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

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

Post by Darth Rabbitt »

Go to the dustier eastern passage.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Map Segment 115.PNG
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The stench of wet fur pours over you. Alcoves on the south and southeast are barred and used for cells. A few prisoners lie there on cold stone or dirty straw, but none are Grona Marblefist. One heroic-looking dwarf faces you through the bars, his entire frame taut. "Ware the wolves," he whispers. Your eyes follow his glance, and you see four large wolves rise from the floor, hungry growls in their throats.

Beyond, through a small opening in the eastern wall, you hear a man's voice yell, "I've had enough of your cursed silence!" You then hear a loud slap, followed by the cry of a female dwarf. First you must deal with the wolves. Their foul breath is close enough to smell.

Confront the wolves?
Flee back to the west?

Character Sheet:
Nanli Fullbrow
Level 8 Dwarf
Gender: Male
Strength 12
Intelligence 11
Wisdom 9
Dexterity 12
Constitution 10
Charisma 9
Armor Class: 4 (chain and shield)
Main weapon: Sword +3. Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d8+3
Hit Points: 10/40
Alignment: Lawful
Sword +3, Dagger +1, Backpack, Tinderbox, Iron Spikes, Large Sack, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, wolf's head ring, filthy bearclaw necklace, cleaver, kitchen knife
Coinage: 600 gold, 50 electrum, 501 silver
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 3
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to confront the wolves.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Confront wolves, heroically rescue prisoners.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

Confront the wolves, using the wolf head ring if possible.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Interpreting that as one uncontested vote to put on the wolf's head ring:

You remember the wolf-head ring on your finger and Redface's page's words about its powers. The wolves are ready to attack you. You thrust the ring at them and snarl, "Retreat, you curs, and be silent!" The wolves lay back their ears and slowly retreat into a far corner.

The prisoners cheer wildly. If you wish to drink any potions, you may do so now. Suddenly, the prisoners fall silent. You look up and see that a man has appeared in the opening in the eastern wall. He is a large man, dressed in chainmail trimmed with gold. The left side of his face is thick bearded, but the right side is red and scarred. In his hand is a large black sword. You know this man; he is Redface, the bandit chieftain.

An evil, sibilant voice oozes from the sword. "Another of the mud-spawned maggots."

"Quiet, Render," commands Redface. He looks at you, then at his defeated pet wolves. "You owe me much for their insult," he says. "And I suppose you want to join your warrior-queen. I should love to indulge you, for I was just entertaining her, but I haven't time for two such interrogations today. You we shall deal with more quickly. Render!" With a command, he drops into a crouch and points his sword at you. Two darts + 1 fire from its hilt. Roll to see if the two missiles hit you. They are + 2 to hit because of magic and short range. Each does 2-5 points of damage. (The darts will hit on a 13 or better; the attack rolls are 15 and 12 for one hit. You take 3 damage.)

With a curse, Redface leaps to meet you. Render's evil voice screams "Die!" repeatedly. You meet Redface in the center of the room. Because of Render, Redface has + 2 to hit.

Redface (6th level fighter): AC 4; hp 37; MV 90'(30'); #AT 1 sword + 2; D 3-10 (1d8 + 2); ML 10; AL C

Something special will happen if you roll a 20, if Redface rolls a 20, if your hit points fall to 10, or if Redface's fall to 7. Your hit points are already below 10 and so:

"I have you, cur! Surrender to me now and I'll spare your life. I'll throw you in the cell with your short-bearded friend." Redface laughs and points at the other dwarf in the cell.

Vote on whether to surrender and whether to retreat under what circumstances. Letting Redface retreat is not an option you are considering.

Character Sheet:
Nanli Fullbrow
Level 8 Dwarf
Gender: Male
Strength 12
Intelligence 11
Wisdom 9
Dexterity 12
Constitution 10
Charisma 9
Armor Class: 4 (chain and shield)
Main weapon: Sword +3. Will hit a -8 AC on a 20, will hit a 10 AC on a 2
Damage: 1d8+3
Hit Points: 7/40
Alignment: Lawful
Sword +3, Dagger +1, Wolf's-head ring (worn), Backpack, Tinderbox, Iron Spikes, Large Sack, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, wolf's head ring, filthy bearclaw necklace, cleaver, kitchen knife
Coinage: 600 gold, 50 electrum, 501 silver
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 3
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to fight to the death this time.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Looks like we have to fight to the death and recruit another character.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You win initiative and hit Redface with a 15, for 4 points of damage. He hits you with a 19, for 10 points of damage. Nanli Fullbrow dies one room away from Grona Marblefist, and his possessions are claimed (or reclaimed, as the case may be) by Redface.

Vote on whom Nimron convinces to venture into Thunderdelve next.

Option One: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 17 (+2 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Will hit a -7 AC on a 20, will hit a 10 AC on a 3
Hit Points: 54/54
Alignment: Neutral

Option Two: 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 Three: 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 Four: Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Will hit a -7 AC on a 20, will hit a 10 AC on a 3
Hit Points: 61
Alignment: Neutral
Shield +1

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

Post by JourneymanN00b »

I vote for Delfi Ironboot to go next.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

Yeah, Delfi seems the best option. Has an AC 1 worse than Darrow, but has noticeably more hit points and doesn't suck on Int checks. Also, Darrow (who seems like the candidate for third choice if Delfi also perishes) can loot her magic shield along with Nanli's sweet, sweet magic weapons. The others have better Armor Classes, but noticeably worse to hit numbers and HP.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Nimron convinces Delfi Ironboot to venture into Paradise to rescue Grona Marblefist.

