057

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 #057 Wednesday 16th November 2016
Down Down Deeper & Down.

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.
Zyler, Male Human (Variant) Cleric of Tempus (Hermit) Level 6

And Ken Lee, Male High Elf Wizard (Folk Hero) Level 6 is being played by Gunnlaugur tonight, Bob is on his travels again.

An odd session- we got started late, Pedja didn’t feel well and had to leave early, and three of the guy’s microphones were playing up (at times), there seemed to be a lot of silence, a real choppy session. We also stopped play for thirty minutes to level up four of the guys. All good however, in the long run, solve the mic problems and we’ll be back on it next time.

The Action-

1) Recap in Brief.

It has (still) 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 knight. 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, been webbed and poisoned by Giant Spiders and Ettercaps, fought mindless undead and swarms on a bridge over an abyss, and found the remains of four of Sir Gustav’s followers- all dead. Busy doesn’t cover it.

Note Ken Lee has only got thirteen hit points max (still), 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) Down to Sir Gustav.

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.

HeroicMaps_Abandoned_Dwarven_Hold_Rooms02_Smalltext.jpg

The Abyss.

The various undead and swarms have been defeated, the fight is over- all that is left now, after a brief rest, is to head east, only…

There follows twenty minutes (real time) of debate, this because one of the guys is fairly certain that there are no tracks to the east- the guys search for hidden or concealed doors, this after Zyler confidently states that he is certain that Sir Gustav and his gang did not descend.

Twenty minutes later (of much chatter) Zalt is certain that Sir Gustav and his gang did indeed descend here into the abyss, the Warlock’s (not an) Owl (but looks like one) familiar even spots a well concealed rope that snakes down into the inky darkness.

It doesn’t help things that every now and then the guys can hear noises coming up from the depths- dull thuds, and hissing noises. None of them are very keen to descend.

Zalt is eventually persuaded, this after Tempest (his aforementioned familiar) discovers another chamber below- the rope leads all the way down to it. The Warlock (courtesy of Spider Climb from his magical Spider Staff) heads down to check it out.

A mine, another (seemingly) empty chamber- the guys are convinced, this is the way to go- it takes a while for all of them to descend the rope, and Ken Lee almost loses his grip at one point, but eventually they’re down.

HeroicMaps_Abandoned_Dwarven_Chambers_NoGr01_Small.jpg

The place is ancient and long abandoned, the rope the guys are descending snakes down directly into the centre of the chamber- onto the rail. Gingerly the adventurers spread out, cautiously examining all of the possible exits; very quickly it becomes obvious (to at least two of the guys) that Sir Gustav kept to the rail, tracks are found heading both north and south, it’s difficult to tell which set is the most recent.

The long dead remains of an Orc is found in a small chamber, the creature has a few Masterwork items (Shield & Studded Leather Armour) that have survived the test of time.

The Union, after much chatter decide they are going to head north first, and if that’s not right try south.

That is until Ken Lee spots yet another rope tied to one of the wooden beams, snaking down again into the darkness.

Every now and then noises echo up from the depths- mostly bangs and thuds but also an odd lonesome growl.

Much more debate follows, with Zyler (once again) insisting that Sir Gustav would not have headed down. Eventually Ken Lee and Zalt, with guidance from Tempest, (and equipped with Spider Climb) descend once more into the dark.

Into yet another mine chamber…

3) Caught by the Ghoulies!

HeroicMaps_Abandoned_Dwarven_Chambers_NoGr02_Smaller_Text.jpg

Initially the chamber is empty, Ken Lee scurries down the wall to the eastern exit, while Zalt decides to descend the rope from above onto the central island of stone within the cavern. The pair quickly ascertain that the wooden platform is rotten and in places close to collapse- the duo take things slowly, at first.

Ken Lee is also certain that there are tracks here, near the eastern exit, although they do not look to exit the chamber in this direction, it’s all a little confusing… however the search is suddenly curtailed as a Ghoul appears in the northern entrance, howls and roars, and then rushes at Zalt.

It gets frantic, particularly as over the course of the next ten seconds another half-a-dozen of the fiendish undead rush into the chamber, several of them clambering up from the depths. Zalt is caught off-guard, one of the beasts gets close enough to him to make it difficult to ascend the rope (and there are no walls nearby to make use of his Spider Climb). Another Ghoul climbs up the wall, scrambling after a panicked Ken Lee (who still only has 13 hit points maximum). The Wizard however is Usain Bolt compared to the undead, Ken Lee makes it to his colleagues above at lightning speed and hurriedly delivers news of events below.

Grimm and Zyler grab hold of the rope and begin to haul it up as fast as they can, Zalt (luckily) has already made a little progress in this direction, however he’s not alone- one of the Ghouls is also along for the ride. The Warlock eventually scrambles off the rope (with his Spider Climb) and onto the walls of the chamber, he fires an Eldritch Blast (or two) into the creature following him, the undead loses its grip and goes tumbling down into the abyss.

Zalt quickly scrambles up to safety, the guys listen for a while to the howl of the hungry Ghouls below.

Ken and Zalt are however still not sure that Sir Gustav and his gang went down (and stayed down), the suggestion is the group descended ran into the Ghouls and then fled back up the rope…

So, back to the original plan for this chamber- north first, and then south- stick to the main line.

4) Skeleton Dead End.

The north passage soon proves impassable, the guys spend a little time checking and double-checking but eventually they’re certain- Sir Gustav did not come this way, the guys retrace their steps to the previous chamber, and then head south.

