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 #058 Wednesday 23rd November 2016

Zalt, Male Half-Elf Warlock (Sailor) Level 7
Grimm, Male Human (Variant) Paladin of Tymora (Sailor) Level 7
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 7
Ken Lee, Male High Elf Wizard (Folk Hero) Level 7

A great session, we didn’t get a whole lot done but the fighting was ferocious… and there was a part of me that soared inside when Grimm started making Death Saves. Sorry Zoki but Grimm is, after all, the immovable object.

Most XP given in a session to the Union (although not the most I’ve given out in a session since starting playing D&D 5e, that was with another group, you fell short by 200 XP guys).

The Action-

0) Here’s the PLOT.

Go here (actually just over there, to the right) for the PLOT page, this is the place that records all the events and info that has been accumulated regarding a variety of plot (maybe) points. Updated weekly- from now.

Also each week the guys will be summarising, deleting, joining together, or else adding to this list.

Oh, and yes there’s plenty going on but that’s because we’re at the start (still-ish), there’s a lot more to come which may bring some of these points together, and some of this info is just, well… info, not really plot at all.

The summaries are going to help a lot (I hope), as the guys are doing them they will also give me the opportunity to see what they are thinking…

1) Recap in Brief.

The guys are still deep delving in a bunch of ancient Bronzehammer ruins, in search of either Sir Gustav (a lost Knight of Waukeen), or the Halls of the Hunting Axe, or better still- both.

The guys have fought Skeletons (including the Minotaur variety), Spiders & Ettercaps, Zombies and Swarms, Ghouls, and also overcome quite a few Traps. They have also encountered the remains of several of Sir Gustav’s company, or as they are known to the PCs, ‘the groupies’.

And so…

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.

However the guys are also certain that one of Sir Gustav’s groupies split off from the main group and headed out on their own, why they did this is unknown.

Which just leaves Sir Gustav and three others.

Only the guys have just found two more dead bodies, and so read on…

2) Decisions & Destruction in the Mines.

The Ghouls are dead, the guys are breathing hard but mostly healthy.


The two bodies, last seen being feasted upon by the Ghouls, are quickly investigated- they turn out to be Galder, a very comely female Human Priestess of Tempus- she wrote the name of her god in her blood before dying, and Ren- a young female Halfling Rogue.

Zyler (Priest of Tempus) is fuming.

The dead pair, and the Ghoul’s nest, give up their treasures- a meagre collection.

Which just leaves the guys with a decision, which way to go?

The Union are convinced that the right direction is south, having already searched for tracks to the north and the east, and found nothing much of interest. They are, as always, also convinced that Sir Gustav did not head down.

That is until Grimm, using Orac his Driftglobe to illuminate the way, spots yet another rope tied off near to the northern exit. Perhaps they did head down…

Zalt and Ken Lee are still Spider Climb equipped, the pair are sent down, alas all they find (after thoroughly searching) is the end of the rope, the cavernous hole continues down into the darkness- at least another hundred feet more. The pair scurry back up to the surface, the decision is made- Sir Gustav, and what’s left of his groupies, headed south.

Thirty minutes of aimless wandering later the guys are back in the same mine chamber, now certain that Sir Gustav did not go south- bugger.

Next guess is down (again), alas Ken Lee can’t afford the spells- therefore Zalt is sent Spider Climbing down with Tempest (his not-Owl friend). The guys meanwhile help out the descending Warlock by sending him reminders of their love for him.

Lord T (who is actually Goren, remember) begins the bombardment, the Rogue attempts to clamber over to the northern exit of this chamber via the central pillar, he’s having to be very careful because the wooden sections are crumbling and ancient. It also didn’t help in the last session when the two tanks (Grimm and Zyler) spent time duking it out with half-a-dozen Ghouls on the collapsing railways. The guys have however taken precautions, they have attached a rope around the central pillar to allow them to always to be connected to it, and to enable them to clamber onto it rather than walk on the wooden sections.


Things go badly for Lord T, leaping down from the central pillar (as gently as he can!) the Rogue trips and falls (‘1’) alas the wooden section of the track to the north of the pillar more-or-less silently peels away and collapses. Lord T scrambles on to the northern section just in time.


Down below Zalt and Tempest are minding their own business- I ask Simon (who plays Zalt) to roll me a D20 in the dice tower on Fantasy Grounds (a secret roll), well the secret is out- he rolls a ‘1’. Zalt suddenly hears a splat like sound over his shoulder, he turns away from the wall to look behind him just in time to get a face full of feathers. Tempest doesn’t seem to be in sight…

Zalt can however see a fifteen to twenty foot section of fast disintegrating wooden walkway and iron rails, as it falls silently into the darkness. The Warlock does not need to be a detective to figure it out, a moment later the air is turned blue by a torrent of his potty mouth.

