Greetings. Welcome to the first session of /mlpol/'s first running of the classic third edition d&d campaign Red Hand Of Doom.
On this adventure, our heroes, currently three strong, will encounter dozens of trials that will test their strength, cunning, and friendship as they face an army of goblins.
If you'd like to join, there's still room for more in the party. Don't be shy to ask.
Our story begins in Elsir Vale, with our three heroes on the road to the town of Drellin’s Ferry. The three are seasoned adventurers, and exated heroes to boot. Having fought many battles together before, they are confident in their strength. Legend has it of a vast treasure in the Vault of Vraath Keep, hidden deep in the Witchwood; our heroes, have journeyed all this way to seize the vault for their own.
Despite that, they all have their own motivations to travel to Drellin's Ferry:
Sir Whiskers, a cunning and charismatic Tibbet Jester, is travelling to meet up with an old friend of his: Princess Princess Bagel Jennifurr Fluffykinz the fourth. He hasn't met his old friend since he was a kitten, and he's eager to meet with her again. She has arranged to meet up with him in Drellin's Ferry, and to accompany him on his adventure.
Sir Brozal, a mighty Orc Crusader of Pelor, has received a mission from a high-ranking Cleric of his order has received a powerful vision of war descending on Elsir Vale under the banner of a clawed red hand, and has sent Brolaz to the far reaches of Elsir Vale to avert impending disaster... Brozal isn't exactly sure if the vision was real, or if his master just wanted to get rid of him for the year, but he never turns down a good crusade.
Brother Chad, a wise and powerful Druid, has chosen to accompany his companions on their hunt for the lost treasure in the Witchwood. Sir Whiskers requested his aid because Chad is the most experienced woodsman he knows. Chad is wary of this region, for he's heard that it is ruled by a fierce and territorial Druid, but he embarks upon this jouney nonetheless, the secrets of the Witchwood too tempting to ignore.
...So tempting that he seems to have drifted off somewhere with his horse; probably fucking it again or something. Stupid hippie.
And so, let's begin:
>The afternoon sun beats down on you; the air is hot and still. The sparsely settled lands of Elsir Vale are starting to grow monotonous, with a seemingly endless line of dusty flyspecks of towns. The town of Drellin’s Ferry lies a few miles ahead of you. It’s a settlement hard on the borders of the Witchwood, and the best place from which to begin exploring the nearby forest.
This is the part where the players ask obvious questions that I thoughtlessly ignored in the first post, as well as implore about their surroundings.
1920 replies and 80 files omitted.
>>135110"Do you want a hand?"
>>135111Considering Whiskers' tiny form plus the inability to take off the horse butt off him, the kitty tried to say yes.
However, the lack that equine rump is currently squishing him only allows him to let out a long wheeze.
Okay, since Brozal's player vanished, this will be it for the night.
Feel free to dialogue though. The party is camping.
It's about 7:00 PM, on day 3.
>>135112"I'll take that as a yes" I say with a grin.
I call Misty's name and she gets up.
We sleep against the rock, i am spooning her from behind in a bedroll.
"Feel free to sleep on top of us, Whiskers." I rub Misty's ribs indicating a sleeping spot "It'll be a lot better than being squished and you get free rent for the heating."
>>135114Whiskers stares at the offer, still shaken by the horse buttening that fell upon his tiny body, glancing nervously.
Bagel, on the other hand, quickly walks towards the spot, marking it as hers forever. Of course, nobody but Misty and perhaps Chad notices her doing so.
>"Come on~" she beckoned "It's purrfect."With a tired sigh, the cat walks much more reluctantly, starting to do his tibbit ritual of softening.
>>135115Chad and Misty only heard an alien meow ontop of them.
Kitty language 2 complex 4 humies
>>135115>>135116"Have a goodnight and don't use Misty as a rug or you won't see the next sunrise." And then i begin to chuckle.
>>135117Whiskers glances at the horse of the apocalypse, tail now puffed when Chad mentioned her quirk, quickly changing positions to be ontop of the druid instead. "Y-yeah, thanks," he hurriedly answers.
>>135118"No worry's."
I think i will leave it at that.
Okay, you guys go to bed at 7:30 like little kids.
Jorr says he wants you to get up hours before dawn
END OF DAY THREE
rolls some dice
During the night you get attacked by seven ettercap berserkers (that would've been a TPK...), and then a gray render, but I am going to throw both of those encounters in the trash because I feel like if I run them you guys are going to camp again.
