065

Dungeons & Dragons 5th Edition
The Red Larch Adventure.

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

And so-

Session #065 Wednesday 25th January 2017
High Priestess Sha-Ron.

Starring-
Zalt, Male Half-Elf Warlock (Sailor) Level 7
Grimm, Male Human (Variant) Paladin of Tymora (Sailor) Level 7
Zyler, Male Human (Variant) Cleric of Tempus (Hermit) Level 7
Goren Naeris, Male Wood Elf Rogue (Criminal) Level 7 who looks a lot like Lord Thaelond, the ruler of Bargewright, at the moment- which is no bad thing.

Alas Bob who plays Ken Lee, Male High Elf Wizard (Folk Hero) Level 7 is in the air and en route to Australia, Simon stepped in to ‘bot’ the Wizard.

The Action-

1) Recap in Brief.

The guys are in Dhol Kuldhir, former redoubt of the Bronzehammer Dwarves, the place is filled with fungi and also Kobolds that have succumbed (somehow) to the aforementioned fungi. The Kobolds are not pleased to see the guys- the Union are in search of the ‘door at the end’.

Whatever that could be?

2) Falling in the Shit.

After a short break for a Prayer of Healing the Union are back in action, exploring more of the rooms off the main corridor.

Bargewright_65.jpg

Exploration.

The guys have three more areas to check out- the first turns out to be an ancient armoury, the door is wedged shut therefore Zalt summons his friend Wodger who busts it open. Alas the equipment within is unserviceable, except for a clutch of well made (Masterwork) crossbow bolts.

The next chamber, formerly inhabited by the fungi slathered Ogre and its Urd friend, proves also to be mostly empty, as does the last chamber to be checked- the toilets to the north, except… Lord Thaelond spots that a former inhabitant of the WC has abandoned a silver necklace on the seat of the furthest stall. The Rogue is wary and so decides to attempt to hook the jewellery with his bow from afar; the smart fellow is of the opinion that the seat of the toilet is a trap, or else something lurks within its plumbing.

It therefore comes as a surprise to all when the floor of a good 75% of the chamber suddenly collapses, even as LT strains to reach his prize. Remarkably the Rogue flips backwards and manages to land on one of the ‘thrones’ behind him. Zyler, the hefty Priest of Tempus, and Wodger, the Stone Golem (of sorts), are much less agile. The pair plummet and land twenty feet below in a smelly chamber, the ‘muddy’ residue in the midden breaks their fall a little.

The next oddity comes when Zyler’s eyes adjust to the darkness and spots what he thinks is a crowbar, seemingly floating a little way above the ground. The Priest notices other objects, similarly suspended in the air- coins, and other small and shiny treasures. A second later the Gelatinous Cube attempts to engulf both Zyler and Wodger, and misses- with surprise and with both of the guys Prone- what does that say about my dice rolls?

Gelatinous_Cube.png

All hell breaks out, although only briefly- let me explain.

Up top Grimm can’t get down- or even see the cube, the Paladin therefore contents himself in shouting encouragement down to his brother in arms. Zalt however is quickly on his way down- courtesy of his Spider Staff, while Ken Lee spots the enemy from above and fires a salvo of Magic Missiles into it. Down in the shit Zyler and Wodger smash at the Cube with Warhammer and stone fists.

Then Lord T ruins my fun, balancing on the toilet seat he fires an arrow down into the giant Ooze- a Critical Hit (for 49 damage, there were eight six-sided dice involved in that roll- four of them came up ‘6’, and three of the other four roll ‘5’).

Zyler and Wodger with their barrage of blows manage to blunt one corner of the Cube, Lord T’s arrow causes a crack to form in the Ooze beast, a second later and two thirds of wobbly monsters slews off and falls away. The Gelatinous Cube ‘looks’ embarrassed by its sudden undressing. The two eager bludgeoners finish off the creature.

The Cube made five attacks in total and didn’t land a single hit.

The fight is won.

ENCOUNTER #93
PCs 5 x Level 7
Monsters Trap Floor Collapse 100 XP & Gelatinous Cube 450 XP.
XP 550 Adjusted 825 CR 3
Trivial

At which point Lord T’s luck catches up with him, clambering back to safety he misses his step and plummets down into the shit (‘1’- note Zalt also decided to help Lord T by pointing out the safest spots for the Rogue to climb- he also rolled a ‘1’). A little shaken and extremely embarrassed Lord T, and then Zyler, are hauled out of the pit- Zalt dismisses Wodger and then resummons the stone man back on the surface.

3) Crazy Kobolds and the Priestess.

The guys continue their exploration, south down a long fungi-filled (in places) corridor. Lord T is certain he spotted movement down here earlier, the Rogue is creeping a little way in advance of his companions. A moment or two later Lord T steps around the corridor and gets bushwhacked by a pair of formerly hidden fungi-riddled Kobolds.