He needn’t have bothered.

Ten minutes later Ken Lee (tied off to Zyler) attempts to head across (he’s not wasting a spell), the Wizard manages to scramble onto the central pillar, at which point a section of the pillar suddenly gives way (yep, a ‘1’), the Elf descends fifteen feet very rapidly and then is caught by the rope- alas the swing of the rope suddenly brings Ken Lee face to, well… rock face with the southern cavern wall, he takes a big hit and is badly winded.

Down below Zalt continues to swear as the Warlock watches a six foot sliver of stone (weighing a couple of tons) spiral down, turning end over end, into the darkness. Zalt’s wise words, after the f’s and b’s have been deleted, amount to- ‘can you please stop doing that’.

As it turns out the answer is- no.

Ken Lee is dragged back up to the surface, the Mage is not giving up, five or so minutes later and he has made it back onto the central pillar, now all he has to do is make one more check to get to the northern exit- and this time he is tied off to Zyler and Grimm, and has a rope connected to the central pillar to guide him.

Suddenly there’s a massive (but dull) cracking sound, followed by a low thud that makes the entire chamber shudder- if only for a second.

Ken Lee, and the entirety of the central pillar of stone (which Zalt knows- he’s down there remember) is at least a hundred and fifty feet tall, collapses in on itself. The stylus like stone formation rakes the sides of the cavern and in a half-turn, half-spin takes down more or less all of the remaining wooden walkway and rails.

It misses Zalt by a couple of feet, all the Warlock can do is cling on.

Ken Lee, once again, is saved by Zyler and Grimm.

Zalt is very fucking not happy.

Thirty seconds or so later there’s a second much larger, and longer, thud- followed by a roar, which in turn is followed by a dust and grit storm that lasts for several minutes (as Zalt & Ken Lee) continue to cling on.

The silver lining is of course that the guys are now fairly certain that Sir Gustav didn’t go down, or else if he did then he’s not coming back up again.

Oh, and Ken Lee rolled a ‘1’, again.

Time to check out the other exits, again.

Zalt can come up now.

Did I say he wasn’t happy. Well, he’s not.

Particularly as he now has to use his Fly spell to move the guys around the chamber (casting it on Zyler and Grimm, the strongest pair).

Ten minutes later the guys are certain (Ken Lee insists) that Sir Gustav and his gang went east, a little further down the track there’s also a blood trail.

Here’s the thing, last week one of the guys checked out the eastern passage (with help from a friend, and made a secret Survival check with Advantage), he rolled a ‘1’ and a ‘3’ plus bonuses, the kindly DM therefore told him that there were no tracks at all in this direction. Since that time the guys have been working on the fact that this check was good.

And so 70 minutes after they first entered the chamber the guys depart, and going in the correct direction this time.

However that’s not all, two things happen en route to their next destination-

a) Zalt asks to take a Short Rest, he’s ignored.

b) Ken Lee discovers more tracks, actually human footprints (as in barefoot), a little later the Wizard is certain that there are at least half-a-dozen barefoot humans following Sir Gustav, and that the trail is only a few hours (at most) old.

And so thirty minutes later the guys wander into yet another dead end, hang on- did I say ‘dead end’, I surely did…

3) Ghastronomy.


The chamber is in places twisted and broken, the twenty foot high ceiling cracked and caked with mould and fungi- the place is an ancient ruin. The guys are real deep now, but there’s no-one home.

The search begins, a broken crossbow and a shield are ignored (yeah, I put them there for a reason fellers), a very bent candelabra (odd?) is also found by the drain in the second chamber- eventually Zyler spots it, the drain cover has recently been removed- oh bugger, there’s also a large bloodstain near the drain.

Alas further investigations are curtailed- as from the passage through which the Union entered come Ghoulish screams and yells, followed of course by the rush of fast approaching feet. Zyler and Grimm quickly block up the entrance to the second chamber- setting up a killing field ahead with the missile men arranged behind the pair.

The first wave of Ghouls come rushing- leaping down into the chamber, they’re accompanied by a trio of Ghasts- slightly more intelligent the Ghasts order the Ghouls into the attack while working their way into cover, and away from the missile and spell fire that the guys are putting out.