Which also, eventually, proves to be the wrong direction, this becomes obvious when the adventurers stumble into another dead end.

HeroicMaps_Abandoned_Dwarven_Mine_Tunnels03_Small.jpg

Things get worse when eight Skeletons, their bones buried in the dirt of the chamber, arise from the earth and begin hacking at the adventurers- miraculously nearly all of them manage to connect with the guys. Zalt, in particular, gets very angry- very quickly, as the Warlock is reduced to single digit hit points in a trice.

Best of all the DM continues to roll high even out of the surprise round, even Grimm and Zyler are taking hits. The fight however is no contest, Grimm smashes two of the creatures down each round, Zyler helps out with Painbringer, Zalt’s Shillelagh also does the trick, Lord T (who is Goren) manages to work some space and switches to his bow, while Ken Lee dodges about and stays out of trouble.

The fight is very quickly won.

ENCOUNTER #80
PCs 5 x Level 6
Monsters 8 Skeletons 50 XP each
XP 400 Adjusted 1000 CR 3
Trivial

The guys are spent, it’s late in the evening, they’re all wounded, mostly out of spells and otherwise knackered. Four of them are also very eager to get in an Extended Rest, Wodger takes guard duty.

stone-dwarf1.jpg

Wodger- Zalt’s BF.

The Union gets a good night’s sleep, and Ken Lee is feeling much better in the morning, the malaise he suffered when the Wraith ‘drained him’ has passed, the Wizard is back to full hit points. Even better still Ken Lee, Zalt, Grimm and Zyler are all now Level 7; Lord T only needs a little more XP to join the quartet (probably tomorrow night).

We break at this point for thirty minutes discussion about the merits of various spell choices and for Fantasy Grounds to do its stuff.

5) Back Down Again.

Rise and shine for the 3rd of Hammer 1491, and the guys find their way back into the previous mine chamber- the thinking is Sir Gustav (and his groupies) did descend into the mine chamber beneath- home to the Ghouls that terrified Ken Lee and Zalt and sent the pair running.

It takes a while to descend, and again Zalt and Ken Lee lead the group down (with Spider Climb), the chamber is once again empty- the guys do the best they can to get their colleagues down swiftly (and safely). Alas safely proves to be a little more difficult, Zyler (thanks again to his dice) comes a cropper, the Priest of Tempus somehow contrives to let go of the rope- Zalt reacts in an instant (he was positioned and ready to do so), the Warlock fills the area beneath the fast approaching Priest of Tempus with a mass of sticky Webs. Zyler’s dice at last catch, the Cleric of Battle lands in the Web net bounces up and leaps back out of the Web and onto solid ground (with a double-salko thrown in for good measure). That was a ‘1’ followed by a ‘20’.

Zyler casually saunters into position, high-fiving Zalt as he gets combat-ready. Easy.

A short while later and Lord Thaelond and Zalt have heard something- the sound of slurping and the crunching of bones coming from a hard to get to cavern chamber to the east.

6) Ghoul Attack.

HeroicMaps_Abandoned_Dwarven_Chambers_NoGr02_Smaller_text_2.jpg

Ken Lee Spider Climbs over and creeps into the hidden cavern chamber (on the ceiling), there he spies a pair of Ghouls feasting on human remains (more members of Sir Gustav’s team?). Alas the mage is far from silent, and is quickly spotted, the Ghouls come running- straight into the rest of the guy’s firing line as Ken Lee retreats, the pair are taken down fairly quickly- one retreats out of sight, and is left to Ken Lee to finish off with his crossbow.

The pair of Ghouls, before their inevitable demise, make a fair amount of racket however, screaming and screeching for all that they are worth, another half-dozen of the beast come running (or climbing). Very quickly Grimm and Zyler are surrounded, and balanced with the six ferocious undead on the swaying wooden platform- (much to Zyler’s chagrin- the Priest of battle screams for Grimm to hold back, to let the Ghouls come to them, but the Paladin has the bloodlust on him. Beneath the ancient rail spars and supports are beginning to break.

Zalt helps out with his Eldritch Blasts (which now have a push 10 feet option), three of the creatures are sent screaming off the rails and into the depths. The Union gets to work- and they’re all rolling high, very quickly there’s only one of the creatures left, it attempts to flee but alas does not get far.

The fight is won.

ENCOUNTER #81
PCs 4 x Level 7 & 1 x Level 6
Monsters 8 Ghouls 200 XP each
XP 1600 Adjusted 4000 CR 8
Medium

That however is the end of the session, a bit stop and start in places but that was no fault of Fantasy Grounds or Google Hangouts, hopefully the guy’s technology will play nicer next time.

The guys have spent four hours and forty minutes so far travelling, should they wish to return to the surface from here it will take them two hours and twenty minutes to do so. They have found four of Sir Gustav’s groupies already- all, alas, dead; they have also discovered the bodies of two more humanoids (not investigated yet); it also seems that at least one member of Sir Gustav’s party split off from the group while within the dungeon (most odd).

More next time.


Session #057 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- Continue to delve through the Bronzehammer ruins in search of Sir Gustav and the Halls of the Hunting Axe, down into a mine- the Union take a few wrong directions and decide to take advantage of this fact by getting in an Extended Rest (four of the guys are now Level 7). Then back into the action, and down again to take on a pack of Ghouls.

XP Awarded-
200 Section 2) Down to Sir Gustav.
450 Section 3) Caught by the Ghoulies!
400 Section 4) Skeleton Dead End.
200 Section 5) Back Down Again.
1600 Section 6) Ghoul Attack.
2850 XP Total

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