[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 »

Okay, I vote to fight the vapor ghouls to the death then.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Troubled by a nagging feeling that a more intelligent person would see a reason what he's doing is a bad idea, Darow heads back to challenge the vapor ghouls he fled from.

Darow Blackaxe wins initiative and misses with a 2. The first vapor ghoul hits with a 16, doing 3 damage and draining one point of Intelligence.
The second vapor ghoul misses you with a 4.
The third vapor ghoul hits with a 16, doing 1 damage and draining one point of Intelligence.
Darow Blackaxe wins initiative and hits with a 17, doing 6 damage. The first vapor ghoul misses you with a 7.
The second vapor ghoul misses you with a 12.
The third vapor ghoul hits with a 16, doing 3 damage and draining one point of Intelligence.
Darow Blackaxe is dead. Going from nearly mindless to entirely mindless, he has no final thoughts. The good news is that he will not rise as a vapor ghoul until after another potential hero has looted his corpse. Speaking of...
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Vote on whom Nimron convinces to venture into Thunderdelve next.

Option One: Ondrin Silverheart
Level 7 Dwarf
Gender: Female
Strength 11
Intelligence 12
Wisdom 9
Dexterity 18 (-3 Armor Class bonus)
Constitution 14 (+1 to each hit die)
Charisma 11
Armor Class: 1 (chain and shield, Dexterity bonus)
Will hit a -5 AC on a 20, will hit a 10 AC on a 5
Hit Points: 42/42
Alignment: Neutral
Potion of Strength

Option Two: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 16 (+2 to Intelligence checks)
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35
Alignment: Neutral
Axe +1

Option Three: Nara Crystalmace
Level 7 Dwarf
Gender: Female
Strength 14 (+1 to hit)
Intelligence 12
Wisdom 11
Dexterity 13 (-1 Armor Class bonus)
Constitution 10
Charisma 13 (+1 Charisma check bonus)
Armor Class: 3 (chain and shield and Dexterity bonus)
Will hit a -7 AC on a 20, will hit a 10 AC on a 3
Hit Points: 35
Alignment: Lawful
Mace +1, +2 vs. undead
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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 send Goin Cleftfist since he has the highest intelligence. I also vote to engage with the vapor ghouls straightaway.
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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, those things are annoying
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Goin Cleftfist sets off into Thunderdelve, going through the front door. Before he can approach the vapor ghouls, he finds the Hammer of Vitroin...or the Hammer finds him. The Hammer demands he kill the fyrsnaca before he leaves Thunderdelve again and without it leaving at all. Unlike poor, stupid Darow, Goin's will is stronger than the Hammer and he heads back to Nimron.

With the Hammer in hand, you hurry back to the front gate. You notice that as you pass, the stone underfoot is healed of blemishes—loose stone is made whole, cracked stone is welded shut. And where there are gaps, the stone reforms! It would appear that the Hammer spoke literally when it said it was made to heal Paradise.

You reach the front gate, but it is a wall of solid stone! "You cannot take me from here," says the hammer. "You may have the will, but you will never have the means." You put it in the semi-circular stone table, under some of the debris.

You turn back and find that the gate is where it is supposed to be. Your pony waits outside. You mount and ride quickly back to the glen where you left Nimron and Grona.

Nimron says, "I knew the Hammer was loath to leave without good cause, but I thought surely the healing of the Keeper would be just cause enough. I told Vitroin his prohibitions were too strict!"

Nimron then mutters quietly, "Would you honor us by returning and slaying the fyrsnaca?" He offers you his flask. "There is not much relief left in it, but you are welcome to what there is."

You drink and would be healed of 2-12 points of damage, if you had taken any. "You must now enter the Crystal Caves. The key lies somewhere in my rooms. Now go, I have felt the fyrsnaca stirring below. Her time of waking is near."

You mount and return to the mountain. You find the hammer, take it firmly in hand, and say, "It's time to find the fyrsnaca."

Some instinct telling you where the key would be in Nimron's rooms, you hurry back through the halls to the room where Darow met the end of his life.

