[Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
You push at the door. This door has not been opened before.
The door is barred from the other side. You take one of the axes off the wall and chop a hole in it big enough to crawl into the other room, but in order to do so, you must writhe your way through much debris and many pieces of rock and beam. Your foot becomes caught between two rocks. To pull it free, you must use all your might. You are free, but the rubble behind you collapses, blocking your return to the east. You could clear it away, but it would take time. This room holds furnishings for three dwarves. Ten skeletons lay about. The door on the east is barricaded shut. What could have been so terrible that these dwarves barricaded themselves in here to their dooms?
(The module, being confused, then asks if you want to unbarricade the door to find out or return to the west. West is where you haven't been; the "barricaded" door on the east, barricaded by the rockfall you caused, is where you came from. Choose accordingly.)
Go west?
Laboriously dig your way through the rubble to return east?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 17 (+2 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -8 AC on a 20, will hit a 10 AC on a 2. Damage: 1d6+3, 1d6+5 against wyrms.
Hit Points: 42/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day; +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 18
The door is barred from the other side. You take one of the axes off the wall and chop a hole in it big enough to crawl into the other room, but in order to do so, you must writhe your way through much debris and many pieces of rock and beam. Your foot becomes caught between two rocks. To pull it free, you must use all your might. You are free, but the rubble behind you collapses, blocking your return to the east. You could clear it away, but it would take time. This room holds furnishings for three dwarves. Ten skeletons lay about. The door on the east is barricaded shut. What could have been so terrible that these dwarves barricaded themselves in here to their dooms?
(The module, being confused, then asks if you want to unbarricade the door to find out or return to the west. West is where you haven't been; the "barricaded" door on the east, barricaded by the rockfall you caused, is where you came from. Choose accordingly.)
Go west?
Laboriously dig your way through the rubble to return east?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 17 (+2 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -8 AC on a 20, will hit a 10 AC on a 2. Damage: 1d6+3, 1d6+5 against wyrms.
Hit Points: 42/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day; +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 18
Last edited by Beroli on Sun Feb 05, 2023 10:22 pm, edited 1 time in total.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I vote to go west.
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
Open the chest?
Go through the west door?
Go back through the east door?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 17 (+2 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -8 AC on a 20, will hit a 10 AC on a 2. Damage: 1d6+3, 1d6+5 against wyrms.
Hit Points: 42/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day; +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 18
Orth Plays: Currently Baldur's Gate II
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Open the box. Which might be booby trapped or a mimic or something, but still.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I vote to open 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
You open the chest cautiously. Inside are 50 pp, a partially completed crown (worth 500 gp), a diamond bracelet (worth 1,000 gp), and a sealed phial.
Sample the contents of the phial?
Take the other things from the chest and go through the west door?
Take the other things from the chest and go back through the east door?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 17 (+2 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -8 AC on a 20, will hit a 10 AC on a 2. Damage: 1d6+3, 1d6+5 against wyrms.
Hit Points: 42/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day; +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 18
Sample the contents of the phial?
Take the other things from the chest and go through the west door?
Take the other things from the chest and go back through the east door?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 17 (+2 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -8 AC on a 20, will hit a 10 AC on a 2. Damage: 1d6+3, 1d6+5 against wyrms.
Hit Points: 42/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day; +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 18
Orth Plays: Currently Baldur's Gate II
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I vote to sample the contents of the phial, and hope it is a healing potion.
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
Trying things is more interesting than not, so drink random thingy, I guess.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Yeah, sample the phial.
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
You sip the phial but you can tell something is wrong. You spit repeatedly, trying to get the bitter liquid out of your mouth. Make a Saving Throw vs. Poison; a 16 succeeds.
You choke a bit more but cough up most of the foul liquid. Take [1d8] 4 damage.
You lie still for a while, but soon the cold of the stone begins to tempt you to sleep and dream. With a start, you sit up, realizing what happened to the dwarves that slept here before you. Rising, you throw the phial far into the pit. You do not hear it smash below.
Vote on whether to wear the bracelet and which door to go through, west or east.
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 17 (+2 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -8 AC on a 20, will hit a 10 AC on a 2. Damage: 1d6+3, 1d6+5 against wyrms.
Hit Points: 38/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), partially completed crown (500 gold), diamond bracelet (1000 gold), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day; +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 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: 18
You choke a bit more but cough up most of the foul liquid. Take [1d8] 4 damage.
