Saturday, November 18, 2023

ToD Solo - Part 2: Greenest in Flames - To the keep

 Last time I created our four intrepid adventureres, the fighters Kashi, Pypui and Cuauhtéloc and the paladin Ignomini.They all have reasons to be in Greenest. The module starts just outside town, describing how the party has been traveling towards Greenest. That might be true for Kashi,and Ignomini, who hail from different parts of Waterdeep. However, Cuauthéloc has been living in Greenest for the last two years. He is a hunter, so he might have joined up with the party just outside of town. 

And Pypui has stayed in Greenest for some time now, waiting for events to unfold. 

Let's start with the two travelers:

Kashi and Ignomini both are friends with Leosin Erlanthar who has called them to come to Greenest. Kashi just finished a sentence of hard labor after killing the satyr servant of Dralmorrer Borngray. Ignomini in turn is searching for a way to bring his bloodline-prophecy to fruition. I would imagine that Leosin would have set them up to travel together, knowing that the just released killer and the paladin of the morninglord might have a balancing effect on each other. 

"So, how did you meet master Erlanthar.", asked the tiefling, sitting on a stump next to the road, carefully placing another broken branch on the campfire. Both he and his travel companion had doffed their armor for the night and were enjoying the freedom of movement without it.

"It's a long story", answered the human male with the long, dark hair. He was plucking the already slightly scorched prairie hen he killed that day. Ignomini had been more than a little surprised when the strong fighter suddenly conjured up flames in the palm of his hand and threw them at the sitting bird, killing it instantly. Apparently there was more than met the eye with this traveler. So far they had not yet had the necessity to prove themselves in combat, but Ignomini now knew that Kashi had a few tricks up his sleeve that the tiefling had not expected of him. 

"I enjoy long stories", he said, pulling the stopper out of his waterskin and taking a long sip. They had found a brook nearby and the water was cool and tasted earthy and clean. 

Kashi shook his head, seemingly taken up by the activity of preparing their dinner. "Another time perhaps.", he rebuffed the invitation to speak about himself. "Suffice to say that I owe him a lot, my life perhaps and I trust that if he called us to Greenest, it's for a very good reason indeed."

Ignomini had to agree with that, but he doubted very much the reason was the same for both of them. "We'll have to ask him ourselves then.", he concluded the subject and started to whittle a green branch into a spit to roast the hens on. 

"May I ask an impertinent question?", asked Kashi a bit later, when the bird was slowly turning above the flames. "How did you find your way into the priesthood of Lathander?"

"I would call that curiosity, not impertinence", replied Ignomini. "But you are mistaken. I am no priest. "I serve the lord of dawn as well as I can, but I have taken no vows. But I came to him as all do: From darkness, in search of light."

For a moment the tiefling seemed to consider his next words, studying the face of the other man. 

"It is easy to fall into unsavory ways in the big city. Easier still, if many consider you already part of chaos. The easiest if you think so yourself. But I found solace and purpose in the temple. There is salvation in the surrender to a bigger power, if that power is a force for good. I trust that there is a plan for me, even if I am not yet fully aware of it. And I try to follow the right path. Today that path leads me to Greenest, I believe." 

It was quiet for a long while after that. The two men ate in silence. It was not their turn to keep watch so when their bellies were full, they lay down on their bedrolls - the soft nights had so far not given reason for Ignomini to set up his tent - and stared into the fire. As sleep approached like a welcome guest, Kashi broke the silence.

"I wish I had faith. There were no gods where I was born. Or at least, no concept of them ever reached me. They seem far and distant to me. I envy you."

There was no reply and the two men drifted away to dream about gods or men, about destiny and darkness.  

 In the meantime, in Greenest it is easy for the storytelling if Pypui and Cuauhtéloc already have a connection. She has been staying in Greenest for some times, I'd say perhaps a couple of tendays and Cuau would have taken an interest to the stranger with the whips. 

"That was close than I'd like to admit", said Pypui, looking at the stack of carcasses as it slowly caught flame. They had stacked them on dry grass and poured some oil over it, erecting the pyre on a flat bit of rock where it could burn safely. "Why do we burn them again?"

"It's an offering to the Gods, to Silvanus and Chauntea,", explained her guide, a scrawny lad of maybe twelve or thirteen years. Despite his young age he had proven himself very capable with a crossbow and had surprised her by shooting one of the creatures with a bolt of fire from his hand.

"The hyena's are a danger to the sheep, but they are creatures of nature as well. By burning them we implore the gods to create a better suited habitat for them, farther away from the town."

The boy was not the talkative kind, but whenever explanation was needed, he was rather eloquent, even if his speech was accented with harsh consonants that betrayed his far origin.

"Are you a servant of those gods?", Pypui asked, inspecting the weave of her whips for damages. 

Cuauhtéloc hesitated before answering: "Not actively. But I respect the local customs. They are not my gods, but I'll bring them the reverence they are due."

Pypui was astonished. The boy's  thought patterns were much more mature than his smooth, beardless face would make one assume. When she had asked around for jobs, the watch captain had assigned her as an assistant hunter to him. Apparently he was well respected and seen as an equal to the adults. 
She did not know how to respond and they stayed quiet while the fire burned. When there were only embers left, Cuauhtéloc shoveled dirt onto them to suffocate the heat and they left for the road. The sun was nearing the horizon when the boy spoke up, phrasing a question that had bothered him for a while. 
"Why do you have two whips? Isn't that very impractical? It seems to me that they must hinder your movement."

Pypui grinned, her ego rejoicing once again at the attention her curious talent demanded.
"It did at first, but once you practice for a long time, you realize that if you treat the whips as an extension of your arms, they do not hinder you in the least bit. Just like a sword or axe, they have a predictable way of moving and once you completely have made yourself accustomed with it they do not hinder you in the least."

"I saw you practice behind the inn a few days back.", Cuauhtéloc admitted. "It looked more like a dance than a fighting training."

The acrobat nodded at this assessment. "You're closer than you think. I began cracking whips as a way of performing, to earn money on the street. Only later did I realize that if you can hit a candleflame to snuff it from a distance you can use the same motion to take out an eye."

Her own eyes glanced quickly at the face of the adolescent. Did she go to far with that description? But Cuauhtéloc did not appear squeamish and did not flinch at the mention of gore. He was indeed peculiar, Pypui decided. 

 Now, let's bring the two parties together so that the adventure can begin. 

It had been a long day on the road for the caravan and its guards. Kashi and Ignomini, who after their shared watch had not discussed faith any more but had taken up staying close to one another were taking their turn scouting ahead of the slowly moving oxen. It had been a short time since they'd taken the second rest of the day and the two men were anxious to move on. From a farmer on his wagon whom they met an hour ago they had heard that the town of Greenest wasn't far anymore. If they kept pace and didn't encounter any surprises they might have a night in an actual bed ahead of them, a most pleasant idea for the road-weary travelers. 

It was to prevent those surprises from creeping up on them that they had scouted ahead and they kept a sharp eye out for anything out of the ordinary...such as the column of black smoke in the middle of the Greenfields. 

"This is more than the ordinary campfire", Ignomini said, stating the obvious. Kashi rolled his eyes. 

"Indeed, but what is burning and why?", he replied. "Lets try to get a little closer."

The tiefling sniffed the air. "I smell burned meat and something else, sharper, like singed horn.", his yellow eyes narrowed. "Do you think we should alert the caravan?"

Kashi did take a moment to consider the suggestion, but then he shook his head and pointed. "People are coming this way. Two of them. They have already seen us. If they meant ill, they'd have had an easy time sneaking up on us."

Indeed there was a duo of humans approaching, armed for hunt or combat though somewhat eccentric in their garb. The young boy, not yet fully a man but armed with a crossbow and a scimitar in his belt, wore armor that resembled a sailor's garb and the woman whose dark face bore tattoos above the nose carried two rolled up whips on her belt. The boy raised his hand in greeting and the two men returned the peaceful sign. They four people met under a solitary acacia tree. 

"Be greeted,", the woman with the whips took the initiative to start conversations. "Two people armed like you are out here with a purpose, that is sure. If you are seeking game, you will need to hunt elsewhere."

Her gloved hand pointed over her shoulder at the rising smoke. "My young friend here and I have made quite a lot of noise while killing these hyena's. But even if we didn't, the pack has made this area unsafe for weeks, there's probably little prey to be had around their burrow."

"We did not come seeking game, we just came to investigate the smoke.", the tiefling replied. "So you are burning the hyena-burrows?"

The woman shook her head. "We are burning the bodies themselves. As an offering.", her eyes glance towards the adolescent who nods and takes over the explanation. "It's a local ritual, to implore the gods to keep other predators away from this area, at least for a while. You don't look like you're from around here?"

