[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 this room further.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

For the sake of tiebreaking I’ll change my vote on the brooch.
Investigate the room further.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Darow puts the brooch in his pack.

As you approach the chest, you see the swirling vapors thicken before you into the ghost-like forms of two vapor ghouls. You can retreat before they form, or stay and fight.

You do have a magical weapon.

Vapor ghouls: AC 2; HD 3*; hp 17,12; MV 160' (40'); #AT 1 touch; D 1-4 + special; ML 9; AL C

Vote on whether to fight (you can avoid them entirely by leaving before they have reached a humanoid shape); which way to go if you avoid them; whether to drink the potion of mind control if you fight them; whether to let one of them disengage if you fight them and one tries.

Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 34/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, three bags of assorted gems worth 2,000 gp total, 2500-gold-piece emerald necklace, 500-gp pearl, cleaver, kitchen knife, 6000-gold-piece ruby heart, potion of mind control (immune to Intelligence drain for one fight), partially completed crown (500 gold), diamond bracelet (1000 gold), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
Coinage: 50 platinum, 605 gold, 85 electrum, 569 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: 21
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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 drink the potion of mind control and fight the ghouls to the death.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

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

Post by Beroli »

Darow drinks the Potion of Mind Control as the vapor ghouls form.

Darow wins initiative and hits Ghoul #2 with a 12 for 3 damage. The ghouls miss with a 3 and 6.
Darow wins initiative and hits Ghoul #2 with a 15 for 8 damage. Ghoul #1 misses with a 3; Ghoul #2 hits with a 16 for 4 damage. (Special does not happen, because of potion of mind control.)
Darow wins initiative and barely hits Ghoul #2 with a 12 for 7 damage, dissipating it. Ghoul #1 rolls 6 for morale and will fight to the death. Ghoul #1 barely hits with a 14 for 1 damage.
Ghoul #1 wins initiative and hits with a 16 for 3 damage. Darow hits with a 14 for 7 damage.
Ghoul #1 wins initiative and hits with a 19 for 4 damage. Darow hits with a 14 for 8 damage.
Ghoul #1 wins initiative and misses with a 7. Darow misses with a 9.
Ghoul # wins initiative and misses with a 10. Darow hits with a 13 for 7 damage, dissipating the ghoul.

You shake your head, trying to clear the dizziness. You look around, then recall that you were about to open a chest. Kneeling next to the chest, you grip the lid. It crumbles in your now-blackened hands. Inside this pile of charcoal are 100 sp, two turquoise stones worth 20 gp each, a set of beautiful gaming pieces (worth about 50 gp), and a phial. Unfortunately, the great axe's haft is too badly burnt to serve as a weapon.

Sip the phial?
Leave it and go north?
Leave it and go back south?

Also vote on whether to have the Hammer of Vitroin heal you again once or twice.

Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 22/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, three bags of assorted gems worth 2,000 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), beautiful gaming pieces (50 gold), Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 23

Without the potion of mind control Darow would be at Intelligence 2, no longer truly sapient. Wouldn't mechanically affect your ability to make decisions for him but I might have had some fun with his final report to Nimron.
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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 sip the phial.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

You sip cautiously and feel a cool tingling for a moment, and then it fades. From experience you know this is a potion of fire resistance, which you automatically take.

Go north?
Go back south?

(I have enough confidence in the result that I will likely call it as soon as one vote is cast, unless that vote goes in the way I'm not predicting.)

Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 6 (-1 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 3 (chain and shield +1)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 22/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (worn), +1 mithril dagger "Sting," Shield +1, 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, three bags of assorted gems worth 2,000 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), beautiful gaming pieces (50 gold), potion of fire resistance, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 23
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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 go north.
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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 256.PNG
Map Segment 256.PNG (3.34 KiB) Viewed 747 times
You open the door and step out onto a ledge—all that remains of a hallway swallowed into the pit. Stepping on a weak part of the ledge, you feel it crumble beneath your feet. You catch hold of the charcoaled doorframe just as the ledge slides into the pit. As you dangle over the vaporous void, you see your weapon and shield fall. Cursing, you pull yourself back up into the shelter of the southern room.

(Whether you should be glad of this or not, I am saying your plot-essential weapon flies back up and lands in your hand; your magic shield, however, is gone. You do know where you left a nonmagical shield, and can retrace your steps to it immediately.)

You go back south to the room where you encountered the Hammer of Vitroin and go back across the bridge to the east. Being this close to where Delfi died, you automatically go back to the room with the vial of red liquid and pick up your nonmagical shield, as well as both warhammers as you are now somewhat shorter on backup weapons.

Sip the red vial?
Return to the hallway and:
Pass through the copper door on the west?
Pass through the silver door on the southeast?
Pass through the brass door on the northeast?
Pass through the mithril door on the south?
Go back through the north door?

Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 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)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 22/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (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, three bags of assorted gems worth 2,000 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), beautiful gaming pieces (50 gold), potion of fire resistance, 2 nonmagical warhammers, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 23
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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 sip the red vial, and hope it is a healing potion of some sort.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

This liquid is so sweet that you almost spit it out, but you feel a vigor coursing through you. You heal two points of damage. This is a potion of healing.