You lie still for a while, but soon the cold of the stone begins to tempt you to sleep and dream. With a start, you sit up, realizing what happened to the dwarves that slept here before you. Rising, you throw the phial far into the pit. You do not hear it smash below.
Vote on whether to wear the bracelet and which door to go through, west or east.
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 17 (+2 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -8 AC on a 20, will hit a 10 AC on a 2. Damage: 1d6+3, 1d6+5 against wyrms.
Hit Points: 38/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), partially completed crown (500 gold), diamond bracelet (1000 gold), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day; +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 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: 18
Orth Plays: Currently Baldur's Gate II
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I vote not to wear the bracelet, and go through the west 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
Look for a clue to the fate of the skeletons?
Go back to the east?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 17 (+2 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -8 AC on a 20, will hit a 10 AC on a 2. Damage: 1d6+3, 1d6+5 against wyrms.
Hit Points: 38/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), partially completed crown (500 gold), diamond bracelet (1000 gold), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day; +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 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: 18
Orth Plays: Currently Baldur's Gate II
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Look for a clue.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I vote to look for a clue to the fate of the skeletons.
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
Look for a clue.
I guess the writer got sick of saying "investigate".
I guess the writer got sick of saying "investigate".
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
All you find is their remains and the dim shadows cast by the shifting vapors. Then three of the shadows attack you.
Shadows: AC 7; HD 2+2*; hp 9,11,17; MV 90' (30'); #ATl touch; D 1-4 + special; ML 12; AL C
You do have a magic weapon. They will not retreat, so no need to vote on whether to allow them to. Something special will happen if you are hit, if you roll an 18 or higher, or if you lose. Vote under what circumstances to retreat and whether to use the Hammer's healing ability before the battle; I will also presume you wish to attack the shadows in increasing order of hit points unless you say otherwise.
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 17 (+2 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -8 AC on a 20, will hit a 10 AC on a 2. Damage: 1d6+3, 1d6+5 against wyrms.
Hit Points: 38/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), partially completed crown (500 gold), diamond bracelet (1000 gold), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day; +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 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: 18
Shadows: AC 7; HD 2+2*; hp 9,11,17; MV 90' (30'); #ATl touch; D 1-4 + special; ML 12; AL C
You do have a magic weapon. They will not retreat, so no need to vote on whether to allow them to. Something special will happen if you are hit, if you roll an 18 or higher, or if you lose. Vote under what circumstances to retreat and whether to use the Hammer's healing ability before the battle; I will also presume you wish to attack the shadows in increasing order of hit points unless you say otherwise.
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 17 (+2 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -8 AC on a 20, will hit a 10 AC on a 2. Damage: 1d6+3, 1d6+5 against wyrms.
Hit Points: 38/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), partially completed crown (500 gold), diamond bracelet (1000 gold), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day; +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 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: 18
Orth Plays: Currently Baldur's Gate II
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I vote to use the hammer's healing ability, and to retreat when our hero reaches 15 HP or below.
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
Oh, wow. Shadows are notoriously deadly (not sure if they have the same Str-damage abilities as they do in later editions) so I’d be tempted to just retreat asap.
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
Need a tiebreaker for whether retreat is happening immediately or at 15 hit points.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Use healing and retreat at 15.
Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
The Hammer heals Darow for [1d6+1] 6 damage.
Darow wins initiative and hits Shadow 1 with a 7 for 9 damage, dissipating it immediately. The shadows miss Darow with an 11 and 13. (Luckily for Darow touch attacks are not a thing in this edition; they need a 14 to hit AC 3.)
The shadows win initiative and miss with a 1 and 12. Darow hits Shadow 2 with a 7 for 7 damage.
Darow wins initiative and hits Shadow 2 with a 16 for 7 damage, dissipating it. Shadow 3 hits with a 16 for 4 damage and...
A shadow's amorphous hand passes into your chest. You feel a cold hand take hold of your heart. Take 1-4 points of damage (4, as previously established), and reduce your Strength by 1 point. Something special will happen if you reach 0 Strength; you can probably guess what.
Darow wins initiative and hits with a 9 for 4 damage. Shadow 3 hits with a 19 for 2 damage and 1 automatic point of Strength drain. Darow's Strength bonus drops to +1 and he now needs a 6 to hit.
Shadow wins initiative and misses with a 1. Darow hits with an 11 for 8 damage.
Shadow wins initiative and hits with a 19 for 4 damage and 1 automatic point of Strength damage. Darow hits with a 20 for 4 damage and:
With a mighty power you strike out. The heat of your passion passes into your blow, causing it to do double damage to the cold creature before you. 8 damage dissipates the shadow.
