[Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

As you move forward, the bloated spider rushes to meet you, swaying on its spindly legs. To your relief, you realize it is a young spider.

Biotas (giant black widow): AC 6; HD 3; hp 13; #AT 1 + poison; D 2-8 + poison; MV 120' (40'); ML 8; AL N

To no one's surprise, something special will happen if the spider hits you.

Pause here for votes on whether/under what circumstances to retreat; if you vote to retreat under any circumstances vote on whether that retreat is going north or south; and vote on whether to allow the spider to disengage if she chooses to. Also, if anyone wants to actively vote against naming the dagger Sting, now's the time.

Character Sheet:
Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Main weapon: +1 mithril dagger "Sting." Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d4+3
Hit Points: 59/61
Alignment: Neutral
Warhammer, Shield +1, Backpack, Tinderbox, Iron Spikes, Large Sack, +1 mithril dagger "Sting," opal-studded dagger sheath worth 110 gold
Coinage: 35 electrum pieces
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)
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to fight the Shelob wannabe Biotas to the death here and to not let it disengage under any circumstances.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Yeah, may as well try for the kill.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

We can probably make our saving throw against poison so I’m not too worried about being bitten, and we hit it on a 6 or higher if my math is right. So I think it’s going down well before we do.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Delfi wins initiative and hits with an 8 for 6 damage. Biotas is hit and checks morale, rolls a 7 for morale and does not attempt to disengage. Biotas misses with a natural 1.
Biotas wins initiative, but misses with an 8. Delfi hits with a 6 for 7 damage, bringing Biotas to 0 hit points. Delfi crosses off a Victory Record box.

Panting, you kick aside the spider's body and lean into an archer's slit, gasping for clean air. After you recover, you tear aside webs and notice many animal skeletons and one human skeleton (but no dwarf skeletons; you may or may not reflect that you have just made Thunderdelve a safer place for bandits). Scattered among the debris are 68 sp.

You have options to go north or go south, but I feel comfortable assuming that after that you'll go forward, not back, at least briefly.
Map Segment 46.PNG
Map Segment 46.PNG (1.93 KiB) Viewed 486 times
You step back and kick the door open with your (eponymous) iron-shod boot. Beyond is a dark, dusty room strewn with broken spear hafts, two-legged chairs, and other rummage. The mechanism operating the portcullis is housed here, but it is locked in place by rust. Dust lies thick on the spiral stairs leading from the main room to a narrow door on the south.

Go back through the southern door?
Go through the eastern door?

Character Sheet:
Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Main weapon: +1 mithril dagger "Sting." Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d4+3
Hit Points: 59/61
Alignment: Neutral
Warhammer, Shield +1, Backpack, Tinderbox, Iron Spikes, Large Sack, +1 mithril dagger "Sting," opal-studded dagger sheath worth 110 gold
Coinage: 35 electrum pieces, 68 silver pieces
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: 4
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to go through the eastern door.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

Sounds good to me.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Map Segment 28.PNG
Map Segment 28.PNG (1.9 KiB) Viewed 474 times
Cautiously you peer into this lighted room. There are cots, a table, chairs, and a few spears. There is also cheese with a dagger sticking in it on the table.

A slim, young pageboy is sitting at the table fiddling with some dice. You move slightly and the door creaks. The boy's blue eyes lock into yours. The fat bandit lying on one of the cots has his back toward you. He pulls the blanket tighter under his chin and snarls, "If you're going to come in, Davie, hurry up and shut the blasted door. There's a draft." Davie stands up nervously and says: "I am in, Fatty. But you have a visitor." Fatty rolls over to stare at you in surprise. Davie, the pageboy, does not fight well. He only occasionally aims a weak blow directly at your shield. Do not roll any hits for him—he automatically misses.

Fatty and Davie (2nd and 1st level thieves): AC 6; hp 7,3; MV 90'(30'); D 1-8; ML 8; AL C

Vote on whether to retreat under what circumstances, which way to go if you retreat, and which to attack first. Because there are two of them, their first morale check will take place when one of them dies, and there are special rules for how either of them will react if the other dies.

Character Sheet:
Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Main weapon: +1 mithril dagger "Sting." Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d4+3
Hit Points: 59/61
Alignment: Neutral
Warhammer, Shield +1, Backpack, Tinderbox, Iron Spikes, Large Sack, +1 mithril dagger "Sting," opal-studded dagger sheath worth 110 gold
Coinage: 35 electrum pieces, 68 silver pieces
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: 4
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

Davie doesn’t seem interested in fighting us (to the point that he can’t hurt us) so fight Fatty to the death. He’s weaker than the spider in every way.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Fight to the death!
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to fight Fatty to the death.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Unanimous for fighting to the death, two for attacking Fatty and one for general stabbing.

