[Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Moderator: Moderators
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
This hallway has been blasted with fire. Cinders cling to the walls. Even the rock is cracked, especially at the southern end of the hall. The southmost door on the east has been completely burned away. The other two eastern doors are charred but solid. The northern door appears to be made of a dark metal.
There are red worms behind the southmost eastern door, which Delfi fled from. The middle eastern door is locked and you do not have the key. The north door had scrolls, bats, and yellow mold, and to your knowledge you have completely explored it.
Finish Delfi's fight with the red worms? Vote on specifics of how to fight them if you choose this one.
Go back to one of the south rooms?
Go back still further, to the western area?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 14/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), beautiful gaming pieces (50 gold), potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
There are red worms behind the southmost eastern door, which Delfi fled from. The middle eastern door is locked and you do not have the key. The north door had scrolls, bats, and yellow mold, and to your knowledge you have completely explored it.
Finish Delfi's fight with the red worms? Vote on specifics of how to fight them if you choose this one.
Go back to one of the south rooms?
Go back still further, to the western area?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 14/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), beautiful gaming pieces (50 gold), potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
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- Posts: 4333
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Are there any unexplored areas in the south rooms? If so, I vote to go there. If not, I vote to go to the western area.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Immediately through the south door, these are your options:
Pass through the copper door on the west?
Pass through the silver door on the southeast?
Pass through the brass door on the northeast?
Pass through the mithril door on the south?
Pass through the gaping hole in the west wall?
Go back through the north door?
You've been through the copper door and the door behind it; that's where Delfi died. You've been through the gaping hole on the west wall; that's where you found the Hammer of Vitroin. You've been through the mithril door to the south, and been through every door past it though you haven't completely explored them all. You have not been through the silver or brass door.
I think I accidentally moved you through the corridor of metal doors to the statue room when you left Nimron's old room; sorry about that.
Pass through the copper door on the west?
Pass through the silver door on the southeast?
Pass through the brass door on the northeast?
Pass through the mithril door on the south?
Pass through the gaping hole in the west wall?
Go back through the north door?
You've been through the copper door and the door behind it; that's where Delfi died. You've been through the gaping hole on the west wall; that's where you found the Hammer of Vitroin. You've been through the mithril door to the south, and been through every door past it though you haven't completely explored them all. You have not been through the silver or brass door.
I think I accidentally moved you through the corridor of metal doors to the statue room when you left Nimron's old room; sorry about that.
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Let's try the silver door.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Go through the northeast door?
Go through the southeast door?
Go back to the corridor and choose again?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 14/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), beautiful gaming pieces (50 gold), potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
- Posts: 4333
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I vote to try the northeast door.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Northeast door sounds good to me.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Examine the chest?
Leave and make another choice?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 14/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), beautiful gaming pieces (50 gold), potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Orth Plays: Currently Baldur's Gate II
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- King
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Always examine random boxes.
- JourneymanN00b
- Prince
- Posts: 4333
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I vote to examine the chest.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
The chest conceals a small stone vault. Carved on the stone are runes.
Try and open the vault?
Leave and make another choice?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 14/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), beautiful gaming pieces (50 gold), potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
The four corners and center of each side of this small vault have gems embedded in them, one in each of the six spots: amethyst, diamond, emerald, ruby, sapphire, and topaz. Perhaps the runic message is connected with the gems and offers a clue as to how the vault might be opened.Try and open the vault?
Leave and make another choice?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 14/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), beautiful gaming pieces (50 gold), potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
- Posts: 4333
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
My imperfect translation skills have given this message.
According to some gem meanings that I found on the web, diamonds represent purity, and emeralds strengthen the heart, so I half vote to touch the two stones in order to see if anything happens.Beware your greed for
it is envy cold as night
fire cold as ice
these alone cannot open
your way
bend first your eind to
a motive pure as eght
a heart ral with might
these will open your way
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
You decide to try to open the vault, but touching the diamond and the emerald with no other gems isn't an option you have. Your options are:
Diamond, then amethyst.
Emerald, then ruby, then topaz, then amethyst.
Sapphire, then diamond, then topaz, then amethyst.
Diamond, then amethyst, then emerald, then ruby.
Topaz, then ruby.
I could let you do things the module authors didn't think of but...any unlisted combination would just set off any trap that's here anyway.
