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

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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

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

Post by Beroli »

The waters are calm and clean. You see nothing.

Throw a nearby urn into the water?
Drink from the water?
Investigate the steam source?
Go back west and south and make a different choice?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 11/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 25
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to throw a nearby urn and then drink the water to see what happens. After that, I vote to check out the steam source.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

The urn splashes into the water, slowly fills, then sinks. You wait, but nothing happens.

You kneel down, smell the water cautiously, then drink. It refreshes your parched throat but has no other effect.

Wooden benches here were once adorned with cushions, but only damp rags remain. Steam vents up through holes in the floor or out of holes in the walls. There are numerous baskets of trinkets, but nothing of value. You roll once for treasure and get a 40: 10-40 (10) silver pieces.

A sudden chill rises out of the steamy heat, and you turn to see a vapor ghoul forming out of the steam.

Something special will happen if you are hit (you probably know what) or if you roll a 20. Vote on whether to retreat under what circumstances and whether to let the vapor ghoul retreat if it attempts to.

Vapor ghoul: AC 2; HD 3*; hp 18; MV 160'(40'); #AP 1 touch; D 1-4 + special; ML 9; AL C

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 11/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 25
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

SIGH ... I vote to fight the vapor ghoul until it either dies or retreats.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Goin Cleftfist wins initiative and misses with a 7. The vapor ghoul misses you with a 9.

The Vapor Ghoul wins initiative and the vapor ghoul misses you with a 13.
Goin Cleftfist misses with a 11.

The Vapor Ghoul wins initiative and the vapor ghoul misses you with a 1.
Goin Cleftfist hits with a 13, doing 7 damage.

Goin Cleftfist wins initiative and misses with a 9. The vapor ghoul misses you with a 13.

Goin Cleftfist wins initiative and misses with a 1. The vapor ghoul hits with a 18, doing 4 damage and draining one point of Intelligence.

Goin Cleftfist wins initiative and :
With a swift circling of your weapon, you slice the vapor apart into smaller clouds. The vapor ghoul is not destroyed, but takes 4 rounds to reform. The vapor ghoul pulls itself somewhat together.

The Vapor Ghoul wins initiative and the vapor ghoul pulls itself somewhat together.
Goin Cleftfist misses with a 11.

The Vapor Ghoul wins initiative and the vapor ghoul pulls itself somewhat together.
Goin Cleftfist misses with a 1.

The Vapor Ghoul wins initiative and the vapor ghoul pulls itself somewhat together.
Goin Cleftfist misses with a 7.
The vapor ghoul continues to fight.

The Vapor Ghoul wins initiative and the vapor ghoul misses you with a 8.
Goin Cleftfist hits with a 13, doing 7 damage.
A Vapor Ghoul is dead.

Goin Cleftfist has 31 hit points and 10 Intelligence remaining.

You lie on a couch for a moment to reorient yourself. As you stand, you almost knock a phial off a table. You uncork the phial and sniff. Inside are smelling salts.

You have already investigated the pool.

This hallway is simply constructed. To the east, you hear a sound like a young woman sighing. The hallway to the north is labelled
by runes. The air flowing from the northern arch is hot and humid.

Vote on whether to take the smelling salts and whether to go east or go back south.

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 10/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 33/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 26
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to take the salts and go east.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Map Segment 381.PNG
Map Segment 381.PNG (10.88 KiB) Viewed 1207 times
As you step in, the air chills suddenly. Nearly half of this large cavern is filled with a calm pool. The air is filled with the sighs of a young maiden, but you cannot identify their source. You see nothing unusual, but on one wall is carved a word.
Inscription 14.PNG
Inscription 14.PNG (5.05 KiB) Viewed 1207 times
Also carved there is one five-starred crown. The stars are made of ruby. The airflow here is from north to south, and the northern breeze carries hints of warmth and moisture.

Go back west?
Go southwest?
Investigate the northern alcove?
Investigate the pool?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 10/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 33/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, smelling salts, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 26
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to investigate the northern alcove.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

In the alcove is a low altar covered with a carved frieze of waves. It is not of dwarven make. Laid across the top is a strip of rotted blue velvet and a strange helmet of untarnished silver (worth 1,000 gp). After deciding what to do with the helmet, you return to the room of sighs.

