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

Stories about games that you run and/or have played in.

Moderator: Moderators

User avatar
Beroli
Prince
Posts: 2551
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Inscription 12.3.PNG
Inscription 12.3.PNG (191.77 KiB) Viewed 2761 times
Inscription 12.4.PNG
Inscription 12.4.PNG (130.41 KiB) Viewed 2761 times
Inscription 12.5.PNG
Inscription 12.5.PNG (121.84 KiB) Viewed 2761 times
You carefully tuck this book into your pack for Grona and return to the hallway.

Go back to the north?
Go through the open northwest door to fight the vapor ghouls?
Go through the south 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
User avatar
Darth Rabbitt
Overlord
Posts: 8870
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

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

Post by Darth Rabbitt »

a dead dwarf wrote:WORDS OR DEADLY VAPOR CREA
TORES. LAST NIGHT FIVE OF OUR
NUMBER SET OUT TO SEEK A WAY TO
THE OUTER HALLS. ONLY NINLI RE
TURNED. HE IS BEREFT OF SPEECH
AND SITS CRYING. OUR LAST HOPE IS
THAT NIDRAN FINDS A CHAMPION TO
RESCUE US. BUT I SPEAK AIMLESSLY.
DOUBTLESS NIMRON IS DEAD SLAIN
IN HIS STUDY AT THE FIRST ONSLAT. MY
OWN GOLD APARTMENT IS SWALLOWED
WHOLE AND WITH IT MY WIFE AND
CRONA MY CHILD. I CANNOT BEAR
WRITE MORE.
Let's try the south door this time.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
User avatar
Beroli
Prince
Posts: 2551
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Map Segment 354.PNG
Map Segment 354.PNG (2.44 KiB) Viewed 2725 times
This room is so elegant, it must have been Nimron's and his wife's private chamber. You look around for any clues but find none. There are no valuables. Your ring outlines a secret door on the west.

Go through the secret door?
Go through the east door?
Go back through the north door and go somewhere else (say where if you choose this one)?
Go through the northeast 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
User avatar
Darth Rabbitt
Overlord
Posts: 8870
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

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

Post by Darth Rabbitt »

Try the secret door and hope there aren’t any vapor ghouls here.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
User avatar
Beroli
Prince
Posts: 2551
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

If you're actively trying to avoid vapor ghouls, getting away from the pit of vapors might be indicated.
Map Segment 355.PNG
Map Segment 355.PNG (2.49 KiB) Viewed 2715 times
You swing back the door and see a set of stairs leading up.

Explore it?
Go back to the previous room and make another decision?

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
Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

Oh right, was waiting for someone else to make a decision in case I'd missed a clue, and then forgot about this.

Go up stairs.
User avatar
Darth Rabbitt
Overlord
Posts: 8870
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

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

Post by Darth Rabbitt »

Yeah, go up the stairs.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
User avatar
JourneymanN00b
Prince
Posts: 4296
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

I too will vote to go up the stairs.
Say No To Fascism. The left is the one true way to go.
User avatar
Beroli
Prince
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 climb the stairs a short distance, then find that they have been smashed into rubble. You can look through a gap in the northern wall, into the pit, and smell the vapors. As you start back down, you feel something entwine itself around your feet. You look down and see a huge snake.

Rock python: AC 6; HD 5* ; hp 25; MV 90'(30'); #AT 1 bite/1 squeeze; D 1-4/2-8; ML 8; AL N

Well, it's not a vapor ghoul. Despite it being entwined around your feet, you can retreat if you wish to (with the usual +4 attack penalty). Something special will happen if the snake hits, if you roll a 20, or if they roll a 20. Vote on whether and under what circumstances to retreat, and whether to permit the rock python to disengage if they attempt to. Never mind that; the rock python is a "dragon, wyrm, and giant snake(s) of any sort," and which means that the Hammer of Vitroin does count as +3 against it but also that it won't permit any attitude other than "fight to the death," and it's in control of you. However, you can vote on whether to use it to heal before the fight starts.

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
User avatar
Darth Rabbitt
Overlord
Posts: 8870
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

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

Post by Darth Rabbitt »

Let's pop a use of healing and then go all Whacking Day on this snake.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
User avatar
Beroli
Prince
Posts: 2551
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Healing results: 7. Lucky, the maximum roll.

Rock Python wins initiative and it hits, doing 2 damage. Darow Blackaxe grabs hold of the snake's tail and whip it into a wall. It falls, momentarily stunned. You could retreat downstairs, but the Hammer won't let you. You do have automatic initiative in each subsequent round. 7 damage.Darow Blackaxe wins initiative and misses. The snake hits, doing 2 damage.Darow Blackaxe wins initiative and hits, doing 6 damage. The snake misses you.Darow Blackaxe wins initiative and hits, doing 10 damage. The snake misses you.Darow Blackaxe wins initiative and misses. The snake's coils find their way around your throat and begin to squeeze. You cannot breathe, but continue to fight. 12 damage. You automatically lose the initiative in each subsequent round. Rock Python wins initiative and it hits, doing 4 damage. Darow Blackaxe hits, doing 6 damage.Rock Python is dead.

Need to fix the spacing on that version of my Twine program before the next fight.

With a final heave, you rip the snake from around your body and fling its writhing form out into the pit. You sit on the broken stairs to rest momentarily. Your hand falls on something lying on the stairs. It is a locket. Inside is a picture of a dwarven lady, perhaps Nimron's wife.