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 14/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), beautiful gaming pieces (50 gold), potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Diamond, then amethyst.
Emerald, then ruby, then topaz, then amethyst.
Sapphire, then diamond, then topaz, then amethyst.
Diamond, then amethyst, then emerald, then ruby.
Topaz, then ruby.
I could let you do things the module authors didn't think of but...any unlisted combination would just set off any trap that's here anyway.
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 14/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), beautiful gaming pieces (50 gold), potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
- Posts: 4333
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I vote to touch the diamond and amethyst then. I am pretty sure that we have to touch the diamond first, and the amethyst's gem meaning is to calm the mind and spirit, which supposedly means good health and thus a heart with might, if I were to make a stretch. There is also the fact that this is the only two gem option with the diamond first, so I think the diamond and amethyst has the best chance of opening the door.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
The vault clicks open! Inside is a black bag with gems (worth a total of 100 gp), a silver mesh bag (worth 1,500 sp) that holds a ruby ring (worth 1,000 gp), a platinum headband (worth 1,500 gp), and three gold ingots (worth a total of 1,200 gp).
Put on the ring?
Put on the headband?
Leave and go somewhere else (specify where)?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 14/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), beautiful gaming pieces (50 gold), potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Put on the ring?
Put on the headband?
Leave and go somewhere else (specify where)?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 14/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), beautiful gaming pieces (50 gold), potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
- Posts: 4333
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Let’s try on the headband. Wish there were scrolls of identify or something for the rings, as I really don’t feel comfortable trying any ring on at this point.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
There is unfortunately no safe magical way to identify a magic item in this D&D edition. Grona's father, or Grona herself if she has inherited the powers of the Keeper already, could use a Crucible of Blackflame to identify a magic item on the level of "this sword is +2," but...even that would report any cursed item as the benevolent item it's designed to appear to be.
Wearing the headband has no immediate and perceivable effect.
Put on the ring?
Leave and go somewhere else (specify where)?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 14/54
Alignment: Neutral
1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Wearing the headband has no immediate and perceivable effect.
Put on the ring?
Leave and go somewhere else (specify where)?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 14/54
Alignment: Neutral
1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
- Posts: 4333
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Just as I thought, unfortunately. I vote to put on the precious and hope that something good comes out of it.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
You slip the ring on your finger. Your pulse quickens; you feel a surge of renewal. This is a ring of regeneration.
From a setup post:
Go through the southeast door?
Go back to the corridor and choose again?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 15/54
Alignment: Neutral
1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
From a setup post:
You go back out into the previous room.If you find a Ring of Regeneration, you will heal one hit point of damage per entry read after that, as long as that damage was not caused by fire. The ring will never heal damage caused by fire.
Go through the southeast door?
Go back to the corridor and choose again?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 15/54
Alignment: Neutral
1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
- Posts: 4333
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I vote to go through the southeast door, assuming that we haven’t been here before.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
You can take the top if you wish but there is nothing else of interest in this room. You return to the corridor of metal doors, healing a total of 3 hit points.
Pass through the copper door on the west?
Pass through the silver door on the southeast?
Pass through the brass door on the northeast?
Pass through the mithril door on the south?
Pass through the gaping hole in the west wall?
Go back through the north door?
Also vote on whether to take the top.
You've been through the copper door and the door behind it; that's where Delfi died. You've been through the gaping hole on the west wall; that's where you found the Hammer of Vitroin. You've been through the silver door; that's where you found your ring of regeneration. You've been through the mithril door to the south, and been through every door past it though you haven't completely explored them all. You have not been through the brass door.
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 18/54
Alignment: Neutral
1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
- Posts: 4333
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I vote to get the top and check the brass door.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Go through the east door?
Go elsewhere?
In the interests of not aimlessly wandering through Thunderdelve forever, you can ask me where you need to go to get closer to the fyrsnaca and I'll tell you.
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 19/54
Alignment: Neutral
1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
- Posts: 4333
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Where does our hero need to go to get to the fyrsnaca?
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I said I'd tell you. Unfortunately, I did not say it was something that would actually be feasible for your current character...
To get the key to the east door, you need to defeat the vapor ghouls here.
To get the key to the east door, you need to defeat the vapor ghouls here.
Orth Plays: Currently Baldur's Gate II