Tyranny of Dragons

Episode 4, Part 1: On the Road
Way too much loot

All the characters headed back to Greenest to speak with Governor Nighthill. Erik, Dozier, and Brian all stayed back to assist in the rebuilding efforts, and the rest of the crew headed for Elturel, per Leosin’s request.

The trip took 6 nights, and on the way, they encountered quite a bit of unwanted attention. Like, so much, that most people would be crazy to ever travel that road without an Army. Anyways, they randomly encountered 13 wolves, 20 tribal warriors, a Gnoll fang of Yeenoghu with 2 gnoll goons, and finally a Bulette.

The heroes then made their way into town and found The Black Antlers Inn, where they met with Leosin and Ontharr. Ontharr informed them that the town was holding a festival and invited them to participate in the days events the following morning. With some serious DM prodding, the characters went to sleep, but not before being pulled aside by Leosin and being told that it would be in their “best interests” to participate in the next days events.

The heroes stole the show with stunning victories, but I do believe there may have been an upset or two… I can’t remember. Jon was the only one to go to Myrtle’s Girdle and Pixie Parlor, and ended up getting a permanent boost to health, or maybe it was constitution… either way he walked away a happy man.

Then came Mordenkainen’s Magnificent Emporium ::sighs::. This was where the DM clearly made a mistake in calculating probability using independent variables, and everyone ended up with ridiculous magic items. When I say ridiculous, I mean beyond 20th level magic shit. So, now Max has a collapsible ship that he can fit in his pocket, and that is literal, not a euphemism. Nick probably has an AC of 35 and +20 to hit with advantage on everything. Carl can fly? I don’t remember.

After the ceremony, the group met with a thoroughly impressed Ontharr and very happy Leosin and were told more about the Cult of the Dragon, and Tiamat, and world ending doom… yada-yada-yada. The group was also invited to join two of the now revealed factions. Either the Harper’s Guild, or the Order of the Guantlet. Some people decided to join, but again, I have a terrible memory and need to write this stuff down.

So now the travelers are headed to Baldur’s gate, on the way out of town, they encounter Brian and Dozier, and maybe Erik’s racist character if he can make it to TJ’s in a couple of weeks.

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Episode Three: Dragon Hatchery

Through various ways and means all the heroes assembled before the cave entrance, after Dozier, Adran, and Spillz fought two dragonclaws.

The cave entrance:

There are several nude corpses in this room. These are cultists who have taken the worm, unsuccessfully. Sometimes (quite frequently in fact) the kobolds burst from the gut and chest of the bearer, after eating their way out. All the players can tell is that the corpses in this room look like they have exploded from the inside out. The dragonclaw guards hide as normal.

Jon rolled a 20 for knowledge and understood the meaning of this massacre:

Dragons lay clutches of eggs. Any single egg swarms with a dozen or so little worms, who all vie for dominance. They devour each other until the strongest is left, which hatches as a dragon. The same thing repeats itself in the clutch—the strongest dragon kills, eats, survives, and grows.

However, a dragon’s egg can be broken and opened while the worms still squirm within. A human can swallow a worm, which then infests the lower intestine. The worm, feeding off of the human, deposits jellylike sacs of eggs into the stomach, which thrive in the acid. The human periodically (and very unpleasantly) hacks up a mass of grape-sized, soft eggs, which hatch, are fed on the blood of small animals, and quickly grow into adult kobolds.

You’re not a true cultist until you’ve taken the Worm.

The characters then descended towards the next room.

Room 3: Fungus Garden

The characters encountered a room filled with glowing violet fluorescent fungi, everyone made their checks except Dozier who ended up laughing hysterically for a brief period. Other than that, the room was uneventful.

Room 4: Central room

Empty. A big, creepy, empty room that echoes and casts shadows everywhere.

There were spears leaning against the east exit by the stairs.

Room 5: Troglodyte Incursion

The heroes entered the room to find that sweet frumunda cheese smell that Adran, Jon, and Brian encountered years before. There they found troglodytes busy inscribing religious pictograms on the wall, plenty eager and polite to acquire new worshipers, centered around sexual acts and giving birth. Adran was really put off by these guys, but really they were just looking to hang out and have a beer like excellent dudebros. All around good guys, just waiting for their dark god to destroy the world.

The party attacked them and they kept saying that the heroes were is a bunch of real jerks and aggressive pricks. They just couldn’t wrap their heads around why the party was so hostile towards them.

Then they quickly disappeared into the walls.

Room 6: Meat Locker

The trap in this room was foreshadowed with the spears outside in the main room. Basically there was a meat hook trap in roast beef curtains. Heroes rolled successfully to avoid.