DAY FOUR BEGINNING; BEFORE DAWN
rolls even more dice
Thanks to Jorr and Chad's survival skills, you manage to avoid a goblin scouting party that passes through the forest.
By the time his second night-watch shift is over, at about 3-4 AM, Jorr seein the dark.
"Those bastards are up to something..." He growls, clutching his bow
He patiently waits for the party though.
Jorr confiscates Brozal's everburning torches for the night.
I'm here, I will be free in about 2 hours.
I assume everyone will be here by then, have you heard back from Brozal OP?
>>135154I have. He fell asleep yesterday.
In the meantime, when do you guys want to leave camp? You went to bed at 7:30; you could leave as early as 3:30 and still have spells recovered, if you wanted.
Not feel good. Mind mush.
Player say sorry for lack of strength, but needs to take break.
>>135157Alright, no pressure then. There's no point in playing games if you're too sick to have fun. We're all here to enjoy ourselves.
We could play Sunday, if you're feeling better then.
To those of you with nothing else to do today, you can go ahead and monologue/dialogue while the party camps. It would be nice to see some in-character bonding and/or backstories. The PCs are supposed to already know eachother in-character, just to remind you guys.
If I'm not DMing today, I'll busy myself with Ginsberg salt-mining and the essay I should have started 6 days ago.
... I never got around to writing that essay.
Will we be playing Friday or on the weekend?
>>135193I would like to do that.
I really would like to actually play this weekend, but I have an exam...
I'll post again later this week and try to see if I can get my studying done before the weekend.
>>135315Are we playing tomorrow?
I can't play tonight but either tomorrow or on Sunday.
I have to get a haircut tomorrow but I can probably play around the time we normally do.
It would be really personally irresponsible of me, but I can probably DM tomorrow.
Chad, you still alive?
>>135327Yeah, I can do it. You guys can storm the keep tomorrow.
I would like everyone to try to be present as early as possible.
Also, in-character, you guys need to decide when you want to get up. You went to bed at 7:00-ish, so you could get up as early as 3:00 AM and still recover Arcane spells.
>>1353313:00am. We should get up early to avoid an ambush.
I will be ready in an hour or two.
Okay, Brozal and
>>135332Got it.
Now, are you going to make any effort to sneak in, or are you going in torches blazing? Not to spoil anything, but those everburning torches are bright enough to be seen from far away at night.
>>135329Hey, Chad, fyi, you get to change your prepared druid spells every single day. You've picked up the basic mechanics pretty well, and I really like how you've roleplayed Chad so far. I feel like you might not be enjoying your character as much as you could though. I picked those spells for the sake of convenience, but you're under no obligation to keep them that way.
I encourage you to explore the Druid spell list for different spells, because that's the fun of being a tier 1 spellcaster.
Druid is a great class because it's effective and powerful to play no matter how experienced you are. You can always channel any useless spell you prepare into the ever-useful Summon Nature's Ally spell, so don't be shy to experiment with situational/unique spells.
Wen preparing spells, consider the environment you'll be travelling in. For example, for an indoor/underground environment, Impeding Stones may prove more useful than Entangle.
Some of the more powerful spells can be found here:
https://docs.google.com/document/d/1Geg_EBkDf1yzQN-c7TUIhUS8CUVvAufnxR2suKx_4eA/edit#You also have 2 uses of Wildshape per day, and you can remain in Wildshape for 12 hours total (6 each). Wildshape is one of your most valuable assets as a Druid, because you are far more durable in Wildshape than you are in your human form. You have the Natural spell feat, so you can cast all of your spells in animal form. You also have a Pearl Of Speech in your equipment, so you can speak common while in wildshape as well.
You can also handle Misty on your turn as a free action. She may be a horse, but she's very powerful, nearly as strong as Brozal when it comes to melee capability
(I may have gotten fancy with the optimization...). She's not trained to attack, but you can push her to. Since I made you an Athasian Druid with continuous Speak With Animals, and she's a Celestial Warhorse with 3 Int, you can give her precise commands. She understands common, but cannot speak to anyone but you. Consider your animal companion to be a powerful NPC under your control, or even a second character. You can even RP dialogue between the two of you if you wish.
Also, while we may not play every day of the week, I still check /mlpol/ every day religiously. If you have any questions/comments/criticisms, or if you want to casually RP with an NPC or other character, I'm always available during the week. I know Brozal and Whiskers through discord, and I don't want you to feel left out, especially not on weeks where we had to skip the session.