Zalt fills the chamber ahead with Webs, catching four Ghouls in the spell- the forlorn (but terrifying) undead are cut down or else shot down, meantime the Ghasts dodge in tear holes in the Web either to rescue their comrades, or else to get through to the guys.


Ghasts- a little bit smarter but just as ferocious, and stinky!

The Web spell very quickly starts to look like some vast Swiss cheese, a second wave of Ghouls rush in (yeah, another six). Unbeknownst to the guys yet another trio of Ghasts also enter the first chamber and scurry into cover (thanks to the obscuring Web, and a combined Stealth check of ‘22’).

The guys are doing okay, they keep rolling ’1’s however, at some point in this section I announce that the guys have now rolled nine ’1’s this session. Grimm gets Paralyzed, and Clawed a bit, not enough really to bother him but the guys miss the Paladin’s damage output (at least for a short while, note Grimm’s saving throws were ‘1’ followed by a ‘1’).

Ken Lee makes up for things by ripping a Lightning Bolt through the thickest knot of the Undead (which also destroys an avenue of Webs). Zalt’s Eldritch Blasts (with added 10 ft. push) send a number of enemies spinning back into still intact sections of the Web, Lord T hits them while they’re Restrained with his magical Longbow, with added Sneak Attack.

So far so good…

The few Ghouls that are left however are now attempting to climb over each other to get through to the guys, and taking opportunity attacks as they fling themselves at the adventurers.

As Pedja (who plays Lord T) said at the time- ‘this is World War Z’.

Zalt is forced to summon Wodger.


Wodger- Zalt’s BF.

The stone automaton is drafted into the front line, as Grimm is Poisoned by a Ghast and has to fall back (he gets better with help from Zyler’s Lesser Restoration), at which point however the Ghasts rush into the Web en masse, just as the last pair of Ghouls break through.

The collective giggling at the players end of Google Hangouts goes silent for a good while, the guys cut down both of the remaining Ghouls (yeah, twelve dead in total), and then one of the Ghasts- but four of the creatures get into the far chamber, the sixth (the last) cannot get past Wodger- the stone man eventually beats it down dead.

Seconds later Grimm is Paralyzed and Poisoned.

Seconds later so is Zyler.

Seconds later Grimm is sprawled on the floor and dying.

Seconds later Zalt is also Paralyzed and Poisoned.

Seconds later Grimm is failing Death Saves.

It can go downhill very quickly it seems…

However two of the Ghasts were already badly wounded when they broke through to the guys, the pair are quickly cut down- whilst the above events are playing out. Ken Lee goes again with his second Lightning Bolt, Lord T takes out another Ghast with his bow- which just leaves one of the creatures still standing. Lord T has to switch to his shortswords, while Ken Lee employs Magic Missiles (from very close range, basically he’s jabbing the Ghast with his Wand).

Seconds later both Zalt and Zyler manage to throw of the affects of the Poison and the Paralysis.

And the last Ghast dies.

And Grimm is saved.

And the fight is won.

PCs 4 x Level 7 & 1 x Level 6
Monsters 12 Ghouls 200 XP each & 6 Ghasts 450 XP each
XP 5100 Adjusted 20400 CR 18

That however is the end of the session.

Note by the end of the session the guys had collectively served up thirteen ’1’s, many of them at the most inopportune moments.

The guys have spent six hours and twenty minutes so far travelling, should they wish to return to the surface from here it will take them three hours and ten minutes to do so. They have found six of Sir Gustav’s groupies already- all, alas, dead; it also seems that at least one member of Sir Gustav’s party split off from the group while within the dungeon (most odd). That just leaves Sir Gustav and one other left alive (probably)- one of this pair is bleeding badly, it seems.

More next time.

Session #058 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 (RIP), Ren (RIP), Bryn (RIP) & Cora (RIP), Kessa Landau, Eshala (RIP), Ulf (RIP), and Rowan..

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. GHOULS & GHASTS- BASTARDS!

COOL Enemies of Note- Trimat, the Chimera & Dick and Dom, the Ettin.

New Info- Two dead bodies, two more adventurers. More delving, the sessions starts with a little lost wandering, followed by the destruction (unintentional) of the mining cavern, eventually the guys figure out which way Sir Gustav went. Oh, and Sir Gustav is being followed. Then to a dead end, and then Ghouls and Ghasts aplenty, the guys fight for their lives…

XP Awarded-
450 Section 2) Decisions & Destruction in the Mines.
5100 Section 3) Ghastronomy.
5550 XP Total

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