Vapor ghouls: AC 2; HD 3*; hp 16, 10, 2; MV 160'(40'); #AT 1 touch; D 1-4 + special; ML 9; AL C

Something special will happen if you are hit, if you roll a 20, or if you are reduced to 8 or fewer hit points. I presume, under the circumstances, you will not retreat. Vote on whether to let one of them disengage if they attempt to. Also vote on whether your primary weapon is the Axe +1 (1d8+1 damage) or the Hammer of Vitroin, since unlike Darow you are in control and can decide things like that.

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 16 (+2 to Intelligence checks)
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Battle axe +1. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory:
Coinage:
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 24
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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 use the Hammer, and let any vapor ghouls disengage if they want to.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

The Vapor Ghouls win initiative and the first vapor ghoul misses you with a 12.
The second vapor ghoul misses you with a 14.
The third vapor ghoul misses you with a 11.
Goin Cleftfist hits with a 13, doing 7 damage.
A Vapor Ghoul is dead.

Goin Cleftfist wins initiative and misses with a 5. The first vapor ghoul misses you with a 7.
The second vapor ghoul misses you with a 6.

Goin Cleftfist wins initiative and misses with a 5. The first vapor ghoul hits with a 20, doing 1 damage and draining one point of Intelligence.
The second vapor ghoul hits with a 19, doing 1 damage and draining one point of Intelligence.

The Vapor Ghouls win initiative and the first vapor ghoul hits with a 18, doing 2 damage and draining one point of Intelligence.
The second vapor ghoul hits with a 16, doing 4 damage and draining one point of Intelligence.
Goin Cleftfist misses with a 1.

Goin Cleftfist wins initiative and misses with a 3. The first vapor ghoul misses you with a 11.
The second vapor ghoul misses you with a 9.

Goin Cleftfist wins initiative and misses with a 2. The first vapor ghoul hits with a 18, doing 1 damage and draining one point of Intelligence.
The second vapor ghoul misses you with a 11.

The Vapor Ghouls win initiative and the first vapor ghoul misses you with a 11.
The second vapor ghoul misses you with a 8.
:
During the fight you noticed the stone lock on the secret compartment was shattered during the fyrsnaca's assault. Now, if you could only maneuver the vapor ghouls away, open the compartment, grab the treasure, and run! With your back to the compartment, you shout savagely. The ghouls fall back. You throw open the door, grab the pouch inside, and run out into the hall before the vapor ghouls can recover.
Goin Cleftfist has 26 hit points and 11 Intelligence remaining.

Inside a pouch are two rings identical to the one Nimron gave you (each is worth 500 gp). There is also a phial labelled in Nimron's shaky hand.
Inscription 11.PNG
Inscription 11.PNG (2.61 KiB) Viewed 1212 times
The pouch also contains a silver key.

Since the module tacitly and actively assumes that you will grab the loot and retreat at the first chance, which has no real down side without our voted death-method, I will also assume you were able to quickly drag out Darow's body...implausible though that may be.

Where will you go now?

Also let me know if there is anything Darow was wearing that Goin does not choose to wear.
Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 11/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 27/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, mysterious phial, silver key, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 25
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

The Phial's label reads "healing" for reference. I vote to use the key to the east room.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Goin goes north and north again. It occurs to him that he could investigate the pillar of Heir's Stone, now that the guardian statue has been dispatched, or he could head through the great arch to the east and down the stairs.

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 11/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 29/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, mysterious phial, silver key, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 25
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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 pillar.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You walk slowly around the pillar. On the eastern side you notice a small set of handholds.

Climb the pillar?
Leave the hall?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 11/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 30/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, mysterious phial, silver key, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 25
Thaluikhain
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

We don't get to climb pillars too often, and it was guarded, so try that.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You lay down your shield and weapon and begin climbing the spire. As you climb, you can feel the light of Heir's Stone burning brighter and brighter. You feel the essence of earth and stone, the purity of gems, the special fire of precious metals. You feel and sense the reality of Paradise all around you, something that transcends your surroundings. Finally, you reach the top and look into Heir's Stone. Its inner fires possess a depth you can only guess at.