Bargewright_65a.jpg

More Kobolds make themselves known to the Rogue, the initial surge comes from a group of Kobold Guardians- these creatures wear a motley collection of armour which has been over grown by hardened plates of fungal matter, like a carapace front and back. The Kobold Guardians are backed up by a group of Kobold Hunters who are very accurate with their slings (particularly with advantage from Pack Attack). Finally a quartet of Kobold Crazies exits the chamber to the south and rush to attack (a Kobold Crazy is a Berserker with two attacks and a death wish). This last gang- the Kobold Crazies, look devolved- thicker and sturdier, like a monitor lizard walking on its hind legs (or like little T-Rex’s).

The fighting is furious, particularly as the front line is only two squares wide, what’s worse for the Union is that many of the Kobolds make excellent use of the cover here, popping up from behind stands of fungi to fling with their slings.

Soon after Zyler is bloodied (mostly sling stones hits).

And then Grimm so is (see above).

And the Union has barely made a mark on their attackers, or at least any Kobolds that fall are very quickly replaced- usually with much tougher creatures (the Crazies). It also doesn’t help that three rounds in and Lord T has yet to land a hit (and he only has something like six arrows left).

Ken Lee sees red- a Lightning Bolt straight down the middle of the passage accounts for a chunk of the bad guys, Zyler surges forward now equipped with his Stoneskin (although still taking plenty of hits), Grimm’s chain saw (sorry two-handed sword) also starts to find its range.

The tide is turning.

At which point a door opens in the corridor and another gang of Kobold Guardians skitter into attack, behind the Union front line- Grimm and Zyler are swamped, although the DMs dice rolling skills are also in short supply.

Ken Lee Shatter’s the largest bunch of enemies, and then rolls spectacularly low on his damage dice- the Kobolds are hurt but not in the least put off their stride.

The guys are now fighting on two fronts and only just holding their own- Zyler and Grimm are continuing to take a beating, they’re both bloodied and beyond- the Priest close to falling.

Ken Lee hits the red button- Fireball, shaping the burn around his companions (the Evoker bastard), eight of the Kobolds perish in the inferno, mostly Guardians but also a couple of Hunters. The guys also get a look in the chamber to the north, from which the last batch of Kobold Guardians exited. The place seems to be an ancient Dwarven temple, lately desecrated and now baring graven images of Tiamat, that’s not good.

Then an odd moment- within the temple is a magnificent looking Kobold, High Priestess Sha-Ron is wearing the skull of a tiger-like creature on her head, atop which is a fine looking Wizard’s hat. She is the tallest Kobold in all of the lands. She is also most unfungi-like, there’s not a spore on her; then she starts screaming in a mixture of draconic and common at the guys. Threats and potty language, I’m ashamed to report.

Sha-Ron.jpg

Sha-Ron, well… sorta.

The order of the day is “Destroy the Anterlopers!”

Alas the High Priestesses spells seem to be of no use against Grimm, who just happens to be the only member of the Union in her sight. Bloody Paladins and their Saving Throws.

The guys get busy, particularly Grimm- he has his sights set on making High Priestess Sha-Ron beg (or at least apologise).

Lord T starts hitting with his bow attacks, Zyler likewise with Painbringer his magical Warhammer (and his Spiritual Weapon), Zalt with his Eldritch Blasts and Ken Lee with his Firebolts. The Kobolds start missing- the trend continues, to the bitter end.

The High Priestess manages to land a couple of decent blows on Grimm with her Spiritual Weapon, but not enough to put the Paladin off his stride.

“Take care of these”, Grimm states and nods towards the half-a-dozen Kobolds still standing, and then strides in to the ex-Bronzehammer temple to play patter-cake with Sha-Ron.

Less than ten seconds later the Kobolds in the corridor are all deceased and High Priestess Sha-Ron is on her knees begging Grimm for mercy, this less than three seconds after she stated she would give her ‘life to Tiamat to protect the Dragon Lords’.

Grimm keeps her alive, he’s intrigued- as are his companions.

The fight is won.

ENCOUNTER #94
PCs 5 x Level 7
Monsters 16 Kobold Guardians 25 XP each, 4 Kobold Hunters 100 XP each, 4 Kobold Crazies 450 XP each & Kobold High Priestess Sha-Ron 450 XP.
XP 3050 Adjusted 12200 CR 14
Deadly

Just a note from the DM (and also to my players), looking at the above encounter and specifically at the combatants (the bad guys) involved in it, you’d be left thinking that a bunch of Kobolds should be no match for a quintet of 7th Level PCs. Well, I quickly realised that several of my beautiful players had access to the Monster Manual (and long memories of other editions of D&D), I have therefore ‘beefed up’ each and every monster I use. I have a formula I work to, therefore every opponent the Union comes up against, in terms of the stats available in the MM, is an alpha male (or female) version- with better everything (HP, AC, To Hit, etc.).

Oh did I forget to mention that guys?

The Union breaks for sandwiches, in short they grab Sha-Ron and retreat quickly back the way they came, some of them are badly injured. Locked in a vacated office they take a Short Rest (and expend most if not all of their Hit Dice). The going is tough.

