Horde of the Dragon Queen by hiiamtom (Inactive)

Game Master hiiamtom

A modified Hoard of the Dragon Queen starting at level 3.


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Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Amber smiles, the first time since a long while, and paats Conner's back (as its the highest she can reach).

"That sounds like a grand idea. First round's on me."


While the remaining party is in a somber mood, the town of Greenest is on an upswing. A day later the townsfolk are out and about distributing supplies and working on getting the damaged buildings and bloodied streets back to looking like their home again.

Just from the hustle and bustle, you hear a few activities going on:

  • The dead are all being brought to the temple of Chauntea and sorted between the cult members and the townsfolk, and blessed so they stay dead.
  • The market has been converted into a field hospital and kitchen to serve the newly homeless, injured, children, and elderly. The vault and surrounding has minimal damage and has been cleaned and repaired.
  • There was a sudden influx of foreigners, mostly caravans carrying supplies after rumors of a dragon and the cult in the area. They have been positioned south of the keep - over the river. Some only have gold on their mind, but there have been several that are being paid by the Lord's Alliance to carry much needed supplies around the coast during the raids.
  • You also hear rumors about several heroic events during the raid - a woman staring down a dragon to save a family, Captain Beltor of the guard being saved by the nobles he sought to protect, Governor Nighthill losing an arm fighting a raiding party that broke through the keep's sally port, a secret entrance that Escobert opened to bring people into the keep in secret, etc. Some are things you recognize, some are obviously fake or have been twisted.

The keep itself has its doors open with people and guard moving in and out at a steady rate. Masons are repairing the stonework the dragon broke, and a red-faced Escobert is yelling constantly to encourage his men to keep the pace up.

It takes a few minutes, but as you walk through the door you are recognized and a pair of guards bring you to Escobert who says, I take you being here means you won! he laughs heartily, Excellent news..! Wait, where are the rest of ye? Seven left on that mission...


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

"Larissa's gone."

Amber hefts past him and makes herself at home. She continues...

"An' they took one prisoner, Leosin. We slaughtered the rest, but the flying *expletive* got away."


Gone? Escobert lowers his head, That's a damn shame. I thought this was going to be behind us, but we began celebrations too soon. I know her household will take the news harshly considering.

Escobert leads you to a meeting hall near the top of the keep where you first went arriving in Greenest. Nighthill is there with some official looking people, nobles, and some others that look like they know their way around a fight.

There is mead and wine in pitchers, and a sizable spread of basic foods from the area that are easily gathered - breads, honey, dried fruit, salted meat. chairs have been pushed to the side, and it appears the table holding the food and drinks was normally in the center of the room as well. The crowd of roughly one dozen is milling about though only Nighthill seems to be speaking.

The dirt, blood, and equipment draw attention when you enter but this crowd seems like they have seen it before.

You are all in this room as Conner and Amber are led in by Escobert - the castellan in the keep positioned in the center of greenest. Governor Tarbaw Nighthill is a tall, dark, and serious looking man whose intimidating until he speaks. He has been very welcoming and smoozes well, meeting everyone who played an important part in defeating the cult's raid personally. You new guys know that this meeting was being held to show appreciation for some of the people who performed acts of heroism in the fight and to discuss the future of Greenest and aiding the various factions working to track down the cult after striking Greenest. It has been about a half and hour since the gathering began.

The most striking individual also just arrived minutes before Conner and Amber, though his dwarven squire has been at the meeting since the beginning asking forgiveness for his master's tardiness. This large shield dwarf wears full platemail, his helmet and gauntlets held in a bundle by his squire - along with a greatsword and fur cloak. One gauntlet is formed from a unique blue metal which is also emblazoned onto his stomach. He wears a blue tabbard at his waist matching the color of the metal.

Since arriving he has spoken to Nighthill exclusively and loudly, the two seem to have a history together. He has also managed to work in sampling all the food available and drinking two of each types of alcohol. When he sees Conner and Amber his eyes linger on Amber for probably too long before a thought seems to come to him. He loudly announces, You two went after the half-dragon, ay? Where is Leosin? Where are any of the Harpers, ay?


