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 85 files omitted.
Chad moves right after Whiskers.
>>134673>>134672With a scared whimper and life flashing before his eyes, Whiskers quickly casts Glitterdust on the field, blinding every single combatant, both friend or foe.
>>134676Okay, It looks like everyone is going to have to roll a Will save.
I'll roll for Misty.
>>134678[1d20+7 = 21]<Drastic circumstances require drastic measures (Will Save)
>>134678I don't see "Will" anywhere on the sheet.
What's the modifiers for it?
>>134681Just roll your wisdom modifier+your level
okay, most of the monsters heads appear to be blinded, although it's hard to tell because the monster lacks eyelids.
>>134679Blind
>>134681It's right below your ability scores.
You mod is +10
It's your turn btw
The monsters heads writhe in pain, but seem to home in on it's targets nonetheless.
>>134682>>134683[1d20+10 = 22]Why is it 10 if my wisdom modifier is 4?
>>134686Druid has a will save of 4 at level 6
You add your wisdom mod and your will save
>>134686It's your turn.
You are at 37 HP. Two massive serpentine heads are pointed towards you. Misty is visibly wounded.
>>134691I cast summon natures ally V and summon a orca whale.
>>134692Never mind i summon a fire griffon, i don't think it's the right conditions for the whale but i'm not sure.
>>134692>>134693You can't summon an orca at this level.
Or a griffon
You have up to lvl 3 spells to burn.
https://www.dandwiki.com/wiki/SRD:Summon_Nature%27s_Ally_TableCheck that list and pick a monster. If you command the monster to attack, I'll control if for you.
>>134694Is it the right environment for a water animal or no?
Which part of the bog are we in?
Chad, I would need to tell you that casting a spell in melee range would provoke an attack of opportunity. You might also need to roll both Concentration and Ride to do it on the back of a wounded horse.
You can handle Misty as a free action. You could command her to move if you wish.
>>134695You are on the bridge. A river is nearby, and the monster is standing in a shallow mire. You summon an aquatic monster in the river, and I'll let it attack the monster in the mire.
Be aware that of the monster lands its AoO, you might lose your spell.
Chad, just do something. We're still on round one.
>>134696Misty moves backwards 7 feet.
I cast summon natures ally and (attempt) to summon a large shark.
[1d20+5 = 23](ride)
[1d20+12 = 16](concentration)
Is it 12?kek >>134698The hydra bites you blindly and drops you to 29 HP.
You're going to have to roll concentration again to see if you retain the spell.
Remember, you can still command Misty to move as a free action.
>>134699Misty moves along the bridge this time by 12 feet
[1d20+12 = 19]Do i need to do another ride check mister?
>>134700You barely manage to retain concentration despite the serpent's bite.
You already rolled Ride.
The shark is summoned into the river. Lets say its a brackish shark so that it can tolerate fresh water. It charges from the river and barely manages to sink its teeth into the serpent's flank (thank Eponna for Augment Summoning).
The shark manages to do a considerable bit of damage, so much damage that one of the heads threatening Brozal retreats to snap at it.
The serpent moves closer to the bridge and snaps at everyone (and I mean everyone), but Jorr, who has since moved out of the way. It's keen senses home in on the creatures its threatening.
One manages to strike the Blinded Brozal, dealing 5 damage.
Misty takes 4 damage from a bite. Forget the ride checks.
Another head grapples Whiskers. He's going to need to roll escape artist.
Even Bagel is damaged as a serpent bites her, now at half health.
Chad takes 7 more damage.
"Darn serpent can smell ye'! Don't just stand there! Move!" Jorr cries out, as he looses two more arrows.
The arrows strike true, but the monsters wounds seem to be closing, the arrow heads being pushed out of its regenerating flesh. Te monster hisses in pain.
Btw, you can totally try to sunder these heads if you're packing a slashing weapon.
>>134705I use stone bones on the first hydra head
I rolled a 23. 15 damage to the hydra and 5 dr for me until my next round.
Okay... it looks like Whiskers stepped out for lunch. I'll roll his escape artist check...
Okay, the monster rolled a 43. Looks like someone is being eaten pretty soon... Whiskers takes 9 more bludgeoning damage.
... It's Whisker's turn...
Gee, it looks like there's nothing Whiskers can do while grappled by this thing... He struggles weakly but cannot break the serpent's grip
I should have noted that Bagel is blinded and no longer invisible...
With no other options, she takes a 5 foot step back, and uses the retreat action, managing to roll 15 ft and succeeds on her balance ceck to avoid slipping.
Chad's turn.
>>134710okay, you managed to strike through concealment.
Just saying, this thing is going to kill Whiskers in a couple rounds if nobody stops it.
>>134715You know, it'd be a lot less risky if you moved out of melee range before attacking. The serpent's head is less than 5 feet away from you, and it can smell you.
The serpent bites and you take 12 damage. Roll concentration to see if you lose your spell or not.
You are at 9 HP. Virtually any attack from the serpent could kill you now.
And yes, I've been rolling to see if this thing strikes through concealment. If it's within 5 feet of you, it can pinpoint your location.
>>134718You save heroically, managing to retain your spell.
The algea in the swarm triples in thickness, creating difficult terrain for the monster.
You had to give up a third level spell to summon that shark. Which did you give up?
Be warned, if you stay in melee range, you might die next round. You can handle Misty as a free action.
>>134719I lose sleet storm,
I move Misty 15 feet along the bridge.
Then i cast entangle after everyone else takes their turn.
The Shark crits and manages to deal a considerable amount of damage.
>>134720Misty avoids AoO.
You do as well.
Do you want to move any further than that? she can move up to 90 ft.
>>134721I move 69 feet along the bridge.
Okay, Whiskers drops to 8 HP as the serpent bites into him.
He also takes 5 nonlethal damage.
>>134722Two heads follow misty as she leaves, but the blinded monster doesn't yet appear interested in attacking creatures beyond its reach.
As a result monster focuses fire on the rest of the party, the two spare heads snapping towards it's greatest source of pain: the shark:
The shark takes three more bites and vanishes.
Two heads miss Brozal.
One head hits and attempts to grapple. Roll an opposed grapple.
Jorr manages to critically wound the monster. It looks very, very wounded.