You follow the now broken track that leads away from the main road, toward the mountain. It is untended and covered with debris and growth. Around you are the sounds of the forest animals, but little else. As you near the mountain, you leave the track and press on through the undergrowth, always being sure to keep the track within sight. At last you find yourself in a small valley nestled between two of the mountain's spurs. The air around you vibrates with deep echoes of some soundless vibration within the rocks at your feet. The sound is not like that of thunder, but there is still an aptness to the name Thunderdelve, for the atmosphere is filled with the tension one feels after the lightning strikes and before the thunder voices itself.

Set back into a cliffside, under an overhanging ledge, is a large set of thick doors—the front gates of Thunderdelve. Behind them lie the upper halls of Paradise. They are indeed substantial, made of ironwood and bound with rusting iron. Intricate grooves running across the doors mark where they were at one time filigreed with silver or gold, but vandals have dug out the precious metals long ago. A rusting portcullis hangs partway in front of the doors. A tangled web of vegetation and rotting debris blocks most of the gateway, but a path has been cleared to the left-hand door. It stands ajar.

Creep closer to the door?
Look for the secret entrance Nimron told you about?

Character Sheet:
Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Main weapon: Warhammer. Will hit a -7 AC on a 20, will hit a 10 AC on a 3
Damage: 1d6+2
Hit Points: 61
Alignment: Neutral
Warhammer, Shield +1, Backpack, Tinderbox, Iron Spikes, Large Sack
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)
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to look for the secret entrance, and head towards Redface to avenge Nanli Fullbrow.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You can, as far as I can tell, go straight to Redface, if that's what you collectively vote to do. The only random factors along the direct path from the secret door to Redface have been resolved or (in one case) won't actually stop you anyway.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

Yeah, let's go directly to Redface.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Yeah, go straight to Redface.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Actually, what I just said was inaccurate because I misread the results of a certain check failure.

You skirt the mountain and find the small waterfall. Following his directions, you creep underneath the overhanging ledge, so that you are between the waterfall and the mountainside. The ring on your finger tingles and you see witchfire outline a secret door in the rock. You open it and creep inside.

You are at the top of a short flight of rough hewn steps. It is dark, but you can tell that the cuts in the stone are fresh. Water is dripping, and some of the steps look slippery.

You've already voted to go down the steps.

You proceed carefully on the dark, slippery stairs, your infravision used to full capacity. Make a Dexterity check; a 17 fails.

You slip and fall, hitting your chin on the edge of a step. Take (1d4) 2 damage.

You feel dizzy and lose consciousness. A while later, you again become aware of your surroundings. They are unfamiliar. You may be lost inside Thunderdelve. Confused, you compare your surroundings to your map.
Map Segment 207.PNG
Map Segment 207.PNG (2.28 KiB) Viewed 543 times
This passage is littered with boots, shirts, axes, and belts.

Investigate?
Climb the northern stairs and open the narrow door at the top?
Exit to the south?

Character Sheet:
Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Main weapon: Warhammer. Will hit a -7 AC on a 20, will hit a 10 AC on a 3
Damage: 1d6+2
Hit Points: 59/61
Alignment: Neutral
Warhammer, Shield +1, Backpack, Tinderbox, Iron Spikes, Large Sack
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)
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

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

Post by Thaluikhain »

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

Post by Beroli »

You find a purse containing 35 ep. You also see a mithril dagger + 1 lying in a rotten leather sheath studded with small opals (worth 110 gp).

Vote on whether to use the mithril dagger +1 as your primary weapon (will hit a -8 AC on a 20, will do 1d4+3 damage in Delfi's hands) or keep using your warhammer, as well as whether to climb the northern stairs and open the narrow door at the top, or exit to the south.

Character Sheet:
Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Main weapon: Warhammer. Will hit a -7 AC on a 20, will hit a 10 AC on a 3
Damage: 1d6+2
Hit Points: 59/61
Alignment: Neutral
Warhammer, Shield +1, Backpack, Tinderbox, Iron Spikes, Large Sack, +1 mithril dagger, opal-studded dagger sheath worth 110 gold
Coinage: 35 electrum pieces
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)
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to use the mithril dagger, and climb the northern stairs.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Map Segment 47.PNG
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You open the small door, brushing the heavy cobwebs aside. Dim light filters in through the archer slits in the western wall. Murder holes lace the floor. Another narrow door is across the room from you. Before it sits a giant black widow spider. It moves, and you smell its stench.

Confront the spider?
Go back down the stairs and head south instead?

Character Sheet:
Delfi Ironboot
Level 8 Dwarf
Gender: Female
Strength 16 (+2 to hit)
Intelligence 12
Wisdom 11
Dexterity 5 (+2 Armor Class penalty)
Constitution 17 (+2 to each hit die)
Charisma 9
Armor Class: 5 (chain and magic shield, Dexterity penalty)
Main weapon: Warhammer. Will hit a -7 AC on a 20, will hit a 10 AC on a 3
Damage: 1d6+2
Hit Points: 59/61
Alignment: Neutral
Warhammer, Shield +1, Backpack, Tinderbox, Iron Spikes, Large Sack, +1 mithril dagger, opal-studded dagger sheath worth 110 gold
Coinage: 35 electrum pieces
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)
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

We have a really good chance to save against any poison this beast has and a lot of hit points. Fight the spider.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

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

Post by JourneymanN00b »

I vote to confront the spider with our dagger Sting.
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