Return to the hallway and:
Pass through the copper door on the west?
Pass through the silver door on the southeast?
Pass through the brass door on the northeast?
Pass through the mithril door on the south?
Go back through the north door?

Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 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)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 24/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (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, three bags of assorted gems worth 2,000 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), beautiful gaming pieces (50 gold), potion of fire resistance, potion of healing, 2 nonmagical warhammers, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 23
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Darth Rabbitt
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

Try the mithril door.
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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 336.PNG
Map Segment 336.PNG (2.32 KiB) Viewed 711 times
This beautiful hall is completely undamaged. The walls are covered with ornate carvings fitted with gold and silver wire, studded with gems of every type. The scene is that of a landscape. The northwestern door is open and thick vapors waft out through the doorway. All the other doors are shut. The one on the south bears the sign of a forge surmounted by a five-starred crown.

Go back to the north?
Go through the open northwest door?
Go through the south door?
Go through the northeast door?
Go through the southeast door?

Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 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)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 24/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (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, three bags of assorted gems worth 2,000 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), beautiful gaming pieces (50 gold), potion of fire resistance, potion of healing, 2 nonmagical warhammers, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 23
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

I vote to check out the open northwest door.
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Darth Rabbitt
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

Yeah, I’m leaning towards either the open door or the crown door.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Going in the northwest door wins by 1.5 to 0.5 votes.
Map Segment 337.PNG
Map Segment 337.PNG (3.4 KiB) Viewed 689 times
At least half of this room has been swallowed into the huge pit. The vapors are extremely thick. On the north you see a smashed table and chair. Shelves full of charred scrolls stand against the eastern wall. Some of these have been pulled down. Your ring outlines a small secret compartment in the middle of the northern wall.

Examine that compartment?
Go back to the hall and make a different choice?

Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 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)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 24/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (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, three bags of assorted gems worth 2,000 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), beautiful gaming pieces (50 gold), potion of fire resistance, potion of healing, 2 nonmagical warhammers, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 23
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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 examine that compartment.
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Thaluikhain »

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

Post by Beroli »

As you go to the little door, the vapors coalesce around you. You shake your head in disbelief and ready yourself. Three vapor ghouls attack.

Vapor ghouls: AC 2; HD 3*; hp 16,10,8; MV 160'(40'); #AT 1 touch; D 1-4 + special; ML 9; AL C

Something special will happen if you are hit, if you roll a 20, or if you are reduced to 8 or fewer hit points (but the chances of Darow still having a mind after taking that much damage from vapor ghouls are not great). Vote on whether to retreat immediately or under what circumstances and whether to let one of them disengage if they attempt to.

Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 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)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 24/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (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, three bags of assorted gems worth 2,000 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), beautiful gaming pieces (50 gold), potion of fire resistance, potion of healing, 2 nonmagical warhammers, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 23
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Darth Rabbitt
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Darth Rabbitt »

Wow, there are a lot of vapor ghouls in this place. I’d just run for it because Int damage is basically a death sentence for Darow.
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

Since the mind control potion is apparently no longer working, I vote to retreat immediately.
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Beroli
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by Beroli »

Darow turns to run. Each of the three vapor ghouls takes a swing at him with a +4 bonus, hitting with a 16, 17, and 16, for 2, 2, and 4 damage and the loss of 3 Intelligence points.

Feeling weaker and stupider, Darow stands back in the hall.

Go back to the north?
Go through the open northwest door to fight the vapor ghouls?
Go through the south door?
Go through the northeast door?
Go through the southeast door?

Character Sheet: Darow Blackaxe
Level 9 Dwarf
Gender: Male
Strength 14/17 (+1 to hit)
Intelligence 3/6 (-3 to Intelligence checks)
Wisdom 9
Dexterity 12
Constitution 13 (+1 to each hit die)
Charisma 10
Armor Class: 4 (chain and shield)
Main weapon: Hammer of Vitroin. Will hit a -7 AC on a 20, will hit a 10 AC on a 3. Damage: 1d6+2, 1d6+4 against wyrms.
Hit Points: 16/54
Alignment: Neutral
Filthy bearclaw necklace (worn), wolf's head ring (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, three bags of assorted gems worth 2,000 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), beautiful gaming pieces (50 gold), potion of fire resistance, potion of healing, 2 nonmagical warhammers, Hammer of Vitroin: warhammer + 1, +3 vs. wyrms; Int 9; Ch 12; Alignment Chaotic; can heal 2-7 damage three times per day (two remaining); +2 to all saving throws while fighting wyrms; The Hammer of Vitroin is in charge here
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: 23
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JourneymanN00b
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Re: [Let's Play] D&D Solo Module XS2: Thunderdelve Mountain

Post by JourneymanN00b »

Let's try the northeast door.
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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 346.PNG
Map Segment 346.PNG (1.92 KiB) Viewed 628 times
This ancient sitting room is now a mausoleum. Dwarf skeletons lie across the room. You go to a table and take a decayed book from a skeleton's hand. All the pages have rotted away, but runes written on the inside of the back cover are still legible.
Inscription 12.1.PNG
Inscription 12.1.PNG (205.24 KiB) Viewed 628 times
Inscription 12.2.PNG
Inscription 12.2.PNG (191.41 KiB) Viewed 628 times
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