Room 7: Drake Nursery

Buncha dudes in this room that the heroes had to fight, along with immature guard drakes. Since Jon rolled a 20 on knowledge from before, he also understood the ritual as to how guard drakes are made:

Instead of consuming a worm from a dragon egg, the victim—a cultist or captive who has committed some offense or crime—is forced to drink the blood of a dragon of the color of the guard drake they are to become. Blue in this case. This cup-full of dragon blood is enchanted so that the victim falls catatonic, but completely aware of their surroundings. Paralyzed with eyes open, a dragon egg worm is released on the face of the victim where it promptly seeks out a burrows into an available eye. It makes its way to the brain, at which point, it begins transforming the person in to a guard drake. As noted in the description, the drakes can understand draconic and any language they knew in life—because the mind of the person transformed is whole within the beast. Trapped inside an alien body they no longer control, they suffer as prisoners for the entire life of the creature, which, since barring accident or murder, guard drakes appear to be immortal, can be a long time.

So that was neat.

Room 8: Barracks

This room looked like a frat house, but instead of having beers, they had people. Half-eaten rotten corpses lied everywhere, flies were swarming around, vomit and crap strewn about in piles.

Gross.

Room 9: Dragon Shrine

Description: This chamber has been enlarged and reshaped from its original form. The floor and three of the walls are smooth, and stalactites and stalagmites have been polished into gleaming columns. Every surface glistens with moisture and the air is warm and humid. The flat walls of the chamber are decorated with shallow abstract carvings of dragons. Dragons’ tails coil into intricate patterns and knots that flow across the walls. The creature portrayed in the northwest corner stands out: a five-headed dragon, rising from an erupting volcano. Other dragons, which seem dwarfed by the five headed monstrosity, flock to its side. A small, wooden chest with silver and mother-of-pearl inlays sits on the floor in the corner, in front of the monstrous dragon carving.

This is where Carl’s character met Dangdedrosa, and killed him too.

Also, there was writing on the wall:

The sorrow black journey across the steppes over pale horizons unto judgement day, the path into the darkness of eternity, the new kingdom under the wings of the Dragon, ruler of the hidden truth—for all time.

The chest was trapped and had loot.

Room 10: Dragon Hatchery

The walls oozed acid and every minute the characters were there they had to roll a con save.

Black guard drakes

A Roper that Adran really wanted to fight, even though the DM gave every possible reason not to. The group eventually convinced the Roper to head to the meat locker for more food.

The found dragon eggs and destroyed them. Carl’s character would later find this out and was super pissed, though it wasn’t that much of a surprise because his character is basically a giant batman.

Room 11 and beyond: Frulam Mondath

They killed her and learned that Rezmir has assembled a caravan and is on his way to Baldur’s Gate, and then Waterdeep.

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Pre-Episode 3: Flashback
Brian's inclusion: dungeon crawl

Prior to episode three, as the heroes journeyed back towards the entrance of the cave in the raider’s camp. A familiar face emerged from years before: Brian’s character!

Adran, Jon, and Brian’s characters flashed-back to when they cleared out the catacombs of a temple years before.

Here is the gist of what occured:

Priest says, “bad things happen downstairs”

Heroes say, “No problem we kill all bad things”

Adran searches every room meticulously for traps, except the rooms that have traps. When he is able to disarm the traps he uses his whip.

Brian gets a demonic idol that makes Adran uneasy.

Jon renounces his own faith in order to get permanent boost to stats.

They all encounter troglodytes for the first time and figure out what a Frumunda cheese sandwich smells like.

Brian shoots a beholder with an arrow and it turns out to be a spore plant that explodes and poisons him and nearly kills him.

They get some loot, mainly the rug that appears to hold value, but the DM still has to figure out what it is.

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Episode Two: Raiders' Camp

While Langerosa Cyanwrath and his guard were dispatched the most totally amazing way, the majority of the Raiding party had departed prior, taking with it what little fortune the small town of Greenest had with it. The town clerics were assigned triage by a both impressed, and grateful Governor Nighthill. He assigned the heroes as top priority only after the fatally wounded had been treated.

After a couple of hours of helping tamp out the fires, and calm the remaining terrified citizens down, the priests were able to see the heroes. They all sat down and began to feel revitalized by the glowing warmth of healing provided by the cleric’s prayers. The first orange hued rays of sunrise kissed the still dust laden rubble with the same loving care as an undertaker with the recently departed. However, the soft rays that should’ve brought warmth to a new day only acted to solidify the reality of the of the town’s losses.

Governor Nighthill then approached the heroes with another mission. He explained how he lacked the resources to pursue the counter attack, let alone a reconnaissance team, and asked some of the heroes (Adran, Jon, and TJ) to pursue the raiders, and obtain all necessary information while the others remained in Greenest to assist with repairs and the dead.