You shake visibly from this experience. Glancing about the room and you spot a bone and silver brooch on one of the skeletons. It appears to be worth about 900 gp. The only exit from this room is the mithril door on the east.
You go back past the chest that had the deadly phial in it.
Slowly, you remove the rubble that has been piled in front of the door. It is arduous work and you find yourself sweating heavily. Gradually you clear a way and lay your hand on the door's ring. Slowly, you pull the door open.
You find yourself back in the room where you acquiredwere acquired by the Hammer of Vitroin. You can go north, or east across the bridge; you know there is nothing of value west. Also vote on whether to take the brooch and wear it, take the brooch and put it in your pack, or leave the brooch.
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
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: 34/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), partially completed crown (500 gold), diamond bracelet (1000 gold), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 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: 21
Darow wins initiative and hits Shadow 1 with a 7 for 9 damage, dissipating it immediately. The shadows miss Darow with an 11 and 13. (Luckily for Darow touch attacks are not a thing in this edition; they need a 14 to hit AC 3.)
The shadows win initiative and miss with a 1 and 12. Darow hits Shadow 2 with a 7 for 7 damage.
Darow wins initiative and hits Shadow 2 with a 16 for 7 damage, dissipating it. Shadow 3 hits with a 16 for 4 damage and...
A shadow's amorphous hand passes into your chest. You feel a cold hand take hold of your heart. Take 1-4 points of damage (4, as previously established), and reduce your Strength by 1 point. Something special will happen if you reach 0 Strength; you can probably guess what.
Darow wins initiative and hits with a 9 for 4 damage. Shadow 3 hits with a 19 for 2 damage and 1 automatic point of Strength drain. Darow's Strength bonus drops to +1 and he now needs a 6 to hit.
Shadow wins initiative and misses with a 1. Darow hits with an 11 for 8 damage.
Shadow wins initiative and hits with a 19 for 4 damage and 1 automatic point of Strength damage. Darow hits with a 20 for 4 damage and:
With a mighty power you strike out. The heat of your passion passes into your blow, causing it to do double damage to the cold creature before you. 8 damage dissipates the shadow.
You shake visibly from this experience. Glancing about the room and you spot a bone and silver brooch on one of the skeletons. It appears to be worth about 900 gp. The only exit from this room is the mithril door on the east.
You go back past the chest that had the deadly phial in it.
Slowly, you remove the rubble that has been piled in front of the door. It is arduous work and you find yourself sweating heavily. Gradually you clear a way and lay your hand on the door's ring. Slowly, you pull the door open.
You find yourself back in the room where you acquiredwere acquired by the Hammer of Vitroin. You can go north, or east across the bridge; you know there is nothing of value west. Also vote on whether to take the brooch and wear it, take the brooch and put it in your pack, or leave the brooch.
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
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: 34/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), partially completed crown (500 gold), diamond bracelet (1000 gold), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 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: 21
Orth Plays: Currently Baldur's Gate II
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
I vote to put the brooch into the pack and head north.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain
Damn, I hope there’s a way to restore Strength damage in this game.
I’d be in favor of trying the brooch on. See if there’s any upside to the room we just went in.
I’d be in favor of trying the brooch on. See if there’s any upside to the room we just went in.
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
Need a tiebreaker on whether to wear the brooch or put it in your pack; for the moment, you're holding it.
The northwest corner of the room has disappeared into the pit. The vapors there are particularly thick. From the remnants of the room, you can tell that it was the living quarters for three fairly important dwarves. Their beds, table, and chairs are of fine construction; the walls are hung with once-fine tapestries. All are now charred and blackened by fire. A great axe hangs on the east wall, and a singed chest sits in the southeast corner.
Investigate this room further?
Go north?
Go (back) south?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
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: 34/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), partially completed crown (500 gold), diamond bracelet (1000 gold), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 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: 21
The northwest corner of the room has disappeared into the pit. The vapors there are particularly thick. From the remnants of the room, you can tell that it was the living quarters for three fairly important dwarves. Their beds, table, and chairs are of fine construction; the walls are hung with once-fine tapestries. All are now charred and blackened by fire. A great axe hangs on the east wall, and a singed chest sits in the southeast corner.
Investigate this room further?
Go north?
Go (back) south?
Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
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: 34/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, potion of mind control (immune to Intelligence drain for one fight), partially completed crown (500 gold), diamond bracelet (1000 gold), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 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: 21
Orth Plays: Currently Baldur's Gate II