Round One: Delfi wins initiative and hits with a 14 for 6 damage. Fatty hits with a 15 for 6 damage.
Round Two: Delfi wins initiative and hits with a 12 for 4 damage, dropping Fatty.

"Wait!" Davie shouts, looking down at the defeated Fatty. "You know I don't want to fight you. I was only fighting 'cause if I didn't, Fatty would have taken my head off first."

"Do you like dice?" he asks. "I'm Davie," he says. "I guess you're here about the other dwarf. You know I don't care nothing at all about her, so there's no point in us fighting. Let's both throw our weapons on the cot and throw dice. If you win, I'll tell you where she is. If I win, you surrender to me peaceful like. Is that fair with you?" You notice a large bell lying on the table beside him. If you flee, he will ring the bell and raise the alarm.

Agree to his wager?
Attack him?

Character Sheet:
Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Main weapon: +1 mithril dagger "Sting." Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d4+3
Hit Points: 53/61
Alignment: Neutral
Warhammer, Shield +1, Backpack, Tinderbox, Iron Spikes, Large Sack, +1 mithril dagger "Sting," opal-studded dagger sheath worth 110 gold
Coinage: 35 electrum pieces, 68 silver pieces
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: 5
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Half vote for more killing.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to attack him, as I have a feeling that Davie will just stab our hero in the back here.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Davie cowers in the corner. You can either strike him where he squats or tie him up.

You roll once for treasure and get 19: 1d10 (4) gold.

Closing both doors, you lean back for a quick rest. Your eyes scan the room, but you see nothing of interest. You may eat some of the cheese if you wish and pocket the dagger if you like. The spears are too long to use well in these halls. You can take the set of dice or the large bell you find lying on the table. You go to both doors and listen, but hear nothing that indicates you have been heard.

Vote on whether to kill Davie, whether to eat any of the cheese, whether to take any or all of the dagger, dice, and bell, and finally, whether to leave by the south door or go back through the west door.

Character Sheet:
Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Main weapon: +1 mithril dagger "Sting." Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d4+3
Hit Points: 53/61
Alignment: Neutral
Warhammer, Shield +1, Backpack, Tinderbox, Iron Spikes, Large Sack, +1 mithril dagger "Sting," opal-studded dagger sheath worth 110 gold
Coinage: 35 electrum pieces, 68 silver pieces
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: 5
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

Do we even get XP for killing Davey? If so then kill him because I don't think this adventure will give us alignment penalties for killing helpless opponents, especially ones who work for murderous bandits. And I don't think Davey will give us any help for sparing him, since he's a coward who will immediately fold to whoever's threatening him (and we're rejecting his wager to begin with).
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You will cross off 0 boxes on the Victory Record for killing Davie. There's no actual victory in it.

He did save Nanli's life when he fell into the pit, but even if Delfi somehow knows that, there's no reason for her to consider it to imply any responsibilities for her. Davie is apparently loyal to the bandits, insofar as he's loyal to anyone.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to just tie Davie up then, eat the cheese, take the dagger+dice+bell, and leave by the south door.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Yeah, may as well tie him up and take the stuff then. And go south.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You are standing in a large, drafty hall. It is filled with a dull, rumbling sound. A sliver of bright light from outside pours in through the open gate on the west. A campfire burns dimly in front of you, casting light across the floor. The hall has been ravaged by man, weather, and time. Remnants of a once-fine mosaic floor can be seen among the leaves, refuse, and mud brought in by the winds and rains. A scratchy voice rings out, "Shut up, out there! I'm trying to sleep!" You have difficulty placing its source. (Fatty presumably does not yell for you not to disturb his sleep.) You see no sign of a guard.

Murder holes lace the ceiling, but thick cobwebs hang through them. You notice a partially open door on the north wall. Through it shines a dim light. You also notice that much of the mud on the floor leads to a door on the south wall. Another door, in the southern alcove, is boarded shut with a few planks. A death's head has been crudely scrawled on it in charcoal.

Go back through the northern door to Fatty's room?
Open the door in the northern alcove?
Walk to the east side of the hall?
Unbar the door in the southern alcove?
Open the muddy southern door closest to the gate?
Go through the west gate, which looks like it leads to the front entrance to Thunderdelve?
Go straight to Redface, since you are back on your map?