"Neither do you,", was the thought that Kashi swallowed. The boy's skincolor was closer to that of Kashi himself, but the hairdo and jewels he wore in his ears and nose were foreign and clearly not from around this part of Faerûn. But instead of trying to satisfy his curiosity, Kashi answered:
"We are not. We are with a caravan that is headed for the town of Greenest, which should be nearby here somewhere?"

Both the woman and the boy nodded but it was the boy who replied: "Greenest is a bit more to the North-East. The caravan is taking the road I presume?"

After receiving confirmation he continued: "It should be only a few more hours, if your animals are rested. You can make it before sundown."

"You appear to know your way around here.", stated the tiefling. "Would you care to join up with us and guide us safely to Greenest? With a local guide showing the way, I'm sure the caravan master will be glad to make haste for town."

The boy threw an inquisitive glance at the woman who just shrugged, then he agreed with the offer. "Travel is slower that way, but there are a few spots where the wagon can easily break an axle if you're not careful enough. We'll accompany you to town. I am Cuauhtémoc and this is Pypui.", he introduced themselves. 

"It is a pleasure to meet both of you and fortunate to boot.", replied the human fighter. "I am Kashi, and this here is Ignomini, a servant of the Morninglord." The tiefling indicated a slight bow, his finger tapping the sun-circle amulet he wore around the neck. "Let's head back to our caravan then and make for Greenest. After all, it is our common destination and company makes the journey more pleasant."

It proved easy enough to convince the caravan master to up the pace. All the travelers cheered up when they were faced with people from the very town they were heading to telling them that it wasn't far anymore. Most people even got of the carts to lighten the load for the horses and oxen. These last few miles were the longest but as dusk was falling Cuauhtémoc informed them all that any moment now they would see the lights of Greenest, just on the other side of the hill. 

However it was Kashi who raised up a hand to make the wagons halt. "What's that sound,", he said in a hushed whisper. With all the carts stopped and the travelers holding their breath the sound of voices calling out, crying and shouting was audible for everyone. Something was amiss, something was gravely amiss. 

A call escaped Cuauhtéloc's throat, uttered in a language that masked whether it was a prayer, warning or a curse. But the young man's intentions were clear when he started to run forward, his right hand tying the leather bands of a small buckler around his wrist. 

"Wait", calls Ignomini. "Where are you going?!"

The young man doesn't look back, he just calls over his shoulder: "I help!", before running further. The tiefling and Kashi exchange a swift glance. 

"Rats! Rats! Skeletal Rats!", curses Pypui, undoing the clasp that holds her whips in place. "Can't let him go alone, can we?"

As she runs off, that's enough for the two men to come into action as well. A fleeting glance at the panicking caravan master tells them enough: There is no help to be had here. 

"Drive the animals off the rode, hide the wagons, hide yourself. We'll come get you when it's safe!", calls Kashi over his shoulder as he draws his weapon and storms after the tiefling that is already halfway up the remainder of the hill. 

Quickly making speed to catch up with him, Kashi almost bangs into Ignomini, as the three who had run ahead have no all stopped at the hilltop, looking out over the town. 

Greenest is in flames. Many of the reed-decked huts and houses have caught fire and black, chocking smoke arises from the chaos. People are in the street, running, shouting, trying to orientate themselves. And a moment later lightning shoots down, setting three more cottages ablaze. But the beam of blue light does not come from the clouds above, but instead from the wide open maw of an enormous, blue scaled dragon that circles over Greenest.  

"This is insane.", is the first though in Pypui's head, "This can't be one, not against...that!"

But next to her, Cuauhtémoc already begins to move again, his face white as a sheet.

"What are you doing, fool?", the entertainer asks as he starts to walk down the path right towards the inferno. 

Thick beads of sweat trickle down the boy's face when he turns, the dead stare in his eyes indicating that he knows how hopeless this undertaking is. "I must help them! Somehow."

These words seem to shake him awake and he starts to run again. And, after a moment's hesitating, accepting the eminent lethal danger they are running straight towards and internally condemning themselves for their own foolishness, the three others follow. 

A blue dragon descends on Greenest, the adventure has begun

In his mind Cuauhtéloc tries to go back in time, to remember the white sand beaches of his home, the faces of his parents, his friends, his tribe. It feels like saying goodbye again but he does not want to risk to loose his adoptive family as well. This time he will fight. He has some skills and even if he does not doubt that he is running towards his doom if the dragon decides to swoop down at him, he needs to do this. This time he is no longer a little boy, afraid of the great confusing danger that has come to wreck his village, he is a grown man in mind and body, and he will protect his home with all he has. 

He is following the Uldoon Trail that runs through the town. One of the first buildings here is the Golden Goat, where he has spend some nights, secretly meeting with some of the local farm boys to plot against a local bully or a corrupt guard. The tables outside the tiny tavern are still intact, half-eaten mills spilling off the plates, but the sheds across from it are burning like torches. The dried grass and hay that is stored here easily went up in flames and the fire has already started taking over the roof of the next building. The home of Vall, the weaver is spewing out black smoke but no one seems to remain inside. 

Just for a Moment Cuauhtéloc is overtaken by horror at the destruction. He hears rush footfalls behind him but before he can turn around to check who is pursuing him he sees a small group of humans rush out from behind the Golden Goat. He recognizes Linan Swift and her family. Linan and her husband Cuth, commonly seen making belts, pouches and other items from leather are clutching their two children and are fleeing from a chittering band of kobolds that are in hot pursuit. Cuauhtéloc does not hesitate. With a hoarse cry he runs forward to attack. 

In horror Cuauhtéloc sees one of the kobolds loose a small pebble from a slingshot that hits the already injured Cuth in the back of his head. The man collapses to the ground, his daughter Jayde screeching in horror as the kobold rushes after them and tries to grab the child. A second projectile hits Linan on the cheek as she turn and scream for her husband. 

A javelin flies overhead, missing the kobolds but drawing their attention as next to Cuauhtéloc the heaving form of Ignomini in his heavy armor stops, his eyes focused on the chaos ahead. "Oh Lathander, deliver us.", he wheezes as he draws the next throwing spear from his quiver.  

One of the kobolds, his eyes following the trajectory of the weapon notices the advancing adventurers. With a shrill yipping he shouts something at the others, alerting them of the incoming danger. He then starts twirling the sling in his hands but does not yet release the pebble. 

Angelus, the young son of the Swifts, only eight or nine years of age picks up a stick, crying and shouting at the same time and accosts the kobold that is now grabbing at his sister but the small draconian creature just hisses at him until an arrow, shot from Pypui's bow hits him in the side. The acrobat has caught up to the others. "My, my...this is something.", she says, a strange calmness in her voice. 

Hit by another projectile, Linan collapses, letting go of the broken spear she was clutching in her hands to defend her children with. Both of them are now howling with a deathly fear as two more kobolds are quickly darting in, nimble fingers grabbing at belt pouches and pulling at their mother's earrings. 

Kashi, lacking any ranged weapons runs past the others, his axe held high and prepared to strike. The kobold that was earlier giving commands now throws his pebble at him but the bit of rock just bounces off the warrior's armor. But quickly another kobold joins his comrade and this one hits Kashi right in the temple with critical precision. Blood begins to pour down his temple and despite the projectile being minute this injury appears rather severe. 

Cuauhtéloc realizes the precarity of the situation. Rushing forward he shoots his crossbow and the bolt takes out the kobold that attacked his travel companion. At the same time with a high-pitched wail the little Jayde picks up her mother's fallen spear and runs forward. Putting all her minute weight behind the attack she throws herself at the creature that had tried to pry off her little shell wristband. The spear goes deep into the kobolds abdomen and the little monster dies with a gurgle, slain by a six year old human girl. 


The kobold that struck down Cuth slings another bullet at Cuauhtéloc but misses him. With a snarl the small dragonkin darts into a shrubbery to take cover. Ignomini, not prepared for a long jog in heavy armor throws another javelin but to no avail. Kashi's axe falls to the ground, hitting a moment before the warrior's collapsing body as another slung pebble knocks him out. With a cunning grin around his sharp-toothed mouth the victorious kobold retreats around the corner of the Golden Goat, out of reach from arrows and javelins. 

Angelus, gaining courage in his desperation from the bravery of his little sister now grabs his stick with two hands and batters another kobold time and time again until the small creature does no longer move. A moment later Pypui's arrow ends the life of the last assailant that still clings to the little girl. A black kobold flees into the night, realizing there is nothing to gain here anymore and Pypui stands still next to Kashi's body. "No time for a nap, man. Better get up and...shit!", she cusses as she see's the man's state. The last bullet has left a terrible bruise on the front of his throat and his face is rapidly turning purple as he struggles to breath. "I need a little help here!", she calls as she kneels down next to her suffocating compatriot. 

