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Tonight, we say goodbye to Quentin's Undead Adventures, for that chapter has come to a close. But fear not! It shall still be told -- and finished! After long resting overnight, our party of heroes stand fully recovered. They then proceed to explore the sheds nearby.
Upon reaching the first shed, which the party tried to go to before Galas' induced paranoia over scarecrows kicked in, which appears to have sacks of sugar among it's stores. Bandits had already done away with the foodstuffs, leaving empty sacks behind.
Quentin grabs a sack of sugar and takes it to the press building. He sets it with the crates of apples and the group goes the other way around the building. The southern shed had wheelbarrels and cider moonshine. Group tries a little bit. Gained temp hp!
The last shed had apple crates, about 5 usable. It also had an open cask of cider that was leaking all over onto the floor. Galas and quentin go back to the previous shed for wheelbarrows, coming back right as Holg goes to pick up an apple. A dozen jump up and attacked us!
Galas and Holg dealt with most of them while I just sat there and listen to monster apples bounce against my shield. A cider-elemental formed to my left and attacked me, getting in a hit that burned. After the apples were dealt with, and Quentin hitting the slime w/ hammer....
... Galas goes to swing his sword at the slime. 0 damage. The slime splits into two. Holg, trying to get away to outside, gets hit by the new slime while galas hits with kicks on it. Both Quentin and Galas use blunt damage with hammer and unarmed strikes, to bring the slimes down
And that is the last encounter for the orchard. The next 3 hours, the group uses wheelbarrows and crates to collect enough supplies to make 4 casks of cider, making the total to 10. With Cyrus the nightmaur horse attached to the cart in the stables, we load up casks and head out.
We travel the road back to town and as we get across the area we first were met with bandits, a mummy comes out from behind the tree. Yes, you read that right. That was the DM's touch and not part of the module.
Holg gets a firebolt off on the mummy, which works very well. The mummy comes up to holg and smacks him, taking him down to 4 hp. Quentin gets down to warhammer as Galas fires off his shortbow with kensei shot. The arrow doesn't do much, but the hammer does.
Holg GTFO via disengage and continued to firebolt it while galas and quentin deal with it in melee. The mummy turns to quentin and tries to hit him, only to bounce the attack off his shield. The mummy goes down in a flurry of stabs, punches, kicks and blows.
Having defeated the mummy, the party continues on to the town. With all 10 casks in tow, they have completed their objective. The town celebrates them as heroes, due to the cider being such a prevalent figure in the festival. The new casks have enough time to ferment beforehand.
The heroes stay for the celebrations and are awarded the 500g that was agreed upon. After splitting the shares, the heroes part ways. Galas and Quentin remain in town, with Galas picking up new tradeskills after realizing he was only good at killing stuff.
Quentin, on the other hand, enlisted as the town guard, and eventually worked up to become the guard captain. With his guidance, he ensured the town would never have to worry about bandits again. The best offense, is an excellent defense, as he learned in his travels.
Holg, on his own, proceeded onto more adventures -- to further his knowledge and power. And that concludes the story of Quentin, Galas, Wivar and Holg. They reached level 4, saved the town festival with casks, got a new cart & horse out of it, and rest the mantle of adventuring.
But as one story chapter closes, another opens up...
And this one takes place right outside of Neverwinter!
In comes our hero -- of four -- Salazar, the Tiefling Paladin!
Hailing from the Winter Guard, Salazar heard a higher calling and picked up the mantle of the Paladin!
Much younger in age, compared to quentin [19 vs. 38], Salazar seeks to right the wrongs in the world, and bring justice to those who harm the defenseless. On his journey, he is accompanied by a hobgoblin named Lho-Vahn. For reasons not yet clear to Salazar....
His other two compatriots -- whom are just as odd and strange -- consist of a young aarakocra [2 years old] rogue and a vedalken wizard by the name of Naz. It was obvious that this individual was not from around here, as Naz went about and asked questions of him & compatriots.
The group pick up their first job together:
To escort a wagon of cargo to the Rockseeker brothers, who went up ahead.
The reasoning behind this job was left vague but it was paying well.
As the group worked out their methods of travel with the cart, some talk and banter was had.
Naz was riding passenger on the wagon while Lho-Vahn was driving the horses. Salazar walked alongside the card, his holy shield at the ready and his sword arm resting but ready at a moments notice. Zurk flew above and a little ahead, as scout.
It was Zurk who spotted the horses first, yelling out to the group below that something was ahead and he flew over to investigate. The horses had arrows embedded in them and as the rest of the group catched up to investigate, goblins pop out to try to ambush the group.
Of all the 4 heroes, only Naz was surprised by a goblin, having an arrow hit him hard and knocking him out of the fight. Our rogue was flanked by two goblins while Lho and Sal were flanked by two goblins as well. To battle! Lho heals Naz back up.
By now, there have been a few hits by the goblins on the group. Zurk was hurt between the two he was dealing with. He fired his shortbow at the one fon Lho before being struck down unconscious. Sal misses with his long sword before striking a second time. Both goblins go down.
Naz, having gotten back up, used Magic missile on the goblin in the back on Zurk. Lho used a second healing word to restore Zurk so he can continue fighting. The battle ends with all 4 goblins down. Naz, being the inquisitive one, goes to cut off a finger on the "dead" goblin...
The goblin wakes up with a scream. Apparently this one got knocked out. Zurk flies over and uses his talons to pin down the goblin while the goblin started talking to Naz. When the goblin says he was only doing job, Sal asked WHO gave him the job. The goblin "spilled the beans".
Their leader was a bugbear named Klarg, who answers to King Grol, chief of Cragmaw tribe, who dwells in Cragmaw Castle. He gives us directions to it, which are fairly straight forward. He tells us that his group was to capture Dwarf -- and anything he had -- to King Grol.
Apparently, the dwarf's buddy is also still alive and being held in a "eating cave", whatever that is. And that concludes the opening to Salazar's Absurd Adventures. Yes, I'm keeping the "Adventures" bit. I like it.
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