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.
1970 replies and 84 files omitted.
>>134623Go ahead and roll.
You might want to mention where you're going first though (it's in the OP).
>>134623Roll your Diplomacy mod. It's 1d20+1 for you.
In the future, I want you to keep better track of your skill modifiers.
>>134622Whiskers puffs up his feline chest. "We're mainly going for Vraath Keep, but we figure we should take down these goblins along the way because these goblins are not cool at all. Not even the blue ones."
He glances up at Brozal. "Save for him, they are pretty cold."
>>134626He cocks an eyebrow
"Vraath keep, you say? I recon ye' already know where that is?"
>>134627"...no," Whiskers lets out as he licks his little cat nose.
>>134628The woodsman lets out a sigh
"Go west on out to the big road; keep’s maybe eight miles north of there. Wouldn’t surprise me if some of the goblins are holed up there. Just the sort of thing damn goblins would do..."
"I'll guide you there myself, if y'all will pay."
>>134624>>134625>>134629[1d20+1 = 20]"How about 7 gold? And you can have a 14% share on the spoils of war"
>>134629"We could say by killing off the goblins, your woodsman activities will be easier to do," Whiskers presents with a mewl "so that's quite a pay, right?"
[1d20+23 = 38]<Diplomancy Roll
>>134630>>134631"9 gold a day, if y'all want to go to the keep."
>>134632"Okay then, we will follow you as you lead the way."
>>134632Whiskers harrumphs dramatically before looking up at the woodsman with an extended paw, expecting the usual human handshake. "Fine," he mutters "but you better take good care of the shinies while we're travelling."
>>134633"Alright. Feel free to camp. We'll leave in the morning."
>>134635"Hmm, in the meantime can you help us clear out a couple of goblin camps that are close by?"
The woodsman retires to his cabin.
>>134636"In the mornin'. It's late, nd you don't wanna fight those goblins at night."
The party is free to make camp. Once you're all settled, we'll begin day 3.
... You did pack camping equipment, right?
>>134637Whiskers prances up to the woodsman, looking up at him with beady eyes. "Surely you don't mind if I sleep inside your gracious for this night, right?"
[1d20+23 = 25]<Diplo check
>>134640Ah, you're able to make ample camp for yourself and the party.
Since I picked your starting equipment, I probably should have added a standard adventurers pack, which includes a tent.
>>134641The woodsman allows you to sleep on his gracious porch.
END OF DAY TWO >>134642Are we ambushed in the night?
According to the dice, nothing comes to chew your faces off in your sleep during the night
You go to bed early, hoping to beat the morning light. I'll say you get up around 6:00
Alright, getting up early saves you some time to travel.
Were you all looking to progress towards Blackwater?
Oh yeah, everyone gets 225 Ad hoc XP for contracting Jorr.
>>134644>>134645Whiskers wakes up in seemingly thin air
on Bagel, yawning softly. He soon practices his cat rituals before awaiting at the porch.
He'd definitely push for anything that could eliminate the threat on his livelihood in the area first before setting forth to his main objective, so if that is the way to end the green menance, he'll go there.
>>134645Is there anything else we can do before heading towards Blackwater?
Maybe clear a few goblin camps.
Alright, you travel miles back towards the dawn road, and another 2 miles north towards Blackwater Causeway to cross the river. The trip takes you about five hours with Jorr leading you, and you arrive at the bridge at 11-ish.
A wide expanse of dark water has flooded the woodland in this low valley. Trees still protrude from the calm, dark waters here and there, but many large reaches seem to be little more than open pools of algae choked water. The trill of frogs and the whine of insects fills the air. The forest road leads right down to the edge of the flooded section, up to a rickety-looking causeway made of thick planks of wood lashed together with mossy rope. The wooden causeway runs for several hundred feet through the boggy patch, only a foot or so above the water.
>>134647You don't know where the goblin camps are right now, but it can be assumed to be near Skull Gorge or Vraath Keep, or elsewhere in the Witchwood.
I'm was just checking your travelling speed. I didn't expect to do this timeline with Brozal travelling on foot..
Up ahead you can make out the wreckage of a wagon, lying on its side and half-sunk in the flooded forest, about thirty feet from the causeway.
I have it with Brozal marching first, holding up the line, followed by Misty, then Jorr and his dogs.
so, you guys just going to cross the bridge?
>>134649>>134648Whiskers, being the curious kitty that he is, carefully trudges towards the wagon
alongside the invisible cat.
He makes sure to check his surroundings at every step for any signs of danger.
[1d20+1 = 2]<Spot roll
I’m going across the bridge.
>>134649>>134651Currently working out how to do a spot check, wait a second and tell me if i did it right.
>>134652Ugh oh.
>>134653I rolled your check.
>>134647>>134654Alright, due to splendid a splendid roll, you are all flat-footed this round as several enormous reptilian heads charge out of the water and snap at you.
Whiskers takes 8 Bludgeoning and Piercing Damage.
Brozal takes 21 as two serpents bite him
Chad takes 10
Misty takes 18 as two bite into her flank
Jorr is also bitten.
Chad needs to make a Ride check to stay on Misty. Roll 1d20+5
Everyone roll initiative. A massive multiheaded monster has charged out of the mire from beneath the wagon and attacked you as you cross the bridge.
Everyone roll initiative.
Whups, Jorr wasn't actually bitten, now that i look at it.
"Blasted serpent! Lookout!" Jorr shouts out, unhelpfully.
I already know that Chad's initiatve is 19 or less.
The monster rolled 21, so it goes first this round while we wait for Chad.
So far it's:
Monster
Jorr
Brozal
Whiskers
Chad?
I was trying to figure out how the skill modifiers work.
The monster moves closer to the bridge and snaps at Brozal, clanging off his armor. Another head snaps at him and deals 11 damage
>>134661You manage to stay on your horse, but another head snaps at you and wounds you for 6 more damage.
Misty takes 13 damage, and you're going to need to make another check
I'm going to set your initiative right after Whiskers
>>134666You keep stealing all these trips
Brozal's Furious counterstrike triggers.
Whiskers takes another 13 damage as a serpent bites him.
Jorr manages to be bitten before he can move.
Jorr takes a 5 foot step back, moves out of the monster's reach, and looses two arrows, that pierce into the hide of the monster.
Brozal's turn.
>>134669I use revitalizing strike on the first serpent head
>>134670Okay, 11 damage to the enemy.
Whiskers is near the wagon on difficult terrain in the mud. One head is pointed towards him.
>>134666Sorry, meant to say you avoid falling off your horse.