugger! A second search of the chamber reveals that this second group of humanoids entered the room through the same passage the guys did- in other words they’ve possibly not spotted their tracks previously in their journey (they haven’t been looking hard enough- or else their dice rolls are not up to it).

The guys head south, quicker now, they need to get to Sir Gustav before this second group does, they’re on the right trail.

5) Up the Abyss.

And on into another massive chamber, this one divided by a chasm that tumbles into darkness, the abyss is spanned by a five foot wide carved stone bridge.

HeroicMaps_Abandoned_Dwarven_Hold_Rooms02_Smalltext.jpg

Zalt spots the danger and heads for the pillars to the north- and bumps into the two thickset Zombie Dwarves hiding there, the fight starts early. The guys quickly come to Zalt’s rescue- the Zombies don’t last long- however they do buy the DM enough time to organise his defenders.

A Skeleton rises from the bone strewn floor and starts taking pot shots at the guys, another four of the undead rise up over the far side of the bridge, take cover behind the pillars there, and also start shouting at the Union. Ken Lee gets hit, and is bloodied in an instant- from full to six hit points in one hit, that’s the trouble with only having 13 hit points.

Wodger is sent forward, onto the bridge to draw the Skeleton’s fire, Zyler in the meantime heads over to deal with Skeleton Archer on this side of the abyss, soon after Grimm follows him over.

A Swarm of Rats boil up from the blackness that is the abyss and attempt to savage LT who is hidden in the pillars exchanging missile fire with the archer Skeletons, Zalt is quickly over to the Rogue, a clutch of Eldritch Blasts later and the Swarm is destroyed.

In the meantime two Swarms of Bats have also fluttered up out of the abyss, the first menaces Wodger- whose pathway across the bridge has also been halted by on of the Skeletons now sword in hand. The second Swarm of Bats clouds Zyler’s vision, the Cleric of Tempus swats furiously…

Darkmantle.jpg

Zyler’s least favourite hat!

A moment later Zyler, Grimm and the bats are suddenly engulfed in Darkness, a Darkmantle descends from high above and neatly lands on Zyler head- the Priest fails to take a breath, he’s suffocating and will be reduced to 0 hit points, in exactly six seconds. LT is eventually persuaded by his colleagues not to attempt to remove the Darkmantle by using his archery skills.

At the last moment, after Grimm first causes Orak, his Driftglobe, to negate the Darkness with its Daylight power, Zyler manages to wrestle the Darkmantle from off his head- he can breath again. Alas then throwing the creature into the abyss doesn’t have the desired effect, the Priest thought the Darkmantle would fall to its death- instead finding itself free it simply flies off.

A second later Zalt engulfs the Skeleton archers, and the creatures on the bridge his Hunger of Hadar, soon after a majority of the Skeletons are savaged, and after a moment or two more… they’re deceased. The guys smash, slice and spell- and eventually the enemies (in dribs and drabs) either retreat, or are destroyed.

The chamber, at last, is turned to silence- save for the odd muffled sounds that come from the abyss- the fight is over.

ENCOUNTER #79
PCs 5 x Level 6
Monsters 3 Zombie Dwarves 50 XP, 5 Skeleton Dwarves 50 XP each, Rat Swarm 50 XP, 3 Bat Swarms 50 XP each & 2 Darkmantles 100 XP each.
XP 800 Adjusted 2400 CR 6
Easy

Note only 450 XP awarded as many of the bad guys got away, some of them didn’t even get a chance to reveal themselves.

That however is the end of the session, and as many of the guys said at the time- that was Old Skool dungeoncrawling.

The guys have spent three hours so far travelling, should they wish to return to the surface from here it will take them 90 minutes to do so. They have found four of Sir Gustav’s groupies already- all, alas, dead; although it also seems that at least one member of Sir Gustav’s party split off from the party while within the dungeon (most odd).


Session #056 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 Explore Dhol Kuldhir- find the ‘door at the end’. Quest #3 Find Savra, Lady Lara’s Sister- with the Flying Knights. Quest #4 Find Goren (who is Lord Thaelond really) Quest #5 Go find Sir Gustav and the entrance to the Halls of the Hunting Axe.

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! Speaker Westron- Mayor, of sorts, of Womford. High True Trader Denaris, of the Church of Waukeen (Patron for Quest #5 find Sir Gustav). Sir Gustav (Paladin of Waukeen), Squire Conrad, and his groupies- Galder, Ren, Bryn (RIP possibly) & Cora (RIP possibly), Kessa Landau, Eshala (RIP), Ulf (RIP), and Rown..

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- with a history, see session #49), Lord Klarg (Familiar Bugbear- see previous adventure in Phandalin), Gershwin Chimbly (contract Assassin?), Red Malik (tough guy), Vran Diddly (jokey & drunk Duergar). Bloodletter (Orc Chieftain), Telos (crap Wizard- with face exchanging ritual).

COOL Sidekicks- Wodger, the Stone Dwarf.

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- Head after Sir Gustav some more- lots of traps, the other dead twin- onwards into a Spider (Ettercap ambush), take a beating and then eventually figure the way again. Odd one member of Sir Gustav’s party seems to have taken it upon themselves to wander off on their own, there are also signs that Sir Gusatv and his gang are being followed by another group (ahead of the guys). Further on and more fighting with a myriad creatures that emerge from the abyss.

XP Awarded-
700 Section 2) Lord Thaelond the Rogue!
1150 Section 3) Spider Surprise!
200 Section 4) On Sir Gustav’s trail- still.
450 Section 5) Up the Abyss.
2500 XP Total

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

056

Goonalan's D&D 5th Edition Campaigns goonalan