>>135336*Brozal and Chad will be here in about an hour
>>135336I might use impeding stones but i'll keep with the original spell list.
>>135338Are there any actions you'd like to declare before we get started?
>>135340Do you mean spells or what are you talking about?
>>135341Spell Prep would be one of them.
I had you designated to pray as the sun rises, but then again I didn't really give you that choice... I think you should be able to prepare a new set of spells anyway.
Otherwise, declare any actions, announce any plans/tactics you want to propose, etc.
>>135342>>135343If i want to use impeding stones do i have to swap it out for another spell? If so i will swap it for travelers mount.
>>135344Yes, you only have so many spells per day.
Traveller's mount is fine to replace.
>>135346That's okay, is anyone else here or just me and you?
>>135347Whiskers is here, i think.
Brozak is getting a haircut and should be here soon.
My IP is different but it’s me and it’s confirmed in the server
Okay, Brozal's player will be here soon, and is observing through mobile.
Day Four, 4:00 AM
(I forgot that Chad needs an hour to prep his spells)
You approach the keep hours before dawn. The hike is short, about 5 minutes. Jorr scouts ahead until you reach the keep.
I'm waiting to see whether or not Jorr was able to convince Brozal to put his torches away before I post the next part.
Brozal does not put away the everburning torches and will walk ahead of the party by sixty feet so he takes the brunt of the abuse by any incoming arrows or bolts. “LET THE FLAME OF PELOR DRIVE TERROR INTO THE HEARTS OF THE WICKED!”
By chance, is there anything nearby that could be held as a makeshift tower shield?
The old keep is in very poor repair. The gatehouse is partially collapsed, as is a section of wall to the south. A small wooden building sits next to the remains of a long-abandoned garden in front of the structure.
The walls surrounding the keep are about fifteen feet high, with a two story tower looming in the southwest corner of the courtyard within. Large boulders lie strewn amid the ruins of the two watch towers, and a massive humanoid skeleton slumps amid the ruins of the northern
one. This skeleton still wears tattered fragments of hide armor, and a large club lies next to one of its bony arms.
A sickly greenish-yellow light flickers inside the second floor of the ruined tower, and the faint sound of eerie moaning can be heard from within.
Jorr took the liberty of scouting ahead. He points out a thin plume of smoke from the southern section of the keep.
"Looks like they're campin' in there afterall. The gatehouse looks unguarded. So long as we don't do anything stupid, we might be able to walk in there an' takem by surprise."
>>135352Jorr's eye twitches.
"... Are you
sure you want to do that? The damn gobs will see us a mile away."
>>135353No.
It looks like Whiskers is still in class. I'm going to go grab a bite to eat. I want to wait until the entire party is present, since the next encounter(s) might change depending on who does what and in which order.
>>135357"...Stupid Orc...!" The woodsman grumbles, as he turns to his dogs and whistles some unintelligible commands.
You catch a slight smirk on his face as he turns away though, counting his arrows as he prepares for the upcoming fight.
"Bring it on then."
>>135358I was about to post that meme. Lol.
>>135354>>135357>>135358Whiskers' paw meets his forehead at hearing the rather dumbfoudning interaction.
"I'll stay in the backline, then," he announces. "No way I'm going to live if I'm spotted along with you."
Okay, I just heard from Whiskers.
Chad, are you still there?
You approach the ruined gatehouse, with Brozal marching out 60 feet in front of you, like a living lighthouse, his banded mail clanging...
[/i]rolls some dice[/i]
>>135354>>135362I'm still here, should i do a spot check?
The keep’s gatehouse has seen better days. The watchtowers to either side have partially collapsed, and several large boulders lie strewn about. The decayed remains of two sets of large wooden gates lie in a heap on the ground.
The conditions were low-light, until Brozal walked in there.
Pic related illustrates what parts of the keep you can see.
>>135363You can try.
Btw, are you just marching with the rest 60 ft behind Brozal?
>>135365Yes i am behind.
[1d20+14 = 33](spot)
>>135366You rolled splendidly, but your lack of darkvision or low-light vision means that you don't see anything within the keep itself, yet.
Sorry, something just came up. I'll be ready in like 5 mins.
As of now, I have everyone else 60 ft behind Brozal, because he said so and nobody objected, putting the rest of you outside the keep as he walks in.
If you would like to change tactics, say so immediately.
Oh, btw, there's a small shack in front of the keep, just to the left of the gatehouse.
