Goonalan's D&D 5th Edition Campaigns
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.
Session #070 Wednesday 1st March 2017
The Dead Elf.
Zalt, Male Half-Elf Warlock (Sailor) Level 7
Grimm, Male Human (Variant) Paladin of Tymora (Sailor) Level 7
Ken Lee, Male High Elf Wizard (Folk Hero) Level 7
Goren Naeris, Male Wood Elf Rogue (Criminal) Level 7 who looks a lot like Lord Thaelond, the ruler of Bargewright.
Note Christer, who plays Zyler, Male Human (Variant) Cleric of Tempus (Hermit) Level 7, is on his holidays. He was therefore not in for this session- Simon (who plays Zalt and his menagerie) botted the Priest.
1) Recap in Brief.
The guys are in an ancient Dwarven ruin (Bronzehammer, wouldn’t you know it), in the lower slopes of the Forlorn Hills, they are with Squire Welch (Sqwelch) who tracked a Gargoyle messenger to this locale, and also spotted the Eye/High Lord Bugbear-guy that the PCs have been hearing about for… oh, ages.
Last session the guys encountered a band of militaristic Hobgoblins on the Iron Road (including two Pale Hobgoblins- like the Pale Gnolls they fought previously), and then were attacked by Gargoyles in the ruins. At the end of the session the Union had disturbed a Gorgon (and then duly Banished the creature), and then in a rush climbed up a thirty foot wall into an exposed corridor and killed the wounded Gargoyles that fled the previous encounter.
The Union are therefore secure in the knowledge that they are positioned thirty feet above where the Banished Gorgon is slated to reappear, the situation is ideal, they will unleash hell on the beast (missile-shaped hell that is) as and when it reappears.
2) Kill the Gorgon!
Things do not go entirely to plan… shocker!
Sixty or so seconds later the fuming Gorgon suddenly reappears in the spot from which it disappeared, the guys let loose with everything they’ve got in the way of ranged attacks. The roaring metal bull-like beast takes a beating, all of the guys are on target. However rather than retreat the enraged monster quickly spots its attackers, who are out of its reach, and then charges straight for the base of the cliff/wall on which the Union perch (and the DM rolls a ‘20’- at the time I figured why the hell not, the Gorgon was going to die anyway).
The corridor in which the PCs stand suddenly collapses (in part) as the great creature smashes into the wall below; Zalt and his stone servitor are safely away from calamity, Lord T manages to hang on as the floor beneath his feet falls away. Ken Lee and Grimm are much less fortunate- they are both sent sprawling forwards down the newly created rubble scree, the Wizard is badly hurt and is almost trampled beneath the Gorgon’s hooves, Grimm is likewise badly hurt but clear of the great metal beast. The final member of the Union- Zyler, uses the collapse to his advantage, the Cleric of Tempus surfs down a tilting sheet of stone and uses the impetus gained to charge into the Gorgon and smash it with Painbringer.
The Gorgon is well beyond bloodied, almost broken- and yet the guys conspire to make things harder for themselves, or else their dice do. The next turn-and-a-half worth of attacks from the good guys are all misses; with spell and sword, and… everything- not one hit. For good measure the Gorgon Gores Grimm badly, the Paladin is left hanging on for dear life, at which point however (damn their eyes) normal service is resumed and the guys start hitting again, Grimm finally delivers the killing blow.
Whew! That was another tough one.
The fight is over.
PCs 5 x Level 7
Monsters Gorgon 1800 XP.
XP 1800 Adjusted 1800 CR 5
Grimm pretty much uses all of his healing (not his HD though- no Short Rest as of yet), and then starts pleading with Zyler for help, eventually the Paladin is made healthyish again. The air was blue at times on the Paladin’s turns- Grimm has gone from being impervious to hurt to almost permanently bloodied.
3) Treasure & Coded Notes.
The Union find two caches of treasure, the first in the ruined building the Gorgon was laired in, the second in the broken tower the Gargoyles formerly called ‘home’. Both caches contain a mixture of the mundane and the interesting; first up the mundane- a few potions, a smattering of coin and a bunch of saleable gear; now for the interesting, the guys discover-
a) A blood trail leading from outside the Gorgon’s lair to a door into the Dwarven ruins (the guy’s presume).
b) Also in the Gorgon’s lair, a lot of large feathers, identified as coming from a Giant Owl, a little later the guys discover the smashed rubble remains of the aforementioned Giant Owl, it seems the Gorgon savaged this creature and at some point petrified it. Clearly however someone, or something, escaped the beast- hence the blood trail.
c) And a quartet of coded notes in the Gargoyles’ lair; the guys are now absolutely certain that the Gargoyles were providing a mail service for the bad guys- which means there are obviously different groups of bad guys that require this service. That’s not good. Translation of these notes to follow in next week’s session- when Zalt has worked them out.
4) The Sneaky Lord Thaelond.
The Union climb back to their exalted position, up into the corridor above, and then check out the area there sending Lord Thaelond sneaking ahead to check out the lay of the land. The chambers are empty, save for the dust, detritus and rubble that signify the years passing in this ancient place.
That is until Lord T finds a door, a door with a brand new lock- oiled and in good order, and locked of course. The Rogue remedies the latter situation and discovers a corridor beyond with many more doors and openings, he goes searching- the guys holding station behind.
The Rogue mainly heads north, after briefly checking the area to the south- silent and empty. To the north Lord T locates an entrance chamber, complete with an ancient statue of a very martial looking Dwarf- also in the chamber is a blood trail, leading down the passage to the west.
The Rogue figures that this is the direction the Union must take, he heads back to tell his friends (and to lead them to the spot) before investigating further.
