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

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Thaluikhain
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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 bundle.
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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 slowly toward the bundle, the angry horse lashes out at you with both its hooves. You must roll two attacks against yourself. You need not attack in return.

Horse: AC 7; HD 2; hp 14; #AT 2 hooves; D 1-4/1-4; MV 240'(80'); ML 7; AL N

Rolling a 10 and a 7, the horse misses with both attacks and so I do not record that you were kicked to death by a horse in a dispute over oats.

You roll aside and rise to your feet, grabbing the bag. As the beast rears again, you dodge under its belly and escape back into the front hall. You slam the door behind you and open the bag. It is full of oats.

(You automatically do not take the oats, which are of interest to exactly three entities within Thunderdelve, all of which you've just met.)

Back in the front room, do you:
Investigate the northern door?
Open the door in the northern alcove?
Walk to the east side of the hall (please vote for where to go from there if you choose this one)?
Unbar the door in the southern alcove?
Go through the west gate, which looks like it leads to the front entrance to Thunderdelve?

Character Sheet:
Nanli Fullbrow
Level 8 Dwarf
Gender: Male
Strength 12
Intelligence 11
Wisdom 9
Dexterity 12
Constitution 10
Charisma 9
Armor Class: 4 (chain and shield)
Main weapon: Sword +3. Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d8+3
Hit Points: 10/40
Alignment: Lawful
Sword +3, Dagger +1, 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, wolf's head ring, filthy bearclaw necklace
Coinage: 600 gold, 50 electrum, 501 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: 2
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

Let's see if unbarring the door in the southern alcove leads to our hero's death or a valuable treasure.
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Thaluikhain
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Southern alcove looks scary, I vote for northern alcove.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Gonna need a tiebreaker here.
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

Please make my vote a half one if there are no other votes to resolve the tie.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Going in the door in the northern alcove wins 1 to 0.5.
Map Segment 80.PNG
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The stone in this rough corridor is dirty with mud. You move ahead silently. You sense a warmness to the north. The oppressive silence is broken by a short, goblin-like, harsh laugh followed by a cry. The door on the east is painted in faded runes.
Inscription 3.PNG
Inscription 3.PNG (8.3 KiB) Viewed 904 times
Explore the slightly dustier passage to the east?
Open the painted door?
Investigate the warmth to the north?
Go back through the south door and choose again?

Character Sheet:
Nanli Fullbrow
Level 8 Dwarf
Gender: Male
Strength 12
Intelligence 11
Wisdom 9
Dexterity 12
Constitution 10
Charisma 9
Armor Class: 4 (chain and shield)
Main weapon: Sword +3. Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d8+3
Hit Points: 10/40
Alignment: Lawful
Sword +3, Dagger +1, 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, wolf's head ring, filthy bearclaw necklace
Coinage: 600 gold, 50 electrum, 501 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: 2
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

The runes say "Vault and scriptariud". I will vote to open the painted door.
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Thaluikhain
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

May as well check that out.
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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 82.PNG
Map Segment 82.PNG (1.32 KiB) Viewed 880 times
This dingy little room holds a table and cot. The table is piled high with dirty dishes, half-eaten pork ribs, and empty bottles. Through the open door on the east comes a light and a drunken voice: "Come here, Trudy. Come on, me girl. There's nothing to
be afraid of. Old Maudin won't hurt you."

Look through the eastern door?
Search this room?
Go back through the west door and choose again?

Character Sheet:
Nanli Fullbrow
Level 8 Dwarf
Gender: Male
Strength 12
Intelligence 11
Wisdom 9
Dexterity 12
Constitution 10
Charisma 9
Armor Class: 4 (chain and shield)
Main weapon: Sword +3. Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d8+3
Hit Points: 10/40
Alignment: Lawful
Sword +3, Dagger +1, 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, wolf's head ring, filthy bearclaw necklace
Coinage: 600 gold, 50 electrum, 501 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: 2
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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 »

Search this room since the drunk probably won’t notice.
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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 search this room.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You search a few drawers in the table. There doesn't seem to be much of use—old socks, a tin cup, a broken dagger, ancient invoices from Nimron's time.

You did not kill Maudin before searching the room.

Suddenly, the room grows brighter and you look up to see a bandit jailor standing in the eastern door, a torch in his hand. With a curse, he leaps at you, swinging the torch at your eyes. Since you have been using your infravision, you are confused by the sudden influx of light as the torch swings at your eyes. For the first two rounds, Maudin automatically gains the initiative and has all his hit rolls at + 2. Your hit rolls are at -2.

Maudin (2nd level thief): AC 7; hp 10; MV 90'(30'); D 1-4; ML 10; AL C

Something special will happen if you roll a 20 or, theoretically, if he inflicts 10 points of damage on you, but in practice you'll be dead if that happens (unless you want to drink the "poison for sword" phial at the start of the fight as per the potion drinking rules and hope it's actually a healing potion).

Vote on whether to retreat (you'll have to go back through the west door if you retreat here) under what circumstances and on whether to let Maudin disengage if he chooses to.