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

They're dead or taken. The fight was difficult, but we prevailed. Only one enemy escaped by flight.


The dwarf finishes his drink and storms up to Conner, Well which is it, ay? Dead or taken!? Quite a contrast between the two!


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Easy, dwarf friend. Dead, except for Leosin, who was taken.


The dwarf easily crushes the metal cup in his hand holding the wine, Damn it!

He calms as quickly as he was enraged giving a quick prayer to Torm, Well, like all soldiers we know the risks going in. Even so Leosin's men were young but strong, ay. It must have been an incredible battle, and the death of Langderosa Cyanwrath is an incredible blow in this war.

Turning back to Nighthill, We have a problem if we have lost the entirety of the Harpers forces, Governor-ay. They were sent here to track the carg- er...

Nighthill pinches the bridge of his nose, I must ask everyone in attendance to forget Master Frume's loose lips. Conner, Amber, this is Paladin of the Gauntlet Ontharr Frume... he is hear to see Leosin. He pauses, Wait... does this mean Lady Galanodel has perished as well? I am sorry for the loss, of the heroes who saved the food supply and the temple from a massacre we have been reduced to two...

As Frume pulls his squire aside, Nighthill takes the time to introduce the names of everyone else in the room. You all now know each other's names.

Things fall into an awkward science.


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

"Well hello! As the mayor said, my name is Peren. I originally came with the caravans looking for some business endeavors, but after hearing of the battle and the loss of your friends, I think I would like to offer my services to you. Use my skills as you see fit!"

The halfling smiles to the rest of the room, a mischievous glint in his eyes..


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

"People die, such is the nature of battle. We can only hope to stand for as long as we're able..."

Amber takes s large drink from her glass, draining it in one motion. The bitter taste of the alchohol burns the inside of her throat, a momentary distraction from the day's events.

She sighs, and wipes her mouth with one stout, muscled arm.

"But I won't turn down an offered hand. Peren you say?"

She looks the small humanoid up and down, not impressed with what she saw.

"You look a bit lean for a fight. What's your expertise?"


Human Bard 4 | HP:23/23 | AC 16 | Init +2 | PassivePerception 10 | S+0;D+4;C+0;I+2;W+0;Ch+6 Spells: 4/4x1st; 3/3x2nd; Bard Inspiration 4/4 (d6)

Laris does not cut an imposing figure, her body is slender with a lack of muscle and her hands look like they're used to handling nothing harsher than silks and goblets. She wears a sword, but it seems more decorative than useful with a blade little wider than a finger.

She doesn't speak until Peren has finished his introduction,
"I am sorry for your loss, I've heard of your exploits and would add my blade to yours, if you will accept my aid."


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Laris, Peren, welcome to the fight.


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

"Well lets see...I am small and easily overlooked..allowing me to get into places some people might not want me to go. Oh, and I have an affinity for mechanical trinkets..locks, bared doors, traps..and the like. Finally, while I am not as powerful as, well, most of you, I do know where to hit to do the most damage, and if I get the drop on a foe, which is almost all the time, I can usually do a fair bit of damage. How does that sound!"


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Sounds like we could use a fella like you in our cause.


Norswain crosses his arms and leans back in his chair. He lofts a mug to the other fighters and says "To the hunt. May it bring glory to us all."


Frume hands his squire a stone before walking back to the rest of the group and staring at Conner, I just talked to Nasim, ay. You gave me a bit of fright saying you two were the only survivors when you are planning to meet Nasim and Jassan later today, ay. They agree with me - especially since you heard that the Harpers and Order are using this to track the treasure to its final destination.

Nighthill turns in interest before Frume continues, We need to find the raider's camp, ay. We lack the necessary resources to find it and rescue Leosin, and we feel like someone attacking their local base will accelerate their movement of loot out of the area, ay. Did we learn anything from the prisoners, Nighthill?