Cuauhtéloc is not listening to her. He quickly places himself between the children and the kobolds, firing a bolt into the smoke-filled night without hitting anything as the flitting opponents run for safety.
With no visible threat in the nearby vicinity, Jayde now throws herself onto her mother's body, grabbing at her neckerchief and shaking her, making Linan's head roll from one side to the other. The child begins to wail in a horrible cry of injustice. 

With the combat won for now, the remaining kobolds quickly run for their lives. Ignomini steps to Kashi and, gently placing a hand behind his neck he whispers: "From night glows new dawn", restoring a tiny bit of strength to the fallen man's body, just enough to open his throat and bring him to his feet. 
"You can't just abandon us at the first sign of danger,", the tiefling says as he turns away from him to look after the children. It is unclear if he is joking or not. 

Kashi is crawling to his feet, breathing heavily, his hand grasping his throat. His eyes are shooting daggers, but then he sees Cuauhtéloc kneeling down next to the sobbing children and his expression softens. Instead of giving the young lad  piece of his mind he closes his eyes in the midst of all the fire and ruin and breathes steadily and deeply a few times to focus his bodies energy as only an experienced fighter can. As he does so, the wounds he has sustained stop bleeding. 

"This is all very touching", Pypui says, stepping forward briskly and disrupting the moment of grief. "But we need to get out of here or we'll be toast." 

Cuauhtéloc looks up and opens his mouth as if to spew and indignant respons at her but Ignomini sides with her in both a literal and a metaphorical way. "It's terrible, but Pypui is right. We need to bring these children..."
"And ourselves.", interjects Pypui.
"...to safety.", the tiefling finishes, a frown on his forehead. "Where would one go?"

Cuauhtéloc brushes aside his annoyance and indignation in the realization that the older adventurers are right. "The keep.", he answer's. "The Queen's keep, in the middle of town. The governor will be rallying the guards to defend it."

"Then let's make for the keep.", says Kashi, joining up with the other. He bends down, picking up the struggling boy. "Come, lad. Your mother wouldn't want you to die out here on the street. Come along."

Angelus tear-streaked face burried in Kashi's long, black hair the four adventurers see themselves faced with having to navigate the burning village to get to the keep. 

Three encounters with raiders until the party reaches the keep. 

The sound of breaking wood and laughing voices reaches the group. Just ahead the road forks. Now laughter erupts and a single cheer from a hoarse man's throat erupts. There are people ahead. Pypui raises a hand to draw the attention. She deviates from the road into the shade of some shrubs, keeping a careful eye out. Her training of balance and grace enables her to move without a single sound and even blend in a bit with the flickering light of the fire. A few barns to the right of the crossing are on fire and illuminate group of ruffians breaking their way through the splintered door of a house. No sound of anyone inside escapes and Pypui signals her peers to follow her in an attempt to avoid more bloodshed. 

Travel cloaks bundled around the children the adventurers attempt to sneak away from the group. One or two of the raiders turn as they pass by, throwing glancing looks at the crying children and apparently decide that their current target is more profitable or more easily won. No one pursues for now.

Cuauhtéloc orientates himself. They are moving away from the keep now and will need to find another way. Perhaps they could just scale the hill while ignoring the road. It's not a steep climb, even with the children in tow. 

But his thoughts are cut short when a group of five villagers comes running around the corner from the direction of caravan square. They are being pursued by another group of raiders with the flitting shapes of kobolds twirling their deceptively simple slings. 

Kashi, thinking quickly, picks up both children in his arms and rushes across the road towards a few bushes. Dropping brother and sister here he warns them: "Stay here, hide, we'll defend you. As one of the nearing villagers falls, hit by one of the flung pebbles, Jayde pulls her brother under the branches of a young sickle bush to hide him from sight, the pale pink blossoming catkins offering them a tiny moment of beauty despite the horror they are living through.  

Cuauhtéloc has his crossbow out. The bolt whistles over the heads of the fleeing townies and hits one of the pursuers in the eye, not outright killing the woman but grievously injuring her none the less. She stumbles back, dropping her weapon and clawing at the bit of wood sticking out of her eye socket. The young warrior advances, drawing his scimitar as he pushes through the fleeing people and faces the raiders head on, his face a grimace of hatred. He is met by one of the pursuers who slashes at him, managing to bring his sword through the leather armor and injure the young lad's leg. 

Now Cuauhtéloc has the entire force of the pursuers to deal with. He narrowly avoids a few blows but another blade pierces in between his lower ribs and the air escapes his lungs with a gurgling cry of pain. But his attacker is hit across the face with a length of sturdy leather and recoils as now Pypui has joined her comrade. Her whips are out, spinning fast and with deadly precision. She cracks the second whip just inches in front of another attacker's nose, her eyes narrowed in focused concentration. 

"Don't go that way!", calls Ignomini to the fleeing commoners. "There's more foes there. Join us, defend your town!" He jugs a javelin towards the raiders that sadly misses and sticks into the ground, taking away some of the impression he is making. The warning however is clearly heard and two of them, a dwarf and a man carrying a shovel turn to join the adventurers in rebuffing the raiders. However, the kobold he so narrowly missed turns an angry eye at the paladin and a moment later a flung pebble hits the tiefling's temple, drawing blood and bruising the flesh. 


With the children save Kashi rushes to join up in battle with the others. His battleaxe cleaves into the knee of the raider who stabbed Cuauhtéloc, hobbling the man. 

Cuauhtéloc lets out a battle cry that sounds strangely high pitched, almost like the call of some big sea bird. He focusses his energy, forcing his body to regain some strength from his inner reserves. Then his scimitar comes down with great force, cleaving through the face of one of his opponents, killing them in an instant. 

The villagers now join up. A brick hits one of the raiders, thrown by an angrily shouting farmer. A kobold-pebble hits Cuauhtéloc but the raiders that are still in combat with the group turn in an attempt to run. They are cut down by the Maztican boy and the dwarven villager. This gives Pypui the gap in the group she needs to advance. Her whip chockes the life of the woman with the bolt in her eye and the other one whooshes over the head of the nearest kobold who cowers in fear but is staked to the ground a mere second later by Ignomini's javelin. 

The surviving kobolds try to flee but only one of them manages, the other ends its wretched existence on the tip of Cuauhtéloc's sword. 

The group has grown with the four surviving villagers. Quickly they look around while Cuauhtéloc grabs one of them, the baker Blondelle by the arm. "Where there more behind you?", he asks. The woman, used to the young lad's mature ways shakes her head. "I don't think so, Cuau. They all pursued us. Thank Chauntea you came to our aid, when..."

"Nevermind that, we need to get to the keep.", Cuauhtéloc cuts her off before turning to his fighting comrades and the collected villagers, one of which now has taken to care for the children clinging to his pockets. 
"We can try to go across caravan square and approach the keep from the North side."

"Alright, let's make a run for it then.", answers Kashi. "You know the place, we'll follow. Everyone, stick close!"

Cuauhtéloc, followed by the rest of the group and the rescues, crosses a patch of shrubby grass between the roads and the buildings around caravan square and steps between the general store and a cobbler's workshop onto the central plaza. 
When the dragon attacked the merchants that remained from the day had fled in blind panic, leaving their carts and wagons behind. Two figure, a man and a kobold are rummaging through one of the carts, otherwise the square looks abandoned.  

Despite their attempt to tread carefully, the ringing of armor alert the two raiders and they turn. The man quickly draws a sword while the kobolds hand go to his sling. Realizing they are in the minority here, the man starts to back away quickly, his body flexed into dodging any incoming blow. 
None the less, it takes mere moments for the group of adventurers to dispatch both him and the kobold and the group of villagers follows them across the square, illuminated by the firelights spread by burning thatch roofs. 

"Come on, to the keep!", calls Cuauhtéloc, signaling for the others to follow as he darts through the narrow space between a moss- and ivy-covered shack and the burning potter's barn. But he's just through the gap when he realizes that he has made an error of judgement, believing himself and the group to be safe when in fact he has just ran into the arms of a group of raiders that had been patrolling the lower part of the keep's hill. 