He tasked the heroes with:

1. Where the camp was sited
2. How many raiders there were
3. Who their leaders were
4. What was motivating their attacks
5. Where they planned to attack next
6. Recovery of anything that belonged to the town
7. Any other pertinent information

The heroes accepted the mission, and the town gratefully supplied them with any equipment that could be useful. Including a spy glass for each hero, that would be returned later.

As the heroes set fourth, they were suddenly approached by a monk. Nesim Waladra was limping heavily on his bandaged left leg. He asked them to locate another monk, his master, Leosin Erlanthar. He had disappeared, in the middle of the night, after a battle with the raiders. He informed the heroes that Leosin had been investigating the raiders for months, and their involvement with a dragon cult.

The large trail left behind, left the path to follow quite easy, and Adran the ranger was able to identify at least 150 raiders were traveling with a large percentage of kobolds, his favored enemy. The group also noticed the tracks heading away from Greenest were substantially deeper than the tracks towards.

Further down the trail, the landscape shifted from rolling green fields to to a more rugged region where steep-sided, rocky plateaus replaced the gently rolling hills. The land between the plateaus jutted fifty to one hundred feet above their surroundings. This was where the heroes encountered their first band of raiders. There were 3 human cultists, and 6 kobolds. The group noticed the kobolds separate from the humans and made their attack against the cultists who happened to be without weapons. After dispatching two of the humans quickly, the third was left for interrogation. Jon rolled a 20 on intimidation, so the interrogation turned into a conversation, like meeting an old friend for a coffee. The prisoner quickly informed the group of the rearguard position about a mile north of the camp. He also told them that the rearguard reported to the camp every hour. Thus, effectively cutting off possibly two hours of the campain. Adran plunged his short sword down the back of the cultist’s neck, severing his spinal chord. The heroes then left for the rearguard, leaving the cultist’s body twitching in the mid-morning sun.

Approaching the rearguard, the group realized a fight would not be in their favor. These raiders were distinctly different from the earlier stragglers. All were dressed in similar black leather tunics with flared, black mantles. These were dedicated cultists. They were positioned in an area where the trail wound through a gap between two 15 foot outcrops, hiding behind boulders that could easily be pushed onto incoming trespassers. There were 2 guards, six cultists, and two acolytes. The team found a simple way to avoid the conflict altogether, and headed for the camp.

Approaching the camp, it seemed rather unorganized. There were beer tents, and general merriment from recent successful raid on Greenest. It seemed evident that word had not reached of Langdedrosa Cyanwrath’s death (since after killing him, Nick, TJ, Carl, Max, and Jon decided to take on his entire escort, and successfully killed every last one of them). Adran, Jon, and Tj all decided it would be best to simply head into the camp, and risk their chances at not being recognized, and they weren’t. TJ decided to turn into an owl, and try to scope out the commanders tent, but was noticed and quickly shooed away by a guard’s spear tip.

The group decided to try their luck at finding Leosin the monk, and found him on a small plateau, guarded with a single tower of four archers. Noticing the archers not participating the in celebrations. The heroes decided to try to distract them by bringing the party to them, with beer. Unfortunately, Jon (the monk with supposed great dexterity) spilled the beer all over himself once in the tower, forever earning him the nickname ‘Spillz.’

This proved to be an asset to their goal, as the guards found it quite endearing. After a couple of rounds delivered by the group, the guards seemed a bit reluctant to participate any further so as to attend to their duties, but Jon made up for his blunder though, by rolling another 20 and convincing the guards to have substantially more beer. Jon decided to stay with the guards as distraction, also because he didn’t trust TJ’s SJW druid to achieve the task without getting into a completely unnecessary heated political debate. This allowed Adran and TJ, ample time to approach and rescue Leosin.

They found Leosin severely beaten, and tied to a stake. He informed them of his desire to stay because he had been learning so much about the bandits and the cult by having allowed himself capture. He informed the group that the leader Rezmir had taken particular interest in him, due to his knowledge of the cult worshiping Tiamat. With some prodding, he reluctantly decided to go with the group. As Adran was fashioning a rather crude makeshift dummy, TJ very creatively thought to cast ‘mold earth’ and create a dirt pile shaped exactly like Leosin, and nick covered in with tattered cloth to look like Leosin’s garments.

Seeing that Leosin had been rescued, Jon dismissed himself from the guard tower under the guise of grabbing more beer. He quickly exited out the back way, up the cliff of the plateaus with the rest of the gang. Any alarm that may have sounded due to Leosin’s escape went unheard, because the group was already too far away on their way back to Greenest.

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Welcome to your campaign!
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1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

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If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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