LT spies a Skeleton Dwarf seemingly standing guard a little way down the ruined passage, he can’t resist- he fires his longbow and ends the creature, catching it unawares, and then rushes back to his comrades- having spotted that there are more Skeletons coming. The Union position themselves so as to bottleneck their enemies in the entrance chamber.
Alas not everyone either hears, or else sticks to, the plan.
5) The Skeleton Horde.
As it turns out there’s a Skeleton horde coming- over twenty of the boney buggers, including a trio of Ogre Skeletons; for a good while the tide of undead just keeps on coming.
When the entrance chamber begins to fill with the undead Ken Lee does his thing, his thing in this instance being a Shatter spell, the results are devastating- both for the undead and the chamber. Lors of Skeletons are destroyed, however a large portion of the chamber is also choked with rubble as the ceiling partially collapses.
The result however is positive for the guys, the Skeletons are now having to clamber over very rough terrain to get at the Union. And yet the entrance chamber fills again- more Skeletons pressing in on the guys, Zyler therefore decides to reach for his holy symbol of Tempus. Again the results are devastating, another five Dwarf Skeletons are shattered by the Priest’s holy power, while one of the Ogre’s is cowed (Turned), that is until Grimm starts smashing at it.
The creature however doesn’t last long faced with the Paladin armed with Stirgeswatter his Masterwork Maul- Grimm takes the first Ogre Skeleton down.
The fight rumbles on, and Grimm decides to break ranks and head out into the room to make better use of his multiple attacks- he shouldn’t have bothered. Separated from his colleagues the Paladin becomes the target du jour for the Undead. Also, as it turns out, many of the Dwarf Skeletons have crossbows- wouldn’t you know it. The Paladin starts taking hits and is very quickly… yeah, you guessed it- bloodied.
Ken Lee manages to take down the second Ogre Skeleton with a Firebolt, the Wizard is attempting for this adventure to retain his spell powers for a little longer than usual.
Meanwhile Grimm, still away from the safety of his friends, is still taking hits- plenty of hits, my dice are on fire; the Paladin is down to maybe ten hit points, at this stage however there are only a half-dozen or so Skeletons left (including one badly wounded Ogre eventually shot down by LT), none of the remaining undead last long.
The fight is won, although Grimm has taken a proper beating.
PCs 5 x Level 7
Monsters 18 Dwarf Skeletons 50 XP each & 3 Ogre Skeletons 450 XP each.
XP 2250 Adjusted 9000 CR 12
The guys, at Grimm’s request (mostly) retreat in a rush, all the way back to their corridor perch near the Gargoyle’s tower. There they hunker down, after sending Tempest and Wodger out to guard their position. Grimm expends all of his Healing HD, while Ken Lee also races through his (the Wizard took a couple of crossbow hits and then get smashed by a Skeleton Ogre).
6) The Sneaky Lord Thaelond Revisited.
An undisturbed hour later, and with Grimm now almost topped up healing-wise, the Union head back out. Once again Lord T is sent ahead to scout the way, the Rogue is certain that nothing has changed since the guy’s last visit, therefore he heads out on a major scouting mission.
This is what he finds-
A lot of dusty dirty ancient corridors and passages, two of which end in collapses; both, the Rogue ascertains, deliberately collapsed. Also close to both collapses are tracks, the signs that many booted feet (Hobgoblins, best guess) exited the passages prior to their destruction. The tracks are four to five days old.
While Lord T is on his mission Zyler manages to follow the blood trail the guys spotted earlier- all the way to a door to the north. A little while later LT confirms that the door is locked, and barred; a short while later and neither of these barriers to ingress are present any longer, although when Zyler goes to shove open the door he notes that there is something further wedged against the door.
The hefty Priest makes short work of the obstacle, the guys are in… to a seemingly empty chamber.
7) The Dead Elf.
The only item of interest, it transpires, is the object that was blocking the door- which turns out to be the dead body of an Elf, the corpse sports a cloak made entirely of birds feathers (Giant Owl feathers to be exact, and Ken Lee is very keen to be exact). Closer examination reveals the Elf bled out in agony, most likely, from a gut wound; the poor fellow was gored by the Gorgon is the consensus.
Closer examination reveals that the Elf, alongside his bow and arrows, and other mundane gear, was possessed of a magical short sword.
The guys briefly attempt to piece together the story-
a) Sqwelch, when observing this place, saw a Chimera land in the courtyard- the creature was clutching two creatures in its claws- the Giant Owl and the Elf (at this point both creatures were obviously still alive, although possibly unconscious).
b) A little later the Gorgon attacked and then petrified the Giant Owl, and also gored the Elf who however managed to escape into the Dwarven ruins.
c) The Elf possibly also encountered the Skeletons here, either way he managed to barricade himself into the chamber the guys have just invaded, and there he met his slow and agonising end.
More info, perhaps, to follow in the next session- that, however, was the end of this evening’s play.
Another cracking session.
Session #070 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’ (COMPLETE). Quest #3 Find Savra, Lady Lara’s Sister- with the Flying Knights. Quest #4 Find Goren (who is Lord Thaelond really) Quest #5 Follow Sqwelch to the Gargoyle’s Lair, Quest #6 Investigate Castle Overlook- What happened to Cadoc Vraath?
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- Into another Bronzehammer ruin, after despatching a Gorgon, fight a horde of Skeletons and discover that the Hobgoblins came from the deeps.
1800 Section 2) Kill the Gorgon!
200 Section 3) Treasure & Coded Notes.
200 Section 4) The Sneaky Lord Thaelond.
2250 Section 5) The Skeleton Horde.
200 Section 6) The Sneaky Lord Thaelond Revisited.
450 Section 7) The Dead Elf.
5100 XP Total