A kobold that accompanies the raiders slings a projectile at Cuau that rings his head and throws him to the side. A raider comes at him, swinging a sword but is slain instantly as Cuauhtéloc parries his blow and slashes open his throat in one flowing movement. But a moment later he collapses when a woman with a dark hood rushes in, thrusting a blade into his stomach. Another assails Kashi but without landing a blow. 
Ignomini grabs the lad under his arms and pulls him to the side, muttering a prayer under his breath and restoring a little bit of energy to his body. Then the tiefling places himself between his comrade and the attackers. Just behind him Pypui takes up stance, cracking her whips with great precision in between the other fighters and injuring one of the raiders. Now Kashi too throws his weight into the battle, but his angry strike fails to hit his opponent. 

Now some of the villagers rush in, using their improvised weapons or throwing rocks just as Ignomini is hit in the eye by one of the kobold's projectiles. The little dragonkin is hit by a bolt that Cuauhtéloc fires, barely able to stand on his wobbly legs. More and more blows are traded in the melee and the commoners are throwing shingles and bits of burning rock at the assailants without anyone actually sustaining injuries until Ignomini manages to smack one of the raiders over the head with his morningstar and Pypui who has made a flanking maneuver manages to wrap her whip around a throat and with a string tug break her target's spine. 
Despite Kashi missing with his next blow the battle's tide has turned and the kobold realized it all too well. Grasping his little whip to his chest he turns and flees into the dim light of the night. Despite a crossbow bolt aimed at his back he manages to disappear in between the burning buildings as the last raider is cut down by Ignomini and Pypui. 

"Oy there! Run an' get yerself in 'ere a'fore we close the gates!", a voice calls down from the hill. The figure of a dwarf with fiery red hair stands there, waving them to hurry up. And indeed, as they start to run there is another group of raiders that are rushing in from the direction of the little stream in the South, waving weapons and shooting arrows at the fugitives. But then they are through a dark, cool sally port and the dwarf smashes shut the heavy wooden doors. Two guards bar them with a heavy beam. The group has managed to reach the keep. For now, there is a measurement of safety. 

A horrible roar shakes the castle on it's foundations and a large blue shape flies over, spewing a bolt of lightning that hits the single round tower. The dwarf's face pales in horror. "The governor!", he cries and leaves the party behind, sprinting for a set of stone stairs leading to the banisters above. 

Friday, October 13, 2023

ToD Solo, Part 1: Creating Heroes

A new beginning for the Reign of the Tiamat

This is an account of my playthrough of Wizards of the Coasts campaign "Tyranny of Dragons"

I have attempted to run this campaign solo before. This is attempt two. 

Rolling new Characters, using Xanathar's Guide to Everything's This is Your Life Tables (Chapter1, page 61-73):
🎲 Character 1: Race: (4) Human | Class: (51) Fighter | Occupation: (78) Merchant
🎲 Character 2: Race: (94) Tiefling | Class: (64) Paladin | Occupation: (46) Farmer or Herder
🎲 Character 3: Race: (24) Human | Class: (40) Fighter | Occupation: (35) Entertainer
🎲 Character 4: Race: (8) Human | Class: (45) Fighter | Occupation: (92) Sailor

Making Sense of the rolls: This party consists of three Human Fighters and a Tiefling Paladin. The Fighters have different backgrounds that would rely heavily on travel. Merchants, Entertainers and Sailors tend to get around quite a bit. Perhaps they met in a Port Town where they also encountered the Paladin, who is a Farmer or Herder, which in itself is a curious combination. 
The Farmer or Herder does not directly correspondent with a background. I'll use the Folk Hero background for the Tiefling.

Rolling up names for each character using the tables from Xanathar's Guide to Everything, Appendix B:

🎲Character 1: Human Fighter, Merchant Background
Gender: Homebrew Table: [d10: 1-4 male, 5-8 female, 9 nonbinary, 10 DM's choice]: (4) male
Origin: [rolling 1d20, rerolling 17 or higher, cross-referencing the roll with the corresponding origin]: (9) Indian
Name: (48) Kashi

🎲Character 2: Tiefling Paladin, Folk Hero Background 
Gender: (2) male
Virtue name, yes or no?: (coin flip) Yes
Name: (48) Ignominy (means: public shame or disgrace)

🎲Character 3: Human Fighter, Entertainer Background
Gender: (10) female
Origin: (4) Egyptian
Name: (77) Pypuy

🎲Character 4: Human Fighter, Sailor Background
Gender: (1) male
Origin: (11) Mesoamerican
Name: (17) Cuauhtémoc

So our party consists of: 

  • Kashi, the male human Fighter with the Merchant Background
  • Ignominy, the male tiefling Paladin with the Folk Hero Background
  • Pypuy, the female human Fighter with the Entertainer Background
  • Cuauhtémoc, the male human Fighter with the Sailor Background
Given the fact that we have three fighters, we will need three different subclasses to keep it interesting. Because Tyranny was released early in the 5e-timeline I will limit myself to the Player Handbook when it comes to creating characters. The Player Handbook offers us three possible Archetypes: The Champion, the Battle Master and the Eldritch Knight so we'll be able to make use of all three. Or, if things get too boring, there is always multiclassing. But for action economy, three fighters are going to be interesting to say the least. 

I am printing out character sheets physically, because that will enable me to keep better track of turns and other goings on. I will also use a party inventory sheet to keep track of loot, which I will assume is always with the person who needs it at the moment unless that is not logical. 

Now we'll create the individual backstories, which will result in threads that I will need to keep track of during the campaign and try to fit into the module wherever I can. 

Wednesday, May 11, 2022

Solo HotDQ - Part 2, Chapter 1: Greenest in Flames


Seek the keep

The party is arriving at Greenest. They have met each other on the road and came to appreciate each other enough that they decided to travel on together. As they arrive they see that a blue dragon and a mob of kobolds and humans are attacking the town. They rush towards the keep, when a terrified human family dash across their path, hounded by seven kobolds🎵💡

Battle Report I: Seek the Keep I | 35 XP per character

The battle is won, but the wounded commoner dies in the assault. To get to the keep the party needs to pass by 3 groups of raiders. They try to sneak by them but fight if they must. 

Group 1
🎲Sneak checks: Dren (19), Zephyros (22), Rai (15), Kulga (14), Linan (1) => Group Total: 14
🎲Perception Check Raiders, at disadvantage: 5 
🎲1d6 Townsfolk join the group: 3 (Total 6)

Group 2
🎲Sneak checks: Dren (24), Zephyros (13), Rai (23), Kulga (17), Linan (3) => Group Total: 16
🎲Perception Check Raiders, at disadvantage: 10
🎲1d6 Townsfolk join the group: 2 (Total 8)

Group 3
🎲Sneak checks: Dren (9), Zephyros (7), Rai (8), Kulga (13), Linan (13) => Group Total: 10
🎲Perception Check Raiders, at disadvantage: 1
🎲1d6 Townsfolk join the group: 4 (Total 12)

12 Townsfolk in tow: 3 more raider groups to pass by

Group 4:
🎲Sneak checks: Dren (6), Zephyros (17), Rai (6), Kulga (22), Linan (2) => Group Total: 10
🎲Perception Check Raiders, at disadvantage: 2
🎲1d6 Townsfolk join the group: 6 (Total 14)

Group 5: 
🎲Sneak checks: Dren (12), Zephyros (18), Rai (16), Kulga (13), Linan (4) => Group Total: 12
🎲Perception Check Raiders, at disadvantage: 11
🎲1d6 Townsfolk join the group: 2 (Total 16) 

Group 6: 
🎲Sneak checks: Dren (18), Zephyros (19), Rai (15), Kulga (12), Linan (15) => Group Total: 15
🎲Perception Check Raiders, at disadvantage: 14
🎲1d6 Townsfolk join the group: 4 (Total 20)

8 more Townsfolk in tow: 2 more raider groups to pass by

Group 7: 
🎲Sneak checks: Dren (7), Zephyros (7), Rai (4), Kulga (19), Linan (17) => Group Total: 10
🎲Perception Check Raiders, at disadvantage: 10 

🎲1d6 kobolds (1) and 1d4 cultists (3) attack
Battle Report II: Seek the Keep II | 25 XP per character
🎲1d6 Townsfolk join the group: 4 (Total 24)

Group 8: 
🎲Sneak checks: Dren (14), Zephyros (7), Rai (4), Kulga (7), Linan (1) => Group Total: 6
🎲Perception Check Raiders, at disadvantage: 9

🎲1d6 kobolds (2) and 1d4 cultists (1) attack
Battle Report III: Seek the Keep III | 18 XP per character
🎲1d6 Townsfolk join the group: 6 (Total 30)

Group 9: 
🎲Sneak checks: Dren (24), Zephyros (6), Rai (17), Kulga (8), Linan (5) => Group Total: 12
🎲Perception Check Raiders, at disadvantage: 17
🎲1d6 kobolds (5) and 1d4 cultists (1) attack
Battle Report IV: Seek the Keep IV | 37 XP per character
🎲1d6 Townsfolk join the group: 4 (Total 34)

The group arrives at the keep and are the last group through the gate before it's closed and barred.
Extra Experience for rescued commoners: 425 XP per character
All characters reach level 2.