Nighthill responds, No, I'm afraid they have been refusing to speak. However, Escobert will put word out for a reward for the location of the cultist's camp. Let's see if anyone has heard anything. They were not especially cautious. Turning to you all Nighthill says, Most of you have given so much for the town despite being new here, would you be willing to continue to do so? I still can only offer support more than a true reward, but service to the Gauntlet or Harpers does not go unnoticed and offers its own benefits. Conner, I will insist that our contract is suspended until further notice - this takes priority, though I would love you to come back to train the guard at some point. And Amber, I'm not sure what all obligations you have as a mercenary and I'm not sure who your employer was.

Ontharr raise an eyebrow to the last sentence, Amber, ay? Amber Strakeln? It's been years! I hardly recognized you since the last time we met. Nighthill, I requested Amber's service to pay back an old debt. Believe you me that she will join any group looking for a good fight. How have you been, lass?


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Of course, Lord Nighthill. So, just to be clear, our objective is to infiltrate the camp once we find it, and then rescue Leosin?


Sir Frume?

Frume says, We need to bring Leosin back if there is any possibility, but the primary goal must be to get a now leaderless group to ship the loot as quickly as possible. It must be done quickly before the group recovers their power so that we can abuse the temporary weakness.

Nighthill says, Do you have any idea about where the raider's camp is?

Amber Intelligence: 1d20 - 1 ⇒ (16) - 1 = 15 lucky

Amber:
You were not paying close attention after saving that family and their store from kobolds, but you remember that when that blue dragon spoke with you and Jazz he mentioned some clues about where the cultist's were located - the forest to the north of Greenest. He mentioned they have access to some sort of portal or something there.


Human Bard 4 | HP:23/23 | AC 16 | Init +2 | PassivePerception 10 | S+0;D+4;C+0;I+2;W+0;Ch+6 Spells: 4/4x1st; 3/3x2nd; Bard Inspiration 4/4 (d6)

Laris hovers around listening to the conversation, "Are there any captives, I have a little expertise in loosening people's lips if you are not too worried about the methods used." Laris seems slightly embarrased by this admission, she doesn't like admitting she can use magic to affect people's thoughts.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

"Ontharr? Didn't see you there! As for the debt, you can keep half of it. From here on, there's personal vengeance to be had."

Amber knew something about that dwarf reminded her of her savior, but with her mind so muddled by the days events, she had all but put aside her own troubles and commitments for a shot at vengeance. Still, with the old dwarf in front of her now, her cheeks grew red with embarrassment for not noticing.

But back to the conversation at hand.

"Something a blue dragon told me and Jazz, when he was around. They have a camp in the forest north of Greenest. There was something about a portal too....but I couldn't make heads or tails of it then, and I sure can't now.."


Nighthill gives Laris a strange look, If you wish to help, I suppose Escobert would be more than willing to listen. It's not really me you need to convince for such matters.

Ontharr clasps hands with Amber, The Wood of Sharp Teeth? I know the place, but I only know it as a place the undead have some connection with. I had always assumed the Fields of the Dead just extended far enough to corrupt the forest... I suppose the cult has historically been attached at the hip with dracoliches, but we were assuming the latest work they have done abandoned those necromantic roots. We didn't get any reports from the raid of undead, did you encounter any?


Human Bard 4 | HP:23/23 | AC 16 | Init +2 | PassivePerception 10 | S+0;D+4;C+0;I+2;W+0;Ch+6 Spells: 4/4x1st; 3/3x2nd; Bard Inspiration 4/4 (d6)

"If we have a lead already, I'd just as soon not ply my enemies emotions too much. So, when do we depart?" Laris seems far too enthusiastic about rushing off into danger.


Does anyone have anything else to do? It is probably a good time to meet with Nasim and Jassan.


I don't


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

"No undead, but after cultists and dragons I wouldn't be surprised."

Ready to move


Human Bard 4 | HP:23/23 | AC 16 | Init +2 | PassivePerception 10 | S+0;D+4;C+0;I+2;W+0;Ch+6 Spells: 4/4x1st; 3/3x2nd; Bard Inspiration 4/4 (d6)

ready


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

let's go!!