Character Sheet:
Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Main weapon: +1 mithril dagger "Sting." Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d4+3
Hit Points: 53/61
Alignment: Neutral
Warhammer, Shield +1, Backpack, Tinderbox, Iron Spikes, Large Sack, +1 mithril dagger "Sting," opal-studded dagger sheath worth 110 gold, dagger, dice, bell
Coinage: 35 electrum pieces, 68 silver pieces, 4 gold pieces
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: 5
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to return to Redface to avenge our fallen hero.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

To Redface!
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Suddenly, the prisoners fall silent. You look up and see that a man has appeared in the opening in the eastern wall. He is a large man, dressed in chainmail trimmed with gold. The left side of his face is thick bearded, but the right side is red and scarred. In his hand is a large black sword. You know this man; he is Redface, the bandit chieftain.

An evil, sibilant voice oozes from the sword. "Another of the mud-spawned maggots."

"Quiet, Render," commands Redface. He looks at you, then at his defeated pet wolves. "You owe me much for their insult," he says. "And I suppose you want to join your warrior-queen. I should love to indulge you, for I was just entertaining her, but I haven't time for two such interrogations today. You we shall deal with more quickly. Render!" With a command, he drops into a crouch and points his sword at you. Two darts + 1 fire from its hilt. Roll to see if the two missiles hit you. They are + 2 to hit because of magic and short range. Each does 2-5 points of damage. (The darts will hit on a 12 or better; the attack rolls are 10 and 2, both missing.)

With a curse, Redface leaps to meet you. Render's evil voice screams "Die!" repeatedly. You meet Redface in the center of the room. Because of Render, Redface has + 2 to hit.

Redface (6th level fighter): AC 4; hp 37; MV 90'(30'); #AT 1 sword + 2; D 3-10 (1d8 + 2); ML 10; AL C

Something special will happen if you roll a 20, if Redface rolls a 20, if your hit points fall to 10, or if Redface's fall to 7.

Redface wins initiative and misses with a 3. Delfi hits with an 11 for 6 damage.
Redface wins initiative and hits with a 17 for 3 damage. Delfi rolls a 20!

With a shout you leap into Redface, bashing him mightily. Both his shield and sword fly from his hands. The sword slides between the bars of a cell, putting it far beyond Redface's reach. One of the prisoners bends to pick the sword up. "Hands off it, you slime!" barks Redface. The prisoner jerks back.

Redface is unarmed! "Surrender Grona to me and I shall let you live!" you command.

Redface's eyes go wide in surprise, then he throws his head back and laughs demonically. "Let me live? If you are fortunate," he cries, "I shall let you die. Render!!" At Redface's command, the sword flies through the air, back into his hand. Redface is still without his shield. Raise his AC to 5 for the rest of the battle.

Delfi's damage for that hit is 5.

Redface wins initiative and misses with a 7. Delfi hits with an 18 for 6 damage.
Delfi wins initiative and hits with an 8 for 7 damage. Redface hits with a 13 for 6 damage.
Delfi wins initiative and hits with a 7 for 4 damage. Redface hits with a 16 for 3 damage.
Delfi wins initiative and hits with a 17 for 6 damage, bringing Redface's hit points to 3.

"Blast you," curses Redface. He turns to run. Take one free attack at his back with +4 to hit.

Delfi hits with a (16+4) 20 for 5 damage, killing Redface.

Redface falls to the ground. Render drops with a clatter. Cross off 5 boxes on your Victory Record. You sit down quite shaken. Then quietly Render begins to submissively speak, "You are a brave and valiant fighter. I would gladly serve you. I beg you to forgive my former foolish remarks. You do not yet understand me. Believe that I am not an evil sword. I am not ordinary. I was made to mirror the spirit of he who wields me. I was possessed by the evil spirit of my late master, and as such I was evil. But I beg you to allow me to serve your noble soul. In your service, I would mirror your virtue. In your hand, I would know honor. Take me lest I fall into the corrupt hands of another of these bandits and be enslaved again in the service of Chaos."

You automatically loot all Nanli's items, and possibly are glad that dealing with encumbrance is more trouble than I want to go to here. Do you pick up Render, or ignore its words?

Also vote on whether to wear your new wolf's-head ring or either of your new necklaces, and whether to do anything with the phial of red liquid.

Character Sheet:
Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Main weapon: +1 mithril dagger "Sting." Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d4+3
Hit Points: 41/61
Alignment: Neutral
+1 mithril dagger "Sting," Warhammer, Sword +3, Dagger +1, Shield +1, Backpack, Tinderbox, Iron Spikes, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, Large Sack, 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, wolf's head ring, filthy bearclaw necklace, cleaver, kitchen knife
Coinage: 604 gold, 85 electrum, 569 silver
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: 10
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to get Render just to see what it does.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You are touched by Render's remarks. Bending down, you take it in hand. Immediately, an intense flame leaps from the sword, burning your arm. The sword laughs chaotically. (Because you are Neutral, you take [1d6] 2 damage; Nanli would have taken 2d6.) You let the sword drop and stagger through the opening in the eastern wall.
Map Segment 133.PNG
Map Segment 133.PNG (2.13 KiB) Viewed 387 times
You look about the small cave. You see that the iron gate that normally locks this cave off from the main one is still open. Then you see a figure lying on the floor. Lying in a faint, a chain around her neck and attached to the wall, is Grona Marblefist. She is unaware of your presence.

