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.
>>136115Eh, there's a random plank of wood you could use.
>>136117Okay thanks. It doesn’t really matter, but what material is the wood? I was hoping for something that would burn for a long time because I want to craft a symbol of Pelor and light it on fire. I’m going to use the daggers as makeshift nails.
Can I create a long-burning jelly by mixing oil and alchemist’s fire? Napalm sticks to goblins.
>>136118I’m going to scrap down the chairs and table for crafting materials to use for the symbol of Pelor.
>>136118It wouldn't really last long as a symbol if you lit it on fire.
>>136121It just needs to burn for a few minutes so goblins can see it
>>136119You are not a spellcaster. You cannot create alchemist fire, let alone mix it.
>>136122What goblins?
>>136120Sure, you can do that...
Roll craft (woodworking), with a -2 penalty for improvised tools.
>>136108>>136110Sorry, I should clarify that. There is no map in this room. The north marker left on a dagger on one corner of the table implies that there was a regional map pinned there.
>>136116Anything you want to do here though?
You came for treasure. Now's the time to search.
>>136101Chad, I'm going to situate your character outside the keep like you were before. In character, you would have never seen that bugbear, and your wand charges remain unexpended.
I'm going to remove you from the course of events for the time being, but you'll get your move later.
Jorr speaks up after checking on his dogs.
"Blasted bugbear. Prolly went to go report to 'is superiors. Woulda' liked to get another clean shot at 'em.." He grumbles
He leans over Brozal's shoulder
"Say... What exactly was it ya were lookin' for in these parts?" he implores
Okay, looks like Brozal is kill, Whiskers is unable atm, and Chad is away from the keyboard, so I think I'll go have lunch and study for an hour or so.
We'll continue as soon as I can get the players together.
Just fyi, I'm not going to be able to do this tomorrow.
>>136136Okay, Chad should be situated some distance outside of the Keep, at say, 20 HP.
The other three players have not responded...
>>136137Okay so can i explore?
>>136138Yeah i read them, i got the impression that i shouldn't have asked about the game through the week so i didn't, it's just a game so i'm not really bothered.
>>136139Does this mean we get another tea party by ourselves? I like it.
>>136140i really don't like splitting up the party in this fashion... but go ahead and roll a Listen check.
You can roll Spot for Misty too.
>>136141[1d20+14 = 26](listen)
>>136142Should i do it with my original modifiers?
[1d20+14 = 29](spot)
>>136143Either way, that's enough to detect a shadow dashing swiftly towards the road behind you.
>>136145Pretty far, about 100 ft up and 200 ft away.
The figure is floating east, towards the road from whence you came.
>>136146Is he coming closer or going away?
>>136147Going away, it seems. It just passed you.
>>136149Due to my retcon, you wouldn't have seen it (your flaming sphere remains unexpended), but the figure doesn't look human.
>>136150Okay then, can i search now?
Misty can see it semi-clearly. Chad only sees the faint outline of a shadowy figure.
>>136152Can i ask her what it looks like?
>>136151The vault of vraath keep? Sure. Just trot into the courtyard.
>>136153"hairy man-creature".
>>136154Okay then i enter the courtyard, should i check the other tower?
>>136155The other tower (southwest) is the one where you saw the "winged lion" perched earlier. The Northwest tower is the one with the earie flickering light.
You don't detect anything as you enter the courtyard, but something stands out to you: two of the hobgoblin corpses and a worg have disappeared.
>>136156So what can i do about the goblins that have disappeared? Should i do any checks?
Also is the tower with the light the one everyone else is in?
>>136157The tower is behind the barracks, yes.
The door is barricaded, but Jorr pokes his head out to see you and lets you in after a few minutes effort.
"Quickly, quickly! That damn beast is still out there!"
>>136158Okay so what can i do in the barracks?
The party is waiting for you in the barracks. Whiskers appears to be counting a sack of coins. Brozal seems to be attempting amateur woodworking. A dead minotaur lies before you.
Jorr fills you in on the details of the battle, explaining how the minotaur warrior and the bugbear mage waited until all their subordinates had fallen to make their move.
"The blasted savage got away! Bet he's well on his way to go see his damn master." The woodsman grumbles, shaking his fist at the memory of the mage, as he nurses one of his badly-wounded dogs.
>>136159There are two doors. One leading left, the other leading right. Jorr says the bugbear came from the left, and fled the same way.
"Zipped right up the stairwell, he did.." The woodsman grumbles
>>136160Can i go left up the stairwell?
>>136161Yes, but the horse stays in the barracks.
Jorr hands you a torch.
There's actually a room behind the door.
This circular chamber has been outfitted with a mix of furniture, including a large desk, an overstuffed chair, a massive four-poster bed, and a large easel that holds a sizable canvas covered with a sheet. A flight of stairs arcs up along the south wall to the upper floor, and a fair amount of rubble from a hole in the ceiling lies heaped on the base of these stairs.
>>136163Should i do a search check?
>>136168Alright, should i go up the stairs with the light spell?
Should i try get Misty to come up the stairs again?
>>136169Don't bother trying to bring the horse.
You can cast light, but you also have a torch.
There's also quite a few maps and books in this room. Looks like these were the captain's personal quarters.
>>136170I will cast light, is there anything i can do with the maps?
Sorry for the delay.