Rai
🎲HP gain, 1d8+2: 9
New Features: Jack of many trades, Song of rest
New Spell: Thunderwave

Dren
🎲HP gain, 1d8+4: 7
New Features: Channel Divinity, Turn Undead and Radiance of the Dawn

Kulga
🎲HP gain, 1d10+1: 11
New Feature: Action Surge

Zephyros
HP gain, 1d8: 6
New Features: Ki and Unarmored Movement

The Old Tunnel

After delivering the group of villagers safely to the keep the party meets Governor Nighthill who thanks them and asks their help to clear an old tunnel that might offer an escape route in case the castle got stormed. The castellan gives them keys and they clear the tunnel until they are attacked by rats. 
Battle Report V: The Old Tunnel | 25 XP per character
To open the gate at the end of the tunnel: 🎲Dexterity Check Dren +3 (DC 10): 16 (success)
A group of cultists passes the tunnel, but do not notice the group. 
Time now: 10 p.m.

The Sally Port

As the group returns to the keep, Escobert the castellan calls them over to the Sally Port to fight a group of raiders that have penetrated the castle. 
Battle Report VI: The Sally Port I | 81 XP per character
Before they can repair the door, a second group of raiders attacks. Dren feeds the unconscious Kulga a healing potion before the attack is met. 🎲2d4+2: 9 HP healed
During the battle Zephyros is overwhelmed but does live through the attack. He will be unconscious for at least 🎲1d4: 3 hours
Time now: 11 p.m.

Dragon Attack / Prisoners

A blue dragon attacks the keep, breathing lightning from above, killing guards while Kulga, Dren and Rai fire weapons and cantrips at him. 
Battle Report VIII: Dragon Attack | 50 XP per character
After a few hits taken and 9 defenders burnt to a crisp by its breath, the dragon seems to loose interest and leaves. The governor rewards the party 4 potions of healing, one of which is fed to the unconscious Zephyros: 🎲2d4+2: 6 HP healed 
The other 3 potions go to Rai, Kulga and Zephyros, because Dren can stabilize unconscious party members.

A short rest is had and hitdice spent to regain some health
Rai, 🎲1d8+2: 6, back to full HP
Dren, 🎲1d8+4: 11, 12/19 HP
Kulga, 🎲1d10+1: 6, 15/22 HP
Zephyros, 🎲1d8: 6, 12/14 HP
Time now: 1 A.M. 

In the meantime the governor has found out from the cultist that was knocked out during the assault on the sally port that the attacking force is the Cult of the Dragon that is collecting loot for their queen. There are also dragon eggs at their camp. 
25 XP per character

Sanctuary

A group of villagers who have managed to flee into the keep through the hidden entrance tell about the local temple where another group of villagers have barricaded themselves. The temple is surrounded and the governor asks the party to undertake a rescue mission. The party uses the hidden tunnel to exit the keep and head to the temple: 🎲1d6: 4 (no raiders at the tunnel exit)
`
On the way the characters try to keep quiet as much as they can
🎲Stealth Checks (DC 10): Rai +4 (7), Dren +4 (18), Kulga +3 (6), Zephyros +2 (20) => 2 failed checks => 1 encounter,🎲1d8: 4 => 4 cultists and 1 guard
Battle Report IX: Greenest Wandering Encounters I |  25 XP per character
The fight is quickly over and Zephyros drinks a healing potion to get his health back up: 🎲2d4+2: 8 HP healed. Kulga does the same: 🎲2d4+2: 8 HP healed
The party avoids a screeching mob of raiders that circle the temple and attack the group of cultists and kobolds that are busy tending to a badly built, smoking fire.
🎲Stealth Checks (DC 10): Rai +4 (16), Dren +4 (8), Kulga +3 (11), Zephyros +2 (12) => success, the party gains a surprise round as they rush into the thick fog. 
Battle Report X: Sanctuary | 50XP per character
The party quickly locates the priest and together they convince the villagers that it is of utmost importance that they move quickly. They usher them through the village, trying to stay close to the river and as quiet as possible. 
🎲Stealth Checks (DC 10): Rai +4 (24), Dren +4 (12), Kulga +3 (15), Zephyros +2 (17) =>no encounters on the way back
🎲Tunnel Exit roll, 1d6: 2 (no raiders near the tunnel exit)
The party manages to bring all the villagers to savety
100XP per character extra
Time now: 2 A.M.

Half-Dragon Champion 

The party takes a short rest to recover a bit of their strength
Hit dice: Dren, 1d8+4 (11 => full HP), Kulga, 1d10+1 (6 =>8/22 HP) and Zephyros, 1d8 (5 => 13/14 HP)
The raiders gather in front of the keep and offer the lives of four villagers if a champion is willing to fight the blue half-dragon Langdedrosa Cyanwrath. Dren, being fully healed offers himself to partake in the duel.
Battle Report XI - Half-Dragon Champion | 50XP per character
=> Dren, Rai and Kulga reach Level 3

Dren
🎲HP gain, 1d8+4: 8 
Access to 2nd level spells
1 1st and 2 2nd level spell slots

Rai
🎲HP gain, 1d8+2: 9
College: College of Valor
Bonus proficiencies: Medium Armor, Shields and Martial Weapons
Expertise: Athletics and Intimidation
1 1st and 2 2nd level spell slots
New Spell: Shatter

Kulga
🎲HP gain, 1d10+1: 5
Archetype: Champion
Improved Critical: 19 or 20

The party receives 2 Healing Potions from Governer Nighthill, that go to Kulga and Zephyros.
The hostages are let go and the raiders leave Greenest. 

Monday, April 25, 2022

Solo HotDQ - Part 1: Creating Characters

 Using the tables provided in the PHB, the DMG and XGtE I will create a party of 4 lvl 1 characters to start this adventure with, running it combat-focused front to back. 

Character 1: 

🎲Race, 1d100: 87 => Half-Orc
🎲Name Gender, 1d4: 4 => Male
🎲Name, 1d100: 13 => Dren
🎲Class, 1d100: 23 => Cleric
🎲Occupation, 1d100: 27 => Criminal => Criminal Background
🎲Age, 1d100: 58 => 28 years
🎲Height, 4'10"+ 2d10 (10) => 5'8"
🎲Weight, 140lb + 10x2d6lb (40) => 180 lb

🎲Attribute rolls, 6x4d6 (drop lowest):
15 => Strength +2
12 => Intelligence
18 => Wisdom
17 => Constitution +1
14 => Dexterity
14 => Charisma

🎲Criminal Speciality, 1d8: 1 => Blackmailer
🎲Personality Trait, 1d8: 3 => The first thing I do in a new place is note the location of everything valuable - or where such things could be hidden
🎲Ideal, 1d6: 3 => Charity. I steal from the wealthy so that I can help people in need. 
🎲Bond, 1d6: 6 => Someone I loved died because of a mistake I made. That will never happen again.
🎲Flaw, 1d6: 4 => I have a "tell" that reveals when I'm lying

🎲Divine Domain, 2d4-1: 1. Knowledge, 2. Life, 3. Light, 4. Nature, 5. Tempest, 6. Trickery, 7. War: 3 (Light)

🎲Starting Wealth, 5d4x10g: 140g (+15 from Background)
💰Chain Shirt, Shield, 5 Javelins, Backpack, Tent, Bedroll, Blanket, Holy Symbol, Tinderbox, Mess Kit, 10 Torches, 10 days of rations, Playing card set, Thieves' Tools, Potion of Healing, Waterskin


Character 2:
🎲Race, 1d100: 39 => Human
🎲Name Gender, 1d4: 2 => Male
🎲Name Origin, 1d20 (reroll >18): 8 => Greek
🎲Name, 1d100: 99 => Zephyros
🎲Class, 1d100: 54 => Monk
🎲Occupation, 1d100: 35 => Entertainer => Entertainer Background
🎲Age, 1d100: 56 => 26 years
🎲Height, 4'8"+2d10': 12 => 5'8"
🎲Weight, 110lb+12x2d4lb: 5 => 170lb

🎲Attribute rolls, 6x4d6 (drop lowest): 
11 => Wisdom +1
8   => Charisma +1
14 => Dexterity +1
9   => Strength +1
9   => Constitution +1
5   => Intelligence +1

