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

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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

The translation is "hospice kindred", so I vote to try to dodge around the statue and go to the north door to see if we can access the hospice.
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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 past the statue, it lunges for you. It moves faster than you do, but hopefully your reactions are quicker. (Forlorn hope that that is for Delfi.) Make a Dexterity check; a 9 fails.

You dodge around the stone dwarf, but he is too quick for you. He grabs hold of your arm and begins to crush it in his vice-like grip.

Dwarf: AC 3; HD 6'; hp 35; MV 120'(40'); #AT 1 fist; D 2-8; ML 12; AL N

With a 12 Morale, the stone dwarf will not attempt to disengage and so any decisions about letting him would be irrelevant.

Something special will happen if you deal 8 or more damage in one blow or if the statue rolls a 20.

Round One: Delfi wins initiative and hits with a 13 for 7 damage. The statue hits with a 9 for 6 damage.
Round Two: The statue wins initiative and hits with a 9 for 3 damage. Delfi hits with a 17 for 8 damage.

You have done 8 damage in one hit and so:

With a brutal blow, you knock the statue over. You can run from the hall and out the exit of your choice while the statue recovers. Alternatively, you can continue the fight and automatically win initiative in each remaining round.

Run out the north door?
Finish the fight?

Fun fact: a 6-hit-die monster hits AC 5 on a 9, meaning that any potential PC here except Delfi would have taken no damage so far in this fight.

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: +3 sword. Will hit a -14 AC on a 20, will hit an 8 AC on a 2
Damage: 1d8+5
Hit Points: 40/61
Alignment: Neutral
+1 mithril dagger "Sting," Warhammer, Sword +3, Dagger +1, Shield +1, Backpack, wolf's head ring (worn),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, filthy bearclaw necklace, cleaver, kitchen knife, healing potion
Coinage: 605 gold, 85 electrum, 569 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: 11
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to run out the north door.
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Thaluikhain
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Yeah, run away.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Map Segment 281.PNG
Map Segment 281.PNG (3.13 KiB) Viewed 754 times
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.

Pass through the northern door?
Pass through the middle-eastern door?
Pass through the southmost eastern doorway?
Go back through the south doorway you came from?

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: +3 sword. Will hit a -14 AC on a 20, will hit an 8 AC on a 2
Damage: 1d8+5
Hit Points: 40/61
Alignment: Neutral
+1 mithril dagger "Sting," Warhammer, Sword +3, Dagger +1, Shield +1, Backpack, wolf's head ring (worn),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, filthy bearclaw necklace, cleaver, kitchen knife, healing potion
Coinage: 605 gold, 85 electrum, 569 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: 11
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to try the southmost eastern doorway, since I think we need to check the charred doors before proceeding.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Map Segment 296.PNG
Map Segment 296.PNG (2.05 KiB) Viewed 717 times
You peer around the charred doorframe into this room. It was mostly consumed by fire. You notice some strange holes. It looks as if the rock itself has been burned away in spots.

Investigate further?
Go back to the hallway and make a different choice?

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: +3 sword. Will hit a -14 AC on a 20, will hit an 8 AC on a 2
Damage: 1d8+5
Hit Points: 40/61
Alignment: Neutral
+1 mithril dagger "Sting," Warhammer, Sword +3, Dagger +1, Shield +1, Backpack, wolf's head ring (worn),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, filthy bearclaw necklace, cleaver, kitchen knife, healing potion
Coinage: 605 gold, 85 electrum, 569 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: 11
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to investigate further.
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Thaluikhain
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Investigate further

EDIT: Obligatory joke involving penetration and holes needs to be added.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

The room was once a bedchamber. The floor is laced with holes. As you bend closer to examine one, a peculiar scent wafts out of it. Suddenly, the stench is overwhelming. Four red, pulsating bloated worms erupt out of the holes and attack.

Red worms: AC 7; HD2 + 2*; hp 7,12,15,9; MV 90' (30'); #AT 1 bite; D 1-4 + poison; ML 9; AL C

Something special will happen if you are hit, if you roll a 20, or if one of them rolls a 20. If you retreat, each of the four will get a free attack; based on your pattern I am guessing you will not vote to retreat under any circumstances, but pausing to see anyway.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Probably won't retreat, but if one of the special somethings is triggered we might want to reconsider based on what it is, so I vote to fight until we win or that happens.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

Agreed with Thal.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to fight until we win or trigger a special event.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

I should have called for votes on which one to attack first as well, but I actually can't think of a single reason to not go in ascending order of hit points here. That being the case, Delfi sets her gaze on the 7 hit point worm with murderous intent.

Delfi wins initiative and swings at Worm #1, hitting with an 11 for 11 damage. The worm dies.
The surviving worms, which will hit her on a 12, roll 14, 17, and 5 to hit.

Hundreds of the worm's tiny razor-like teeth rasp against your leg. You feel a burning sensation. You must make a Saving Throw vs. Poison. If you fail, take double damage. You must Save vs. Poison each time you are bitten, or suffer double damage.

Worm Two does 1 damage, saving throw 17, not doubled, 1 damage.
Worm Three does 4 damage, saving throw 5, not doubled, 4 damage.

You now know what will happen if a worm hits you. Define retreat conditions, and vote on which to attack next, or rather indicate if you want to do anything other than focus on Worm Four.