Character Sheet:
Nanli Fullbrow
Level 8 Dwarf
Gender: Male
Strength 12
Intelligence 11
Wisdom 9
Dexterity 12
Constitution 10
Charisma 9
Armor Class: 4 (chain and shield)
Main weapon: Sword +3. Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d8+3
Hit Points: 10/40
Alignment: Lawful
Sword +3, Dagger +1, 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, wolf's head ring, filthy bearclaw necklace
Coinage: 600 gold, 50 electrum, 501 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: 2
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

Hmmm. I do not like our hero's odds. I vote to immediately retreat before Maudin finishes our hero off.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Maudin swings at you and will hit your AC on a 15 or better: A 13 misses. You run for the door and he swings at you again: a natural 1 automatically misses (not that 5 with the retreat bonus would have hit anyway).

Explore the slightly dustier passage to the east?
Go back through the painted door to face Maudin again?
Investigate the warmth to the north?
Go back through the south door and choose again?

Character Sheet:
Nanli Fullbrow
Level 8 Dwarf
Gender: Male
Strength 12
Intelligence 11
Wisdom 9
Dexterity 12
Constitution 10
Charisma 9
Armor Class: 4 (chain and shield)
Main weapon: Sword +3. Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d8+3
Hit Points: 10/40
Alignment: Lawful
Sword +3, Dagger +1, 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, wolf's head ring, filthy bearclaw necklace
Coinage: 600 gold, 50 electrum, 501 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: 2
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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 check out the warmth to the north.
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Thaluikhain
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

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

Post by Beroli »

You pause to listen but hear nothing more. A slim tendril of smoke wafts out from under the northern door. You have the option to stop here, but I'm assuming you'll continue through it.
Map Segment 145.PNG
Map Segment 145.PNG (4.11 KiB) Viewed 839 times
Behind this door is the kitchen. It is hot and full of fire and kettles. A large human cook stands with his back to you, ordering about three goblins that serve him. He is slicing a young pig for supper.

As you open the door, the goblins turn to stare at you. The cook continues slicing, never once looking up. "Well," he shouts, "what do you want? No one is allowed in here! You'll have to wait for your supper like everyone else."

The goblins fear to interrupt him, but still strain to get his attention. One manages to stutter, "M-m-m-master...."

But the cook interrupts, "Shut up, or I'll dice you into the stew! He throws a piece of tripe over his shoulder, and it lands at your feet. A timid goblin comes over and tries to shove you out the door.

Let him close you out?
Push your way into the kitchen?

Character Sheet:
Nanli Fullbrow
Level 8 Dwarf
Gender: Male
Strength 12
Intelligence 11
Wisdom 9
Dexterity 12
Constitution 10
Charisma 9
Armor Class: 4 (chain and shield)
Main weapon: Sword +3. Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d8+3
Hit Points: 10/40
Alignment: Lawful
Sword +3, Dagger +1, 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, wolf's head ring, filthy bearclaw necklace
Coinage: 600 gold, 50 electrum, 501 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: 2
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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 »

The goblins seem scared so I’m guessing only the cook will put up a fight (and since he’s a cook I’m not expecting much of one.)
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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 push our way into the kitchen.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

"Get out of my way," you whisper to the goblin. He runs from the kitchen as fast as his legs will carry him. You stalk in. The other goblins see you coming. They look hopeful that you may rid them of the human terror. They scatter, hiding under a cupboard to witness the inevitable fight. The cook yells after them, still too busy to be aware of your approach. You notice an empty barrel next to him. You raise it up and pop it over his head. With a push, you tip him over and roll him under the table. His kicking and muffled shouts alert no one.

You can take a cleaver or knife, cross one box off your Victory Record, and roll once for treasure. There is a serving window in the eastern wall, closed off with shutters.

Treasure roll: 14, See Entry B. A pearl worth 500 gold.

Vote on whether to take a cleaver, a knife, or both, and whether to peer through the serving window or go back through the door to the south (and if you choose the latter, where to go from there).

Character Sheet:
Nanli Fullbrow
Level 8 Dwarf
Gender: Male
Strength 12
Intelligence 11
Wisdom 9
Dexterity 12
Constitution 10
Charisma 9
Armor Class: 4 (chain and shield)
Main weapon: Sword +3. Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d8+3
Hit Points: 10/40
Alignment: Lawful
Sword +3, Dagger +1, 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
Coinage: 600 gold, 50 electrum, 501 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: 3
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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 take the cleaver and knife, and to peer through the serving window.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Second that.

(That was easier than I expected)
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Looking through the shutters, you once again see the room with the gambling bandits, one of whom wears a bearclaw necklace very similar to the one now in your bag. If you could climb through the window it would still be folly and thus you close the shutters again quietly and return to the corridor outside the kitchen.

Explore the slightly dustier passage to the east?
Go back through the painted door to face Maudin again?
Go back through the south door and choose again?

Character Sheet:
Nanli Fullbrow
Level 8 Dwarf
Gender: Male
Strength 12
Intelligence 11
Wisdom 9
Dexterity 12
Constitution 10
Charisma 9
Armor Class: 4 (chain and shield)
Main weapon: Sword +3. Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d8+3
Hit Points: 10/40
Alignment: Lawful
Sword +3, Dagger +1, 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: 600 gold, 50 electrum, 501 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: 3
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I choose the slightly dustier passage to the east.
Say No To Fascism. The left is the one true way to go.
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