🎲Entertainer Routine, 1d10: 4 => Jester
🎲Musical Instrument, 1d10: 4 => Flute
🎲Personality Trait, 1d8: 4 => Nobody stays angry at me or around me for long, since I can defuse any amount of tension
🎲Ideal, 1d6: 1 => Beauty. When I perform, I make the world better than it was. (Good)
🎲Bond, 1d6: 4 => I idolize a hero of the old tales and measure my deeds against that person's.
🎲Flaw, 1d6: 2 => I'm a sucker for a pretty face

🎲Bonus Language, 2d8: 13 => Infernal
🎲Tool or Instrument, 1d4: 1 => Tool
🎲Tool, 1d20 (reroll >17): 1 => Alchemist's supplies

🎲Starting Wealth: 5d4: 9g+15 from Background
💰Dagger, Club (Fools Scepter), 20 Bullets, Bedroll, Blanket, Hooded Lantern, 10 flasks of oil, 10 days of rations, Tinderbox, Ball bearings, Waterskin


Character 3: 
🎲Race, 1d100: 10 => Human
🎲Name Gender, 1d4: 3 => female
🎲Name Origin, 1d20 (reroll >18): 4 => Egyptian
🎲Name, 1d100: 81 => Rai
🎲Class, 1d100: 16 => Bard
🎲Occupation, 1d100: 66 => Laborer => Folk Hero Background
🎲Age, 1d100: 19 => 19
🎲Height, 4'8"+2d10': 10' => 5'6"
🎲Weight 110lb+10x2d4lb: 6 => 170lb

🎲Attribute rolls, 6x4d6 (drop lowest):
15 => Charisma +1
13 => Constitution +1
14 => Strength +1
15 => Dexterity +1
9 => Wisdom +1
15 => Intelligence +1

🎲Artisans Tools, 1d20 (reroll >17): 11 => Mason's supplies
🎲Defining event, 1d10: 6 => I broke into a tyrants castle and stole weapons to arm the people
🎲Personality Trait, 1d8: 1 => I judge people by their actions, not their words.
🎲Ideal, 1d6: 4 => Might. If I become strong, I can take what I want - what I deserve. (Evil)
🎲Bond, 1d6: 3 => A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
🎲Flaw, 1d6: 1 => The tyrant who rules my land will stop at nothing to see me killed.

🎲Bonus Language, 2d8: 11 => Deep Speech
🎲Musical Instruments: 3x1d10: 3, 5 and 4 => Dulcimer, Flute and Lute

🎲Starting Wealth, 5d4x10gp: 100g + 10 from background
💰Leather Armor, Rapier, Shortbow, 20 Arrows,
Dulcimer, Flute, Backpack, Bedroll, Blanket, Tent, Mess Kit, Tinderbox, 10 days of rations, 10 candles, soap, 50ft of hempen rope, waterskin


Character 4:
🎲Race, 1d100: 99 DM's choice => Kobold
🎲Name, 1d10: 9 => Kulga (using https://www.fantasynamegenerators.com/dnd-kobold-names.php )
🎲Class, 1d100: 44 => Fighter
🎲Occupation, 1d100: 99 => Soldier
🎲Age, 1d100: 91 => 51 years
🎲Height, 2'1"+2d4' => 5' => 2',6"
🎲Weight, 25lb+5lb => 30lb

🎲Attribute rolls, 6x4d6 (drop lowest):
9   => Strength -2
12 => Wisdom
15 => Dexterity +2
13 => Intelligence
13 => Constitution
9   => Charisma

🎲Gaming set, 1d4: 4 => Three Dragon Ante
🎲Speciality, 1d10: 3 => Infantry
🎲Personality Trait, 1d8: 1 => I am always polite and respectful
🎲Ideal, 1d6: 3 => Independence. When people follow orders blindly, they embrace a kind of tyranny (Chaotic)
🎲Bond, 1d6: 6 => I fight for those who cannot fight for themselves
🎲Flaw, 1d6: 3 => I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret

🎲Starting Wealth, 5d4x10g: 9 => 90g + 10 from background
💰Studded Leather Armor, 2 Shortswords, Shortbow, 20 Arrows, Backpack, Bedroll, Blanket, Mess kit, Tinderbox, 8 days of rations, Waterskin 

Sunday, April 24, 2022

Solo LMoP - 16. Wave Echo Cave (Part 2)

 After what has been a cold night, disturbed by the distorted sounds of the booming heartbeat of the cave itself and the echoing groans of undead somewhere deeper in the dungeon the group wakes up and pack up their gear, only eating a few handfuls of dried nuts and berries as breakfast. Having need for water they decide to go through the mine-tunnels to the underground lake to fill their waterskins. 

🎲Encounter Roll, 1d20, encounter on 17 or higher: 20 => Encounter, 🎲1d12 to determine monster: 11 Ochre Jelly. 
🎲Stealth Check Ochre Jelly -2 (DC 14):0 (failure)

The group however, seeing the creature come at them through the tunnels slowly stay at a distance and fire cantrips into it until it simmers down to a puddle of motionless goo. (Free 450xp to divide amongst the party)

The find the underground pool and fill their waterskins. Not wishing to run into another Jelly or something more dangerous on the way back they decide to first climb the steps and see where that leads them. At the top there is a corridor leading North and a door in the Eastern wall. 

🎲Perception Check Haunui +3 (DC 10): 14 (success)

Haunui listens at the door for a while and returns to the group. 
"Goblinoids, the big ones. I cannot understand them, but it sounds like more than a few.", he reports.
"That far into the mine?", Harbek asks. "Why are they here?"
"We could always ask them.", growls Brandr, with a murderous intention in his eyes. 
"Or we ignore them and move on to the North.", offers Quillathe, but the dwarf shakes his head.
"I won't be caught between bugbears and something worse, if you don't mind. We can handle a few of them if need be and might even learn a thing or two from them."
"Do you want to really go in and ask them?", mocks Brandr. 
"Why not, foolish boy, why not.", scoffs the dwarf back and approaches the door, but Drusa blocks his path. "Let me try it, Harbek. If things go south, we need you and your magic to keep us alive." And the big woman steps up to the door and opens it, but not before Harbek touches her arm and mutters a phrase in dwarfish to ask for guidance for his friend. 

📕Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in the middle of the room. Across the room is another door, this one blocked by a barricade made from the remains of a wooden table. 

Five bugbears are in the room and their gazes shift to the door as Drusa enters. 
"Well, hello.", she says as the large, hairy goblinoids draw their weapons. 
"Who you?", asks one of them. 
"Well, I'm Drusa, nice to meet you. Why are you still here?", she asks. 

🎲Deception Check Drusa, +2+1d4: 26 (natural 20)
🎲Insight Check Bugbear +0: 11 (Drusa wins) 

The bugbear lowers his morningstar and replies: "Boss says that we must guard here, against dead folk", he points to the barricade. 
"Well", says Drusa. "The boss says now that you must go and clear the mine-tunnels. There's oozes and all kinds of nasty things there."
The bugbear looks at her curiously. "Boss says that? I've not seen you before, why the boss not tell us himself?"
Drusa clacks her tongue. "The boss has more important things to do. Don't you remember what his goal is?"
The bugbear looks angrily. "I not forget, common tongue hard for Magoran, but Magoran not stupid, bareskin woman."
Drusa, weighing her chances, cocks her head. "Of course not, but I need to make sure that you know. So tell me, what are we here for?"
The bugbear frowns begrudgingly but then says: "To find the forge, take it and make lots of gold with it."
"Good!", says Drusa. "I thought that since you did not bother to lay an ambush in the cave with the pool, you had forgotten about the endgoal. That barricade looks sturdy though. Now go and makes sure that there is nothing nasty coming from the mines, and barricade the entrance to the pool-cave as well."

Behind her back, the other members of the group retreat into the Southern Corner of the Pool cave, weapons drawn. 

🎲Stealth-checks (DC 10, need 3 to succeed): Haunui +3 (15), Harbek, -1 dis (11), Quillathe +2 (13), Brandr +0 (10) => Group check successful 

🎲Persuasion check Drusa +4, (DC 10 because of high Deception check): 16 (success)

The bugbears look at each other. "Guarding Barricade is boring anyway.", says Magoran and asks a question in Goblin to the others on which they cheer and grab their weapons, prepared for battle.
"Here, light this, the Jelly's fear fire", says Drusa, handing one torch off to the first bugbear.
One by one they leave the barracks and head through the Pool-cave. Drusa follows behind and just as the last Bugbear is on the steps she shouts: "Now!", and swings her Axe at its head. 