Go back west?
Go southwest?
Investigate the pool?
Also vote on whether the helmet is in your pack, on your head, or still in the alcove.

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 10/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, smelling salts, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 26
Thaluikhain
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

Full vote to investigate pool, half vote to wear helmet.
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to investigate the pool and wear the helmet.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You take an iron spike from your pack and toss it into the pool. As the first ripples lap the shore, the waters begin to boil. You hitch your belt tighter and ready your weapon. Suddenly, an arc of lightning shoots from the ceiling into the water, lighting it up with a sort of phosphorescence. The waters heave up in front of you, taking the shape of a man's head. The eyes of the watery spirit open slowly, then turn to gaze coolly at you.

You are wearing the silver helmet.

The eyes of the watery spirit widen in recognition. It bows its huge head slightly and says, "It is long since one of the Helm summons me. I interrupt my meditation gladly for your sake. With permission, I will now enter your mind to ease your distress."

Give your permission?
Withhold it?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 10/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), 1000-gold-piece silver helmet (worn over the headband), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, smelling salts, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 26
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to give permission, and hope that it does not result in a game over.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You feel a questioning inside yourself. Chalcidar speaks, "You seek the demise of the fyrsnaca and the restoration of the dwarf lordlings. As is the bargain of the Helm, I must advise you toward your goal, though its purpose be grievous to me. Let it be known: to assure success, you must find the heart of Heir's Arm by speaking my name. And again by my name, cast the heart down into the fyrsnaca's own belly. I have spoken! Trouble me no more until it is time." The watery creature settles back into the shape of a pool.

You exit to the southwest.
Map Segment 395.PNG
Map Segment 395.PNG (4.46 KiB) Viewed 1172 times
This small cave holds only a small pool, several benches, and an inscription.
Inscription 15.PNG
Inscription 15.PNG (5.19 KiB) Viewed 1172 times
You see no clue as the pool's purpose. The water is slightly troubled and quite cool.

Drink the water?
Toss an iron spike into the water?
Go back to the north?
Go south?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 10/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), 1000-gold-piece silver helmet (worn over the headband), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, smelling salts, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 26
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

The translations for the previous rune label are:
CHALCIDAR

While the rune label in the latest post translates to:

GELTHRON

I vote for the first two options and then to head south in that order.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You drink the water. The water is cold, but there is no effect.

You toss an iron spike into the pool and watch it disappear into the troubled waters. You wait, but nothing happens.
Map Segment 399.PNG
Map Segment 399.PNG (5.72 KiB) Viewed 1163 times
The hallway leads into a cold crystalline cavern. The wall is inscribed with runes.
Inscription 16.PNG
Inscription 16.PNG (7.07 KiB) Viewed 1163 times
In one corner is a pool of inky blackness. Your sight does not penetrate the surface of these waters, nor does anything reflect back.

Drink from the pool?
Throw a spike into it?
Go back north?
Go east?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 10/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), 1000-gold-piece silver helmet (worn over the headband), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, smelling salts, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 26
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

BLAK MIDNIGHT is what the runes say.

I vote to throw an iron spike and go east. I have a feeling that drinking Black Midnight water will be bad.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You throw a spike into the pool. Steam rises into the air from the spot where it disappeared into the water. There are no ripples. You wait, but nothing happens.

You go east.
Map Segment 398.PNG
Map Segment 398.PNG (4.84 KiB) Viewed 1154 times
The smooth crystalline walls of this hall are scorched. Several dwarf skeletons lie here. The passage to the east smells acrid. The one to the west feels cold. You see that north will lead you back to the Gelthron pool.

Go north?
Go east?
Go south?
Go back west?
Go southwest?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 10/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), 1000-gold-piece silver helmet (worn over the headband), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, smelling salts, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 26
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to try southwest.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Map Segment 403.PNG
Map Segment 403.PNG (6.53 KiB) Viewed 1145 times
The west half of this crystalline cavern is filled with another pool and benches. Above the pool is an inscription.
Inscription 17.PNG
Inscription 17.PNG (5.05 KiB) Viewed 1145 times
Go back northeast?
Go southeast?
Drink from the pool?
Toss an iron spike into the pool?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 10/16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), 1000-gold-piece silver helmet (worn over the headband), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, smelling salts, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (none remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 26
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JourneymanN00b
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Posts: 4296
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

The inscription says SOULSREST.