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Yep


Ontharr excuses himself soon after Conner and Amber arrive, and the social gathering continues for a short time before the sun lowers and it is time to meet Nesim and Jassan

The inn is crowded thanks to the new faces in town, but before the dinner rush it is not difficult to speak and finding Nesim is simple. The large monk is at a table o his own, fending off people trying to find a place to sit in the tavern area. When you walk up he frowns, I am not thrilled at the idea of additional help. he sighs and his face returns to his normal RBF, I suppose it's unavoidable, though. I spoke with Ontharr, he seems satisfied with Nighthill's recommendation and that's where we are.

He drinks briefly extending a hand to invite you all to the table, Jassam is pining for his pet on a hill nearby waiting to hear back. I heard that you have an idea where to go already, though. That's good, we can head north and Jassan can catch up with his pet along the way instead of waiting in town. I must insist we leave immediately, there is a lot of ground to cover.

A barmaid sets unasked for drinks in front of you and wisks off, it seems like if there are any last minute preparations you need to make no is the time to make them.


Human Bard 4 | HP:23/23 | AC 16 | Init +2 | PassivePerception 10 | S+0;D+4;C+0;I+2;W+0;Ch+6 Spells: 4/4x1st; 3/3x2nd; Bard Inspiration 4/4 (d6)

"Well I suppose I am still dressed for battle, I see no sense in delaying."


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Amber nods her approval.

"The longer we wait, the worse it gets in my opinion."


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Lead the way Amber.


Norswain shoulders his pack and makes ready to head out along with the others.


You make preparations and leave, the road being nonexistant as you travel northward towards the forest. Jassan reunited with his prized bird and the two made finding the camp effortless - outside the few days travel.

You find yourself near the edge of the Wood of Sharp Teeth, a forest not imposing for the height of the trees but for the density and alien look the woods give. The land is lower here and while there is no body of water the earth is wet and carries a distinct smell similar to a moor or a wetland. The trees are dark and gnarled and the quick shift from green grass to a dense crops of trees you would normally see in a swamp is offputting.

There is also a risk of sinkholes, as the land changes dramatically for one of the many reasons it might - unseen mining, the warping of the world by the whims of Ao, etc. It has left holes ranging from the size of a halfling to the size you hear Jassan describe now.

The camp is sunk into the ground, there is a large sinkhole leaving an area shaped like a horseshoe they have settled in. There is a problem though, there are two distinct camps in this complex. It appears like the heaviest guard is near an entrance to a cave of some kind. On the shallow end, kobolds and men work to gather their caravan. They appear to be preparing to leave with the goods from Greenest. On the deep end there are larger tents and more security. There's also inhuman creatures mingled with the human cultists. I suspect this is a permanent fixture of some kind - they even have guard towers and equipment to sound a proper alarm.

In the evening of the third day you see signs of a campfire nearby your position. What do you do?


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Amber scowls, her eyes on the others.

"This is a losing fight if we get caught. Don't know what that new campfire's about, but I want to find our comrade and get back to town."


"We may need to investigate this new development, it could be the enemy. What did you say your comrades name was? Leosin? Did you see any sign of him when you scouted the camp, Jossen?"


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

We could put on the cultist cloaks and walk right in? We could say we were recently recruited by that dragonsworn we just killed. We only need to not be seen by the the solitary guy that got away.


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

If you are looking for someone sneaky, look no further! I can move down there and find out who they are and get the number of them. Just say the word."

Peren places his pack on the ground and tightens up anything loose or that might make noise.


Human Bard 4 | HP:23/23 | AC 16 | Init +2 | PassivePerception 10 | S+0;D+4;C+0;I+2;W+0;Ch+6 Spells: 4/4x1st; 3/3x2nd; Bard Inspiration 4/4 (d6)

"I can render someone invisible, but only for an hour - though if I went myself I could keep it going for three hours if needed."


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Well, there would certainly be no need to disguise the two of ya.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Amber shakes her head at Norswain's question. The dampness of dew had all but dried out her tattered mane and it made a slight thwacking sound as it smacked the sides of her face.

"Haven't had the chance to do any real scouting, not with a camp this large. Also, if you haven't noticed, I'm more stocky than limber so I'd rather leave the quiet work to others if possible. I prefer my first encounter with an enemy to start with my axe in their face."