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: +3 sword. Will hit a -14 AC on a 20, will hit an 8 AC on a 2
Damage: 1d8+5
Hit Points: 35/61
Alignment: Neutral
+1 mithril dagger "Sting," Warhammer, Sword +3, Dagger +1, Shield +1, Backpack, wolf's head ring (worn),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, filthy bearclaw necklace, cleaver, kitchen knife, healing potion
Coinage: 605 gold, 85 electrum, 569 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: 11
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to fight until Delfi Ironboot wins the battles, another event happens, or is below 20 HP. If Delfi Ironboot gets below 20 HP, retreat.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

The worms win initiative. Their attack rolls are 15, 3, 18. Successful damage rolls are 4 and 4. Delfi passes both saves with an 18 and a 6 and takes 8 damage this round. Delfi hits with a 14 for 6 damage.
The worms win initiative. Their attack rolls are 16, 10, 6. Successful damage roll is 1. Delfi passes the save with a 17 and takes 1 damage this round. Delfi hits with a 16 for 12 damage, killing Worm Four.
The worms roll a 7 for morale and do not retreat.
Delfi wins initiative and hits Worm Two with a 5 for 6 damage. Worm Two misses with a 10. Worm Three hits with an 18 for 4 damage. Delfi fails the save with a 2, taking a total of 8 damage.
Delfi retreats. Worm Two misses with a 7, Worm Three rolls a natural 20 to hit, for 4 damage.

One of the worms swallows your foot. Only your heavy boot protects you from severe damage. The worm quickly backs down a hole, dragging you with it. As your leg disappears underground, you grab hold of the top of the hole and pull back. Your foot pops out of the boot. With one foot bare, you leap to your feet to confront the worms.

Delfi succeeds the saving throw with a 13 and flees from the room, wearing one boot.

Pass through the northern door?
Pass through the middle-eastern door?
Pass through the southmost eastern doorway to finish the battle with the two surviving worms?
Go back through the south doorway you came from?

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: +3 sword. Will hit a -14 AC on a 20, will hit an 8 AC on a 2
Damage: 1d8+5
Hit Points: 14/61
Alignment: Neutral
+1 mithril dagger "Sting," Warhammer, Sword +3, Dagger +1, Shield +1, Backpack, wolf's head ring (worn),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, filthy bearclaw necklace, cleaver, kitchen knife, healing potion
Coinage: 605 gold, 85 electrum, 569 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: 13
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to quaff our remaining healing potion and pass through the middle-eastern door.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You push on this door, but it is locked. You do not have keys (and at least arguably, with Maudin having fled with the other bandits, can never get the keys now).

Pass through the northern door?
Pass through the southmost eastern doorway to finish the battle with the two surviving worms?
Go back through the south doorway you came from?

Vote to drink the healing potion will carry unless someone actively votes against it.

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: +3 sword. Will hit a -14 AC on a 20, will hit an 8 AC on a 2
Damage: 1d8+5
Hit Points: 14/61
Alignment: Neutral
+1 mithril dagger "Sting," Warhammer, Sword +3, Dagger +1, Shield +1, Backpack, wolf's head ring (worn),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, filthy bearclaw necklace, cleaver, kitchen knife, healing potion
Coinage: 605 gold, 85 electrum, 569 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: 13
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

Couldn't we try a strength check or something to see if we could kick it down? A lot of D&D based games like Nethack and ADOM have that option as a mainstay for dealing with locked doors, and the charred door does not seem to be super magical or something.

I vote to pass through the northern door if that is not possible.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

No rules for breaking down a locked door in this version of D&D, and I'm going to say that if this door could readily be broken down, the fyrsnaca would have already done it...like the two south doors.

You drink the potion and heal [1d6+1] 2 damage, then head for the north door.
Map Segment 282.PNG
Map Segment 282.PNG (2.88 KiB) Viewed 664 times
The metal door fits snugly in its frame, but opens easily when pushed. Inside is a library. The walls are covered with shelves holding damp scrolls. There are several soggy, decayed chairs. The floor is wet. Your ring outlines a secret door on the eastern wall.

Enter this room?
Go back through the south doorway and deal with the statue again?

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: +3 sword. Will hit a -14 AC on a 20, will hit an 8 AC on a 2
Damage: 1d8+5
Hit Points: 16/61
Alignment: Neutral
+1 mithril dagger "Sting," Warhammer, Sword +3, Dagger +1, Shield +1, Backpack, wolf's head ring (worn),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, filthy bearclaw necklace, cleaver, kitchen knife
Coinage: 605 gold, 85 electrum, 569 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: 13
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to enter this room.
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

Post by Thaluikhain »

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

Post by Beroli »

You take a scroll down from the shelf nearest the door. It crumbles in your hand, leaving nothing but the wooden spindle. All these writings are decayed beyond repair unless there is some magical means to restore them. The water in the room is responsible for the mold and decay. You look around and see that a crack has opened in the ceiling that lets water in from outside. Then you notice several restless, black shapes hanging from the ceiling.

Go back to the room with the statue?
Try quietly crossing the room to the secret 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: +3 sword. Will hit a -14 AC on a 20, will hit an 8 AC on a 2
Damage: 1d8+5
Hit Points: 16/61
Alignment: Neutral
+1 mithril dagger "Sting," Warhammer, Sword +3, Dagger +1, Shield +1, Backpack, wolf's head ring (worn),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, filthy bearclaw necklace, cleaver, kitchen knife
Coinage: 605 gold, 85 electrum, 569 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: 13
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Darth Rabbitt
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

Try quietly crossing.
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Thaluikhain
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Cross quietly.
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