4) Interview with Sha-Ron.

Sha-Ron proves interesting; before the interview begins however the Kobold High Priestess is searched, which she objects to stridently (to no avail- Grimm takes her down and sits on her). Sha-Ron’s treasure also provokes comment- specifically a shaped red gem which radiates magic, after five minutes of extended consultation Zalt and Ken Lee are certain that the gem protects Sha-Ron from the effects of the fungi infestation.

Needless to say Sha-Ron begs to have the gem back.

Over the course of the next twenty or so minutes the Union discover the following details-

a) A Tiamat worshipping Bugbear, mounted on a Manticore, and with other ‘troops’ visited with the Chief of the tribe, and instigated the Kobold’s move through the Underdark to their present location- at least six months past.

b) Soon after the Bugbear visited here with the Dragon Lords- after much questioning from the Union Sha-Ron reveals that the ‘Dragon Lords’ are… well, Dragons- Green ones, there are two of them. The guys are not convinced.

c) The Dragon Lords ate the Kobold Chief soon after and put High Priestess Sha-Ron in charge, or else in charge as their Kobold stooge. Although that’s not how Sha-Ron sees it, she is ‘blessed of Tiamat’, of course.

d) The Dragon Lords live in ‘paradise’, which is located in a chamber to the south. What form ‘paradise’ takes is less well defined.

e) Sha-Ron translates a letter the Union found on her person, it basically backs up everything she has told the guys- the letter is addressed to the Kobold Chief from the Union’s old friend (although they have never met him) the High (or Eye) Lord- the Bugbear ‘K’.

The decision is quickly reached to keep Sha-Ron alive, this is the first bad guy of ‘power’ that the guys have located (and kept alive), no doubt the Union will have more questions for Sha-Ron later.

The Kobold High Priestess is manacled, gagged, bound and then locked in an ancient Bronzehammer office. The Union are going to clear the other unexplored chambers off the southern passage, before heading south to check out ‘paradise’ and the Dragon Lords.

5) Further Exploration.

Bargewright_65b.jpg

The Union heads back to the southern corridor in which they fought the vast majority of the Kobolds, nothing has changed in their absence. Cautiously they move eastwards down the passage- checking out the chamber to the south en route, the former lair of the Kobold Crazies. Nothing stirs or strikes the Union as being unusual, except perhaps for the closed wooden doors that surely provide access to the Dragon Lord’s ‘paradise’.

The first chamber to the north is an ancient Dwarven dining hall, now massively overgrown with fungi, from there the Union creep into an equally long-abandoned, and fungi-filled kitchen. The oddity here is the door to the east has been blocked off (ineffectively) by a stack of crates and barrels. Alas the amateur attempt at a barricade has proved mostly ineffective as the barrels and crates used in its construction are rotten and broken.

After a brief debate the guys decide to take a look- Wodger is tasked to clear the way; a minute or two later and the door to the storeroom is located and opened. The chamber revealed has meat hooks hanging from the ceiling and is also home to a bunch more crates and barrels. However there are also a number of other items of note- the bodies of four (very mouldy) Kobolds lie prostrate in the centre of the chamber, one of the number clutches a heft looking backpack- coins have spilled from the container. Last item- the walls, floor, and… well, everything in the chamber is covered with the same dull grey furry mould.

Caution is the order of the day, or not- you decide.

Zalt, paranoid as he is, Eldritch Blasts one of the ‘dead’ Kobolds, the spell shatters and explodes the creature’s corpse, causing a cloud of Yellow Mould Spores to fill the storeroom and almost half of the kitchen. The Warlock is left choking and Poisoned- and is very sweary indeed.

The Union flee briefly back to the dining hall, and the ten minutes later- after the spores have settled, decide that Mage Hand is the spell of choice, the treasure clutched by the dead Kobolds is item-by-item ferried out of the chamber. A few scrolls and some shiny things.

That however is the end of the session, which just leaves us with the finale next session- ‘paradise’ awaits.


Session #065 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’ (ONGOING). Quest #3 Find Savra, Lady Lara’s Sister- with the Flying Knights. Quest #4 Find Goren (who is Lord Thaelond really)

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? High Priestess Sha-Ron blessed of Tiamat!

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

New Info- The guys are in Dhol Kuldhir, the ancient Bronzehammer ruins- the place is guarded by fungi-riddled Kobolds, and ancient traps and devices. The dungeon is also thick with fungi spores, the Union needs to be quick in their exploration. More Kobolds killed, some more Crazy than others- the High Priestess Sha-Ron is taken prisoner, her story is told. The Union clear up the map- the finale (and ‘paradise’) awaits next session.

XP Awarded-
550 Section 2) Falling in the Shit.
3050 Section 3) Crazy Kobolds and the Priestess.
450 Section 4) Interview with Sha-Ron.
100 Section 5) Further Exploration.
4150 XP Total

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065

Goonalan's D&D 5th Edition Campaigns goonalan