Download full battle report including all maps and rolls here

The battle is short and violent. Drusa and Quillathe take terrible hits but manage to stay upright and with well-timed movement and attacks the bugbears are defeated in a few seconds. 

The largest bugbear carries some coin that Drusa takes and a Potion that goes to Qillathe to identify later. Since they have not been attacked from the water the group now searches to pond and finds a skeleton from which they take two valuable rings (that Drusa holds onto to sell them) and a wand. The group checks the barracks that the bugbears came from and put the wand away, since Quillathe did not prepare the spell she needs to identify items with. While the group rummages through the belongings of the large goblinoids Harbek says a prayer to Marthammor Duin and heals Drusa and Quillathe. 

The group knows that the barred door in the Northern Barracks leads to the smelter-room and they do not want to go there yet so they turn left before the barracks and head Northwards until the hallway splits. 
🎲Direction Roll, 1d6 (1-3: left, 4-6: right): 5 => Right

📕A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into the rift and flows out again to the north. Several ropes are secured to iron stakes along on the western edge of the rift, leading down to the chasm floor. 

The sound of shifting stone and grunting voices comes from far. Quillathe, being the quietest one of the group slowly moves towards the sound, but not without Harbin wishing her the guidance of the God of Wanderers. 

🎲Stealth Check Quillathe, +2+1d4 (DC11):24 (success)

As quietly as a mouse Quillathe creeps forward into the cavern and notices two bugbears shifting rocks down in the chasm while a third one watches from above, together with a second figure that appears elven in form. Quillathe thinks for a moment, then signals to the rest of the group to be prepared before stepping into the stream as another rumbling echo of waves fills the cavern. "Daran", she says. The elf and the bugbear make a surprised sound and turn to her but at that moment a thunderous clap emerges from Quillathe. 

Download full battle report including all maps and rolls here. 

Quillathe's eyes widen as the bugbear tumbles backwards into the chasm but the elf-figure turns and attacks. As the others rush in heavy blows are dealt and spells flung but in the end the bugbears are decimated and the elf flees into a corridor at the end of the cavern, heavily wounded and calling for help. The group chases after him. As the corridor widens the stumble to a halt.

📕Six cracked marble pillars line the walls of this hall, at the north end of which stands a nine-foot-tall statue of a dwarf seated on a throne, a mighty stone warhammer across his lap. Large emeralds gleam in the statues eyes. 
The dust and debris covering the floor has been swept to one side, and a campsite of sorts now spreads in front of the statue. 
Two bugbears stand in front of the statue, flanking a dark elf dressed in black leather armor and robes. He clutches a black staff with a carved spider at the top and frowns as he sees you. "It seems that I must deal with you myself. A pity it must end this way." At his feet, a wounded dwarf lies trembling. 

🎲Stealth Check Giant Spiders, +7: 9
🎲Deception Check Doppelganger, +6: 10
🎲Insight Check Brandr, +6: 11 

The Black Spider, his hand crackling with electrical energy holds his hand on the dwarfs throat. "One step closer, and the Rockseeker dies.", he says. Chittering in the corners alerts the group to four large spiders that cling against the corners of the room, their mandibles moving hungrily. 
Brandr holds up his hands, dropping his spear on the floor. "Don't harm him, Spider.", he says, as his fingers curl up into a gesture of worship to his god. 

🎲Deception Check Brandr, +0: 6
🎲Insight Check Nezznar, the Black Spider, +2: 11 

The Spider however raises his staff and calls out a word in Undercommon and the battle begins. 

Download full battle report including all maps and rolls here

Lighting up the air around the party with purple light, the Spider eases the way for the spiders who spit webs at them before rushing in together with
the Bugbears. A Guiding Bolt sent by Brandr hits the Black Spider and is followed by an arrow from Haunui that makes the drow stumble backwards. The group is closed in from the room-side by arachnids and bugbears and the spider turns invisible and only emerges when one by one his allies and creatures are slain to send magic missiles into the fray. Haunui is split from the group by one of the spiders and driven into the collapsed cave where he fights sword against mandible against the monster. The Black Spider, now heavily wounded turns his eyes to the dwarf and growls: “Kill them, you fool, they won’t let you live and neither will I if you don’t obey!”
Hesitatingly the dwarf rises to his feet and comes closer, fists held high. Drusa, recognizing the wounds they gave the drow in the last room on his body turns to him as she fights the last surviving Bugbear and shouts over the din: "Help us and I swear you shall live!"
The shapeshifter rushes in and smashes his hands in the bugbears neck, breaking his spine. The tide of the battle has turned as the spiders now one by one crumple and curl up their legs. The drow mage disappears again and attempts to flee but Drusa, seeing the door open seemingly by its own volition runs after him and catches his form in the darkness. A sharp pain hits her as arcane projectiles pierce her armor and flesh and the drows voice rings next to her: "How dare you, filthy creature try and stand up to me?". 
Drusa closes her eyes and mutters: "Someone has to." and as she swings up blindly, aiming for the sound her blades finds resistance and passes through it. A moment later light streams into the hallway as Brandr with his gleaming shield comes through the door and the group, joined mere seconds later by Haunui and Quillathe, who went to look for the Archer, see the shape of Nezznar the Black spider, his head parted from his shoulders, dead at their feet. 

As some quiet falls, the group looks upon the Doppelganger who backs up against the wall, hands up. The group press him for a while, but when he confirms that the real Nundro Rockseeker is still alive, they decide to check it out. In the Spiders pocket they find a key that unlocks a door near the temple. Behind it they find the Spider's quarters where indeed a badly disheveled Nundro is bound. They free him and decide that it is time to heal up first. The doppelganger is interrogated. He openly admits that he has been working for the spider for some time, but now that his master is dead he would like to try and go his own way. As he leaves he informs the group that Nezznar - the real name of the spider - was trying to find something of value hidden in the chasm. 
Drusa, having made a promise to him in the heat of battle warns him that he does not want to cross them ever, before letting him go. The group reconvenes in the temple where Harbek is tending to his cousin. Once Nundro wakes he tells that he has been interrogated by the Spider for days and is happy the party has taken care of him. He is even more overjoyed when he hears that the adventurers work for Gundren. He does not possess great combat skills, but would gladly offer them any help he can. After some discussion it is decided that Nundro will need to heal up first if he is to be of any use at all and if he cannot handle himself well in a battle it might be best for him to wait out the rest of their excursion into the mines to find out where the forge is. 

Having battled long and hard the group rest for a bit but with all of their magical resources depleted there is little they can do right now. They do clear out the corpses from the temple, where the statue of Dumathoin, the dwarven god of mining stands. In a black leather sack they find some gemstones, an electrum ale mug and quite a nice sum of gold, which they divide amongst themselves. Nezznars staff does have some interesting properties it seems, but it will take time for Quillathe and some meditation before she can properly identify everything. Of more interest is the item the group finds after some searching in the chasm, a set of heavy gauntlets that go onto the pile of items Quillathe will need to identify. After spending some time checking the exits and entrances the group settles around the Spider's campfire under the watchful eyes of Dumathoin and rest. 

🎲Encounter Check, 1d20 (Encounter on 17 or higher): 17 (encounter)
=>🎲1d12: 1d6 (2) Zombies
🎲Watch-check, 1d10 (1-2: Drusa, 3-4: Haunui, 5-6: Harbek, 7-8: Quillathe 9-10: Brandr): 8

As Quillathe is watching over her friends, she hears a strange sound and - following it - discoveres two undead that are eating of the carcasses of the dead bugbear
🎲Stealth Check Quillathe +2 (DC 8): 21 

Download full Battle Report including all rolls and maps here

She takes a few scratches and bruises but manages to finish of both Zombies without the rest of her party waking. 

After meditating for a few hours she takes some time to identify the items they have found. 
The potion appears to be a potion that improves a persons Vitality, the staff can cast two spells that closely relate to Spiders and the Wand allows her to cast a spell she regularly uses anyway. The Gauntlets are something especially suited for one of her comrades. When Brandr wakes, she hands them to him and tells him to put them on. He does so and feels the strength that is in them bolster his muscles. When he picks up his spear he realizes how light and versatile it feels with this magically increased strength. 

One by one the party awakens and they finally have some time to talk to Nundro. The dwarf is still exhausted from his ordeals and does not look like he will be of much use in a fight. He would however like to be led to the exit so that he can prepares his dead brothers body for a proper burial. The group agrees and takes him through the winding passages and corridors to where they found Tharden. Here Nundro remains, praying to his gods and cleaning up his brothers body, knowing that if the group were to never return he would be able to get away by following the single corridor out of the cave. 