Touch Heir's Stone?
Climb down and leave the hall (presumably going east)?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 11/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 31/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, mysterious phial, silver key, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 25
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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 touch the stone.
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Thaluikhain
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

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

Post by Beroli »

You tentatively reach out your hand, then yank it back as your fingers encounter an aura of icy fire. But something pulls at you, and you reach out again. Your hand does not encounter a hard jewel—it passes through the stone and into its heart. You are hit with a sudden surge of energy, and black out. In the blackness, a light burns. Runes float before your mind's eye.
Inscription 7.PNG
Inscription 7.PNG (5.3 KiB) Viewed 1163 times
The light grows. The Great Hall around you is swept with a purifying fire that leaps from the Heir's Stone and wipes away every vestige of fyrsnaca's wrath. It is a holy fire that is the exact opposite of the fyrsnaca's vile flame. The pestilence is purged and all is clean again.

As this mental fire dies away, you awake to find the hall as it was before. But you are lying at the base of the pillar, healed of (2d6) 5 points of damage.

Exit the hall to the:
West?
East?
South?
North?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 11/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 25
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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 "Lord and heir" for reference. I vote to go east.
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 »

These wide stairs of clear crystal are chipped and cracked, stained by smoke and fire. Numerous skeletons lie piled against the walls. At the bottom of the stairs are huge doors, identical to those west of the Great Hall. Except for the stains of smoke, they are undamaged. Intricate patterns of gold and silver weave through the ironwood. You push on the doors, but they do not move. They are locked.

You remember the crystal key you took from the vault in Nimron's ruined study, and pull it from your pack. It fits the lock! The doors swing back automatically, as a fanfare of magical trumpets blare to life. You cringe at the noise and curse Nimron's theatrics. Moist air and the smell of clean water rush out to greet you. You also detect an increase in the temperature. You remember Nimron's warning against proceeding into the Crystal Pools without the Hammer of Vitroin.

(You have the option to turn back, but I feel comfortable assuming you will not take it here.)
Map Segment 368.PNG
Map Segment 368.PNG (5.1 KiB) Viewed 1153 times
This crystalline room is blackened by fire. This place seems to have been quite cheerful at one time. Numerous benches line the walls, and intricate tile patterns cover the floor. The air is humid and smells of clean water. But you detect some other scent subtly underlying the atmosphere—a foulness that cannot be masked. The southern passage seems cooler than the northern one.

Go north?
Go (back) west?
Go south?
Open the door to the east?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 11/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 25
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JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

I vote to go north.
Say No To Fascism. The left is the one true way to go.
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Beroli
Prince
Posts: 2549
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Map Segment 369.PNG
Map Segment 369.PNG (4.94 KiB) Viewed 1139 times
This hallway is simply constructed. To the east, you hear a sound like a young woman sighing. The hallway to the north is labelled by runes.
Inscription 13.PNG
Inscription 13.PNG (2.67 KiB) Viewed 1139 times
The air flowing from the northern arch is hot and humid.

Go through the northern arch?
Go east?
Go (back) south?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 11/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 25
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

The north hallway's label is labeled "Ladys", so I vote to go there for giggles.
Say No To Fascism. The left is the one true way to go.
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Beroli
Prince
Posts: 2549
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Map Segment 371.PNG
Map Segment 371.PNG (3.7 KiB) Viewed 1130 times
This hall was once carpeted, but only moldy rags remain. From the east, comes warm, moist air. The northern hall holds shelves, mirrors, and two chairs. On the shelves are beard scissors, files, combs, and numerous phials. You smell a phial; it reeks of stale perfume.

Go east?
Go back south?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 11/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 25
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

I vote to go east.
Say No To Fascism. The left is the one true way to go.
User avatar
Beroli
Prince
Posts: 2549
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Map Segment 372.PNG
Map Segment 372.PNG (15.39 KiB) Viewed 1118 times
Before you is a large pool. To the north is a cloud of steam. Benches and racks cover the floor and walls.

Investigate the steam source?
Investigate the pool?
Go back west and south and make a different choice?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 11/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 25
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