Amber turns her attention to Peren. Odd. It was unusual for her to look down on someone, height-wise anyway.

"Think you can get in and out without getting caught?"


Human Bard 4 | HP:23/23 | AC 16 | Init +2 | PassivePerception 10 | S+0;D+4;C+0;I+2;W+0;Ch+6 Spells: 4/4x1st; 3/3x2nd; Bard Inspiration 4/4 (d6)

"I'm sure the professional is better, but I can get close, so I'm on hand to help get him out if things go wrong."


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

"Well I will not say no to having some help! Perhaps we go dwon together and then I will penetrate the actual camp. How does that sound?"


Human Bard 4 | HP:23/23 | AC 16 | Init +2 | PassivePerception 10 | S+0;D+4;C+0;I+2;W+0;Ch+6 Spells: 4/4x1st; 3/3x2nd; Bard Inspiration 4/4 (d6)

"As you say master scout. I will watch you closely and anything spot you I'll try and run some distractions so you can get away."


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

Peren will work his way down to the end where the caravan is being assembled. He keeps a lookout for anything out of place.

Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Stealth: 1d20 + 9 ⇒ (18) + 9 = 27


Human Bard 4 | HP:23/23 | AC 16 | Init +2 | PassivePerception 10 | S+0;D+4;C+0;I+2;W+0;Ch+6 Spells: 4/4x1st; 3/3x2nd; Bard Inspiration 4/4 (d6)

Stealth: 1d20 + 4 ⇒ (20) + 4 = 24 Laris heads down a short distance behind Peren, but finds a hiding place outside the camp, and watches over Peren's infiltration.


Those are some nice rolls!

Peren and Laris move in a direct line to the larger camp in the evening providing low light, and they find what makes this area to well protected quickly. After a sparse cropping of trees, Peren nearly falls into a sudden cliff that drops several dozen feet with a negative grade.

Something long ago must have nearly swallowed this chunk of land entirely, perhaps something deep in the underdark or some sinkhole caused this sharp crater. Whatever it was, descending into the camp is impossible while remaining hidden from sight.

Taking the lengthy route north and west you begin to notice the social structures of the camp. The deeper you go into the crater, the more lavish the tents and the more purple and elaborate those walking the grounds are dressed. At the mouth of this crater the camp is solely kobolds, drakes, and men in leather armor with the occasional purple robed figure barking orders.

The walls of the cave are dotted with caves, and rubble and boulders cover openings close to the floor of the crater save fora few of the largest ones. There are two large guard towers: one is positioned on the opposite side of the crater to the North at the top of the cliffs, and the other is at the entrance to the crater in the North West standing two stories above the kobold camp.

Most of the activity is near the entrance. A series of wagons with hide coverings are being prepared for travel, with men and kobolds scurrying around prepping them with wrapped objects and sacks.

Some other notable things is a stake with a man tied to it at the bottom of the crater, and a very large cave opening at the deepest point of the crater.

Map of the Camp

I labeled anything I mentioned here, let me know if you have any questions about them.

The smoke you saw earlier is to the south and west of the crater camp, and there is no brush or long grass to hide you at the entrance to the crater. To proceed deeper into the camp would risk being discovered. You would have to make additional check(s) to proceed into the camp itself, but you got a good look with your initial checks.


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3

Amber waits patiently, but ready to charge in should she hear an alarm being sounded.


Human Bard 4 | HP:23/23 | AC 16 | Init +2 | PassivePerception 10 | S+0;D+4;C+0;I+2;W+0;Ch+6 Spells: 4/4x1st; 3/3x2nd; Bard Inspiration 4/4 (d6)

Laris speaks to Peren quietly "I assume the man tied to the stake is the one we need, we may be able to get to him, but I'm not sure how we'd get him back out again?"

"Maybe a distraction at the main route in could distract the camp long enough for someone to pull the man out? risky though."


Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

"Well I am sure I could set something on fire. That should bring people running. Can you make him invisible like you and sneak him out during the confusion? Also the rest of the group will lose any surprise that might gain now...is that going to be ok?"

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