🎲Encounter Check, 1d20 (Encounter on 17 or higher): 7 (no encounter)

The group, having decided that they will try to deal with the dangers head on, head to the smelter cavern to try and deal with the floating flameskull since that seems the greatest current threat as well as a the one thing blocking them from access to the Eastern Part of the Cave. And with its great mobility the skull easily ambush them anywhere. The group tries to crawl through the tunnel west of the smelter cavern after removing the barricade from the bugbear's barracks so if necessary they will have a retreat-route to get away as well as a door to slam in someone's face. 

🎲Stealth-Checks (DC 12), needs three successes to succeed: Brandr +0 (17), Drusa -1 disadvantage (2), Harbek -1 disadvantage with guidance (5+3=8), Haunui +3 (14), Quillathe +2 (8) => Group check failed

As the group enters the cavern, loose fragments of bone shift below their feet and suddenly a pile of limbs starts to move and grabs at Quillathe who gives a small shriek. With a manic cackle the flaming skull turns in the air and attacks. 

Download Full Battle Report including all rolls and maps here

The fight is sudden and violent. The shambling corpses pose no great threat to the party, but they slow them down and when the floating skull shoots a fireball at them, things seem to go bad for a moment. But the skull retreats for a moment after being blasted by Quillathe's wand twice and on its second attack it is quickly destroyed as well as the last remaining zombies. 

( Note from DM Oaky: I forgot that the flameskull could cast Shield and had him soak up 6 charges of the wand. It happens though, in the moment it seemed right. )

As impressive as the huge smelter with its furnace and bellows is, it does not offer anything of value for the adventurers to take. They spend a moment to admire the craftsmanship and Harbek mutters a quick prayer to Marthammor Duin (using his Channel Divinity to heal his friends) before deciding to move onwards through the Eastern Corridor that leads them into a marvelous cavern. 

📕Glittering minerals in the ceiling of this large cavern catch the light and send it back to create the impression of a starry night sky. Dozens of skeletons - many crushed under fallen debris - are scattered across the floor. 
The cave is large enough that it contains two freestanding structures. Each of these stone buildings is proportioned for human use, as opposed to the dwarf-sized doorways and furnishings you've seen elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched. 
The cavern is divided by an escarpment, into which a flight of stairs has been cut. Passages lead out of this area to the north, south and west. 

Quillathe, who's knowledge of the arcane surpasses that of her friends looks around with gleaming eyes. "I need a moment.", she says and kneels down to meditate. "Don't enter any of the buildings yet.", she warns. 
The other four adventurers look around at the marvelous gems and minerals and marvel at the amount of natural beauty here until Quillathe rises, having completed her ritual and mutters, looking at the Northern building: "This must be it, there is a lot of magic in the air, but it all stems from here...this has to be it."

The group of unlikely friends look at each other and at the cracked door. "Well, what are we waiting for then.", grumbles Harbek and marches forward. Putting his gread, worked hands on the door and pulls. 

🎲Strength Check Harbek, +2 (DC 15): 5 (failure)

The stone slab does not budge and Harbek turns around to his team and grunts loudly: "Yer welcome to help, if you want!"
Drusa rushes in and puts her strength in as well, together with Harbek. 

🎲Strength Check Drusa, adv (helped) +4 (DC 15): 20 (success)

The door opens with a grinding sound and opens to the following sight: 

📕This large workshop was badly damaged by the ancient spell battle that laid waste to the mine.
Worktables taking up two corners of the room are scorched, and the plaster has been burned off the masonry walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces that destroyed this area. 
Behind the brazier of green flame floats a spherical creature measuring roughly four feet in diameter. Four eyestalks protrude from its central mass, two on each side. In the center of the body is a large eye that stares at you.
"Hello," says a thick, burbling voice inside
Drusa's head. 

To determine if any of our characters even know what this creature is I will allow two Arcana checks. The DC for those will be 13 (10+the monsters CR). However, since this is not a creature native to this plane, character who are not proficient in Arcana will make the check with disadvantage. 

🎲Arcana Check Drusa, +0, dis (DC 13): 1 (failure)
🎲Arcana Check Quillathe, +6 (DC 13): 17 (success)

"It's a spectator,", mutters Quillathe. "It was likely summoned here as a guardian or defender."
"Yes, indeed.", the voice now comes directly from the creatures mouth. "I protect the green flame. How goes the mining? It's been a while since the flame has been fed. It grows hungry, hungry for delicious steel."
The group exchanges worried looks as they carefully shuffle into the smithy, followed by five eyes as the floating creatures moves its stalks to trail each one of them. 

"The mining has been halted...", Drusa answers slowly. "There have been...problems in the shafts."
The central eyeball fixates on her as the creature, sounding scolding now replies: "Then why are you here and not fixing the problem? All is well in the forge whilst I guard it. Be assured, I have not shirked my duty."

The group looks at each other. 
"Would you not rather come out and help us deal with the problem?", asks Quillathe. "Your masters are no more and there is no need to remain here."
Slowly the spectator returns and three of its eyes fix on Quillathe. "Of course there is, the masters will soon return and I must perform my task, for it is my bond to remain here."

🎲Intelligence Check Quillathe, +4, to determine how to proceed (DC 10 for some success, DC 15 for complete success): 12 (some success)





"Well, we are releaved then and shall tend to the other problems. We will return when we have found the masters.", Quillathe says and starts ushering back the other members of her party while the spectator starts humming tonelessly. The return to the starry cavern and speak softly amongst themselves. It is clear to them that the spectator is mad, believing the mine still in working order and waiting for a reply by his masters. Quillathe suggest trying the other building first, hoping to find some information that could help them with the creature. Haunui is uncomfortable with betraying the troubled creature and would like to release it from its useless servitude. Harbek suggests just putting the spectator out of its misery, he want to reclaim the forge for his clan. Brandr does not want to fight an unnecessary battle and so it comes to Drusa to make the final decision. She finally decides that the group can try to find more information in the other building but after that she will try and talk the creatures into leaving and fight it if it refuses since the only other option is giving up on the forge they have come for in the first place. 

🎲Strength Check Drusa, +4, adv (helped) (DC 15): 15 (success)

The doors of the small building are also wrested open by the group working together.  

📕 Dust, ash, walls blackened by fire, and heaps of debris beneath the sagging ceiling show that this room was damaged by a destructive blast. The furnishing  - tables, chairs, bookshelves, beds - are charred or splintered, but otherwise well preserved. A scorched iron chest stands near the foot of one of the beds. 

As Drusa and Brandr enter, the latter holding up his shield that emits light, a spectral shape rises from the ground, ghostly and translucent. Long hair flows in a breeze that you cannot sense and a hollow, reverberating voice whispers: "Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!"

"I'm so over all of this nonsense!", shouts Harbek frustrated and draws his weapons as the battle starts. 

Download full Battle Report including all maps and rolls here

Assaulting the Spectral opponent in frontal battle proves more effective than expected, but the creature manages to seriously injure Drusa before it drifts apart. The woman is on her knees, trying to breath but although she does not seem physically injured, she has a hard time drawing breath as her lungs feel like they have shrunken a few sizes. 

While Harbek and Drusa rest for a moment, the dwarf carefully checking the warrior's mental and physical soundness the rest of the group looks through the room for anything of use. They find quite a bit of coin (1100cp, 160 sp, 50 ep, three diamonds of 100 gp worth and a wooden pipe with platinum filigree worth 150g).There is nothing else of interest here but the coin is divided equally. 

The group talks amongst themselves. It probably is for the best to deal with the spectator as honestly as possible, they decide. They will tell them that they work for the new masters of the mine, the Rockseekers and that the creatures is relieved of its duties. After a quick final healing surge for everyone - that does not seem to improve Drusa's state - they return to the forge. 

🎲Persuasion Check Drusa +4 (DC 15): 10 (failure)

Drusa, feeling ill and weaker than usual tries to w
ork with the aberation, reasoning and explaining but only manages to upset and irritate the creature. When Drusa stumbles for a moment, the group does no longer wait, but try to spring an attack on the spectator. It is a quick and somewhat anticlimactic kill that ends this campaign, but it is what it is. 

With the forge taken the adventurers find more treasure but in the end give it up for the Rockseekers to be reinstated as a centre of dwarven society. 


Drusa takes over in Phandalin as townmaster for a while and Haunui departs to rebuild Thundertree. Harbek stays with his cousins protecting the mine while Quillathe looks for people to man the shrine at Cragmaw castle. Brandr however finds another calling, but that is another story to be told another day. 

Solo Dungeons and Dragons (1974 - OD&D) - Part 1

 After the fiasco that has become the last attempt of trying to play Dungeons and Dragons Solo I had given up almost completely. I have play...