Try speaking Chalcidar's name, then tossing an iron spike and drinking the water if nothing happens. Then I vote to go southeast.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Speaking Chalcidar's name does nothing.

The spike plops into the water. Nothing happens, but suddenly from somewhere to the north you hear the sound of churning water, followed by silence.

You sit on the bench and scoop up some water. You sip it and feel reenergized.

You are healed of all Strength and Intelligence damage.

You would get another check to resist the control of the Hammer of Vitroin, if you were controlled by it.

You walk down the southeast passage.
Map Segment 411.PNG
Map Segment 411.PNG (7.1 KiB) Viewed 1134 times
Several beds are built into the walls of this crystalline cavern. A pool fills the southeast corner. Over it is carved a rune.
Inscription 18.PNG
Inscription 18.PNG (1.54 KiB) Viewed 1134 times
A ladle sits on a small golden stand beside the pool.

Drink from the pool?
Toss the ladle into it?
Go north, which leads to somewhere you have been?
Go west, which is where you just came from?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), 1000-gold-piece silver helmet (worn over the headband), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, smelling salts, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (three remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 26
User avatar
JourneymanN00b
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Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

I vote to carry out the first three options.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Posts: 2551
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

You reach down and take the ladle in hand, filling it with water. You drink deeply. Instantly, you feel compelled to lie down on one of the beds, and do so. Scenes of your life flash before your eyes, but then the visions turn nightmarish. Hordes of monsters leap at you, and smother you. Gradually your memories clear. You feel that you have just relived most of your life, although only minutes have passed.

You would regain one level, if you had lost any. You can come back here and restore one level by drinking the water if you lose any in the future.

The ladle splashes into the water, then quickly floats back up to the top. You wait a moment, but nothing happens. The ladle floats over to where you stand.

You go north.

The smooth crystalline walls of this hall are scorched. Several dwarf skeletons lie here. The passage to the east smells acrid. The one to the west feels cold.

Go north?
Go east (the only way you haven't been)?
Go south?
Go west?
Go southwest?

Character Sheet: Goin Cleftfist
Level 7 Dwarf
Gender: Male
Strength 12
Intelligence 16
Wisdom 12
Dexterity 16 (-2 Armor Class bonus)
Constitution 13 (+1 to each hit die)
Charisma 9
Armor Class: 2 (chain and shield, Dexterity bonus)
Main weapon: Hammer of Vitroin. Will hit a -6 AC on a 20, will hit a 10 AC on a 4
Hit Points: 35/35
Alignment: Neutral
Inventory: 1500-gold-piece platinum headband (worn), 1000-gold-piece silver helmet (worn over the headband), filthy bearclaw necklace (worn), wolf's head ring (worn), ring of regeneration (worn), +1 mithril dagger "Sting," shield, Backpack, Large Sack, opal-studded dagger sheath worth 110 gold, dagger, dice, bell, Backpack, Tinderbox, Iron Spikes, 3 large sacks, phial of red liquid labeled "Poison for sword," three ~50-gold-piece figurines, four bags of assorted gems worth 2,100 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, partially completed crown (500 gold), diamond bracelet (1000 gold), 2 turquoise gems (20 gold each), 3 gold ingots (400 gold each), beautiful gaming pieces (50 gold), 150-gold-piece silver mesh bag holding 1000-gold-piece ruby ring, potion of fire resistance, 2 nonmagical warhammers, locket, top, 2 500-gold-piece rings which detect secret doors, phial labeled "healing", silver key, smelling salts, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (three remaining); +2 to all saving throws while fighting wyrms
Coinage: 50 platinum, 605 gold, 85 electrum, 669 silver, 20 copper
Languages: Common, Dwarf, Gnome, Goblin, Kobold
Infravision
Detection of Traps and Stone Construction
Saving Throws:
Poison or Death Ray 4 (must roll a 4 or better on 1d20 to succeed)
Magic Wands 5 (must roll a 5 or better on 1d20 to succeed)
Paralysis or Petrification 6 (must roll a 6 or better on 1d20 to succeed)
Dragon Breath 7 (must roll a 7 or better on 1d20 to succeed)
Rod, Staff, or Spell 8 (must roll an 8 or better on 1d20 to succeed)
Victory Boxes: 26
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