Is anybody but Brozal doing anything?
Jorr seems dumbfounded, but waits in the back with his dogs.
>>135369>>135370>>135371Yeah, I'm too worried about being snuck-attacked to really do anything.
>>135371I'm waiting for bro to be impaled or something to happen
>>135374I suppose. As sneakily as possible.
Just a moment, figuring out which NPCs to move first...
Sorry, I thought I had this written down. My computer is giving me grief.
Fuck it. No point in stalling. I'll just improvise.
Brozal boldly walks past the gatehouse and into the keep, while everyone else waits outside.
This courtyard of hard-packed earth has an eerie air of desolation. Jagged boulders embedded in the ground seem to have been dropped here, or thrown from a great distance; many of the walls bear large dents and cracks where these boulders might have once struck. Two massive skeletons lie at opposite ends of the courtyard, one propped up by the watchtower and the other sprawled at the far end by a building that could be a stable. To the south, where a section of the keep’s outer wall has collapsed, a third giant skeleton lies partially buried in the rubble.
Oh yeah, and it seems to be occupied.
"Gobbo gobbo gobbo gobbo!"
Four hobgoblins Shoot you from both sides with longbows, all connecting, dealing a total of 36 damage.
Meanwhile, two arrows fly out of the darkness from the woods and hit Chad, dealing 7 damage.
I need everyone to roll initiative.
Sorry about that. I had some trouble figuring out how many NPCs would be stationed here.
>>135380[1d20+2 = 17]<Whiskers
[1d20+4 = 16]<Bagel
I drew Crusader’s Strike, Mountain Hammer, and Vanguard Strike for my readied maneuvers.
>>135384*granted maneuvers
>>135380[1d20-1 = 0] (initiative)
Should i do a ride check?
Assume I'm in the Martial Spirit stance
Okay, looks like it's going to be:
>Brozal>Jorr>Hobgobbo firing squad>Whiskers>Bagel>Archers from the woodsI'll put Chad last, because it'll take a while.
Brozal, your turn. The goblins shot at you from four corners of the room. Each is a bit less than 20 ft away.
What do you do?
>>135386Nah. You're fine.
>>135388That's perfect because I have exactly 20ft move speed. I will move towards one of the archer's and use crusader's strike with my trident. Brozal charges at the first archer and slashes at him in an attempt to gore the hobgoblin's chest. "I shall not falter as long as the light of Pelor graces me!"
>>135390The room is pretty big. Which way are you moving?
It's not actually a room though, it's a courtyard surrounded by crumbling walls.
Rolled 30 and 16 respectively. Healed 9 HP on the first strike. Dealt 18 damage to the archer if both hit, 9 if one hit.
>>135391To any archers on the left.
>>135393You need to specify which direction you're moving in.
>>135395I didn't see any archers on the battlemap, but I'm going left/west.
>>135393*I forgot to add my str mod. That's actually 25 damage to the archer if both hit, and 13 if only one hit.
Gobbling sounds
>>135396Got it.
You can only attack once after moving though.
Your first attack roll was a crit, but you failed to confirm it.
The seasoned hobgoblin is wounded, but doesn't drop.
“We are the Red Hand! We do not know defeat!” He roars
Jorr shoots into the forest, yelping sounds resound from where he shot (some 200 ft away).
"It's the blasted worg riders! Lookout!"
If possible, I'd like to leave one hobgoblin alive so that it can try to talk the rest into surrendering and leaving without a fight. What does everyone think of this?
>>135398I cast plant growth on the encroaching riders.
*gobbling sounds echo throughout the keep as the alarm is raised.
Three hobgoblins fire at Brozal, all missing like total idiots.
The goblins in front of Brozal rapidly draws his katana with, the ki-charged blade flashing in the dim light. He strikes.
What's your AC?
>>135402AC is currently 21
Whiskers, it'll be your turn right after this goblin's attack resolves.
>>135400They're on opposite sides of you.
>>135404Alright. Be sure to signal me the field around Whiskers.
I'm really liking crusader a lot. I think it's class features lend itself to the fluff a lot.
>>135403Then you are hit.
The glowing sword leaves a ghastly gash in your torso. You take 8 slashing damage, and 9 additional electricity damage as the goblin strikes through you.
>>135404How far away is the keep from me?
>>135405What do you mean?
You are 60 feet from where Brozal was at the beginning of the encounter. Brozal has charged out of sight. You hear snarling from the woods on either side of you.