You return back down the stairs and go back into the elegant room.

Go through the east door?
Go back through the north door and go somewhere else (say where if you choose this one)?
Go through the northeast door?

Also vote on whether to take the locket and whether to use the Hammer and/or your last potion to heal.

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: 3/54
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 (one 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: 24
User avatar
Darth Rabbitt
Overlord
Posts: 8870
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

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

Post by Darth Rabbitt »

Take the locket, pop both the hammer and the potion. Try the northeast door this time.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

Sounds good.
User avatar
JourneymanN00b
Prince
Posts: 4296
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

Third this plan.
Say No To Fascism. The left is the one true way to go.
User avatar
Beroli
Prince
Posts: 2551
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Healing results: 7 and 5, for a total of 12.
Map Segment 347.PNG
Map Segment 347.PNG (2.16 KiB) Viewed 2629 times
You open the door and find the delights of dwarf toymaking you have not seen since you were young! The floor is littered with metal warriors, gemballs, mechanical dragonettes, and whizbangs.

Investigate?
The west door leads back to the corridor, the south door to the room you just came from. Go to either of those and from there to (specify)?

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: 15/54
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, locket, 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; 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: 24
User avatar
Darth Rabbitt
Overlord
Posts: 8870
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

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

Post by Darth Rabbitt »

Investigate.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Thaluikhain
King
Posts: 6186
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

Investigate all the things.
User avatar
Beroli
Prince
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 proceed to the toy shelves. But then you hear a peculiar whirring sound. You turn and see the entire army of 24 metal warriors marching toward you, their little razor-sharp axes raised, their little crossbows loaded. Nimron must have made these to guard his children from danger.

You have not found anything that might help you here.

The toy soldiers attack in deadly unison. Treat them as a single living statue for combat purposes. Something special will happen if you roll a 20, if they roll a 20, or if your hit points drop to 8 or less.

Toy soldiers: AC 3; HD 3; hp 24; MV 60'(20'); #AT 1 axe/1 bow; D 1-4/1-3; ML 12; AL N

Unsurprisingly for mindless golems, with a Morale of 12 they will not retreat. Pausing for votes on whether and under what circumstances you will. Because the axe attack is listed first, they will attempt to axe you if you flee, even if more intelligent opponents might use the crossbows on a fleeing opponent.

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: 15/54
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, locket, 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; 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: 24
User avatar
JourneymanN00b
Prince
Posts: 4296
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 immediately retreat, as 15 hit points is really not enough to survive the fight.
Say No To Fascism. The left is the one true way to go.
User avatar
Beroli
Prince
Posts: 2551
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

As you turn to run, the toy soldiers hit you with a 19 for 1 point of damage. They do not pursue you further than the corridor.

Back in the corridor, you can only go back through the north door if you do not want to fight either the toy soldiers or the vapor ghouls.

Back in the hallway, you:
Pass through the copper door on the west?
Pass through the silver door on the southeast?
Pass through the brass door on the northeast?
Go back through the north 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: 14/54
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, locket, 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; 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: 24
User avatar
Darth Rabbitt
Overlord
Posts: 8870
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

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

Post by Darth Rabbitt »

Go back through the north door.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
User avatar
Beroli
Prince
Posts: 2551
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

This enormous, once-festive hall is now in ruins. Charred tables, benches, and skeletons lay tumbled together where they fell during the sudden and fiery onslaught of the fyrsnaca. The room is filled with the sound of dull thunder constantly booming in the distance. An enormous gem glows high up on a central pillar. You have heard of this fabled uncut stone, the Heir's Stone. It was left exactly where it was found when the dwarves were excavating this hall. The statue that once stood at the base of the pillar is now in pieces.

You take account of the exits now. The great doors leading to the west are coated with mithril. The smaller doors on the north and south have both been blasted off their hinges or burned away. Above the northern and southern doors are more runes. A great arch in the eastern wall opens onto a descending flight of stairs. You have been north and south, and originally came from the west through the mithril doors, but you have not completely exhausted the possibilities of any direction.

Vote on whether to go north, south, east, or west.

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: 14/54
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, locket, 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; 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: 24
User avatar
JourneymanN00b
Prince
Posts: 4296
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

I guess I will vote to go east, since that is the only direction that none of our heroes have been in yet. Let's see if turning towards fascism pays off.
Say No To Fascism. The left is the one true way to go.
User avatar
Beroli
Prince
Posts: 2551
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Map Segment 366.PNG
Map Segment 366.PNG (2.56 KiB) Viewed 2565 times
These wide stairs of clear crystal are chipped and cracked, stained by smoke and fire. Numerous skeletons lie piled against the walls. At the bottom of the stairs are huge doors, identical to those west of the Great Hall. Except for the stains of smoke, they are undamaged. Intricate patterns of gold and silver weave through the ironwood. You push on the doors, but they do not move. They are locked.

You do not have any means of opening the doors.

You have no choice but to return to the great hall; if you want to get through the doors to the east, you'll need to find a key or something similar.

Vote on whether to explore the north corridor further, explore the south corridor further, or return to the rooms before the great hall.


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: 14/54
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, locket, 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; 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: 24
User avatar
Darth Rabbitt
Overlord
Posts: 8870
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

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

Post by Darth Rabbitt »

We just came from the south, right? So heading north might make sense.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Post Reply