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.
>>135459You want to make a 5 foot step first?
>>135461Done.
The surviving Worg rider attempts to fire at Chad, but one of Chad's dog's snatches her of the mount with a crit, and the remaining dogs proceed to tear her to pieces.
The Worg is enraged, and bites into the dog that killed it's master, wounding the smaller canine.
>>135457The goblin is not killed, but takes considerable damage.
Alright, it should be Brozal's turn again.
>>135463I'll go towards the goblin on the ground and attack it with Revitalizing Strike.
I rolled 20 on the attack roll, then rolled 18 damage. I heal back 17 HP.
While Brozal does whatever, Jorr charges toward the worg attacking his dog with his dagger.
>>135464She's more than 20 ft away, and dead.
One archer remains at the northwest corner, 20-ish feet away.
The other two archers are still behind the wall of smoke.
That being said, Brozal will charge over, jump into the air dramatically, and plunge his flaming trident through the skull of the downed goblin. He then tears off the head and waves it around in the air for the other goblins to see.
Alright I guess I'm attacking one of the archer's behind the wall of smoke then
>>135470That would require you to charge, and attack through concealment, and make a fortitude save.
>>135471I can do all of those things
Just fyi, charging (a full-round action) is mutually exclusive with standard action strikes.
>>135475Want me to reroll the attack and then roll the fort save?
24 on attack, 18 on damage, I heal 17 HP. I rolled 22 on fort.
>>13547720 on the attack without a charge
I'll attack the guy to the north instead
Okay, after some confusion, you redirect your attack towards the guy who wasn't behind the wall.
He takes the damage, and coughs blood.
He responds by drawing his katana and slashing you, but it misses. It then takes a 5 foot step back and moves 20 feet east.
The other two goblinoids have by-now clambered over the crumbling wall to avoid Chad's wall of smoke. From their elevated position, they fire black rays towards you. Only one hits.
The other Goblin who took the potion earlier has travelled back across the hallway to shoot you in the back with his own ray.
As the rays hit you, you take 9 strength damage, the spells sapping your strength.
It should be Whisker/Bagel's turn again.
The two worg riders are dead, but their mounts are still alive, albeit wounded.
Brozal slumps a bit as beads of sweat roll down his pale blue face.
>>135481Would standing up plus Iaijutsu one of the worgs be possible in this turn?
>>135484You already stood up, iirc.
I'm going to have to put the game on pause due to some irl obligations that sprung up... I'd like to return to this in an hour or two, but I understand if that's an unreasonable request.
Yes, the worg is balancing (flat-footed), so you can iajutsu it.
I have to step out. Sorry guys...
Okay, I'm back, but I can't be sure if I'll need to step out again.
However, I'm committed to DMing today. I can go all the way to midnight if you guys are up for it.
It's whisker's turn.
>>135482Oh shid, your strength is only 9 now, isn't it?
I'd better check your carrying capacity...
>>135489Eh, let us go for an Iaijutsu attack with retractable paws and seekrit cat play powers.
[1d20+7 = 15]<Attack
[1d20+5 = 20]<Iaijutsu Focus
Okay... Looks like Brozal is now carrying a medium load, and his speed is reduced to 15 ft.
>>135491Hit. Roll damage (3d6 Iajutsu).
>>135493Hmmm, looks like that wasn't enough to put it down.
The Wolf attempts to stand, you get an AoO.
>>135495Miss, even while flat-footed.
The remaining worg attacks Jorr's dog again, tearing into the prone canine.
Jorr's dog yelps out in pain before going silent.
Jorr REEEEEEEEEEEEEEEEs a mighty REEEEEEEEEEEEEEEEEEEE As he stabs into the beast with his dagger, and follows up with a punch to the monster's head. The worg collapses.
The last worg is able to stand, but in that moment succumbs to the flames.
Okay, we've lost a dog and Brozal is at 9 str. So far we've defeated the worg riders.
What’s the battlefield look like?
>>135502In terms of where we all are and if there are any doors we can go through to escape the courtyard.
>>135503Also the enemies that are present
>>135502Enemy casualties: Two dead worgs, two dead goblins, two wounded Veterans.
Party casualties: one dying dog.
Chad is on top of misty, not far behind you. Whiskers, Bagel and Jorr aren't far behind, just past the gatehouse.
An Ominous rumbling sound emanates from the top floor.
>>135505I walk up the stairs towards where the noise is coming from. “I want to talk!”
>>135506There's a goblin Veteran in your way that you would need to move past. He stands fast, brandishing his katana and shield.
>>135507I stop and lower my trident. "I only wish to speak with your master. I acted in defense when you attacked us."
You sure you want to move past him? It would mean an AoO, and you only have enough movement speed to move right up to him.