You do not have Maudin's keys.

You have no way to unlock Grona's chains! With a cry of anguish, you take the chain in hand and pull. You pull until you feel your arms separating at the wrists. The chain slackens! A link is stretching! With another heave, you pull and the link parts enough to separate it from the chain. Grona is free.

You bend down and scoop the unconscious Grona Marblefist up in your arms. You head south at a brisk pace. You enter the empty Front Hall. The front gate still stands ajar. As you pass through it, you hear a horse whinny behind the door on the south. You open the door, place Grona on one of the horses, and drive the other two outside. You then lead the horse and Grona back to town.

When you come to the inn, the small boy you met there before hurries out. The boy leads you to the back room.

Nimron opens the door to the back room and says, "Put her on the table." He opens a flask and pours a little of its contents down Grona's throat. She begins to revive. She whispers, "I think I know where the Hammer is."

Nimron silences her with a stern look, then turns to you. "I trust you were able to find some treasure?" You shrug. "Good," he says. "Then if you will excuse us, we have some very important Clan Business to discuss. I'm sure you understand that no outsider can be present. Thank you again." He gently pushes you out of the room and shuts the door.

Days pass. You spend a good deal of your new wealth. You have rented the best room in the inn, have eaten more, and partied more than you have for many years. Then one groggy morning when you are lying in bed much later than usual, there is a knock at your door. In steps the same young boy you met before. "Please, Nimron wishes to see you," he pleads.

"You see," Nimron says, "I must ask you to return and complete Grona's quest. She has been seeking the great artifact of Thunderdelve—the Hammer of Vitroin. It was designed to defend the halls against wyrm attacks of any sort. But the fyrsnaca attacked so suddenly that no defense was possible and the Hammer was lost somewhere in the debris. Without it there is little or no chance of killing the fyrsnaca. And the need is urgent—so urgent we must ask for your help. After breeding, the fyrsnaca sleeps for 50 years and then rises in fury. They have been known to destroy everything within a hundred miles in the first passions of their waking. And 50 years have just passed. The fyrsnaca could awake at any time."

"We ask you," Nimron says, "to retrieve the Hammer and bring it back. If you do so, it will restore Grona. Then she can return and destroy the Fyrsnaca."

"You will be rewarded," says Nimron. "We do not know where the Hammer lies. Grona's first guess was wrong. But should it lie beyond the Falls, you will need the Words of Passing to open the great doors there. If you desire to pass, speak 'Barin's Forge!' and the way will be opened. Now go. Her need is urgent. Do not fail us."

You nod and ride off toward the mountain. While exploring the halls of Thunderdelve, ignore any references to bandits, goblins, or wolves. They have all fled after your slaying of Redface.

Set back into a cliffside, under an overhanging ledge, is a large set of thick doors—the front gates of Thunderdelve. Behind them lie the upper halls of Paradise. They are indeed substantial, made of ironwood and bound with rusting iron. Intricate grooves running across the doors mark where they were at one time filigreed with silver or gold, but vandals have dug out the precious metals long ago. A rusting portcullis hangs partway in front of the doors. A tangled web of vegetation and rotting debris blocks most of the gateway, but a path has been cleared to the left-hand door. It stands ajar.

Creep closer to the door?
Look for the secret entrance Nimron told you about?

Character Sheet:
Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Main weapon: +1 mithril dagger "Sting." Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d4+3
Hit Points: 39/61
Alignment: Neutral
+1 mithril dagger "Sting," Warhammer, Sword +3, Dagger +1, Shield +1, Backpack, Tinderbox, Iron Spikes, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, Large Sack, 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, wolf's head ring, filthy bearclaw necklace, cleaver, kitchen knife
Coinage: 604 gold, 85 electrum, 569 silver
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: 10

Also, vote on whether to wear either of your necklaces or your wolf-head ring, and whether to do anything with the phial of red liquid. And unless at least one person says they want to change primary weapons you're going to be fighting with Sting while Nanli's sword remains sheathed in your pack. And before anyone asks, no, this-era D&D has healing neither for rest without medical attention nor for eating nonmagical food; someone could theoretically go around down hit points for years.
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