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SGT Scott's Hoard of the Dragon Queen Campaign AAR
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<blockquote data-quote="sgtscott658" data-source="post: 6395565" data-attributes="member: 6777632"><p>Addendum:</p><p>As an aside, here is what happened on the return to Hommlet, the players had found maps of where the caravan was heading which was <strong>Safeton along the Wild Coast</strong>, then by ship to <strong>Sanctuary</strong> along the coast of the Neverwhere desert. From their the Caravan would travel the Silver trade road to the <strong>Oasis of the Sunflower</strong> a rundown trading post along the silver road and where the players should catch up to the cultists at this time. I placed <strong>Naertar Castle </strong>within the Neverwhere Desert and within the Dead Marsh. <strong>The Hunting Lodge</strong> was placed in the Demon Blight hills. Hopefully this will help other DM's whom might plan to run HotDQ in Greyhawk. </p><p></p><p><strong>Sidetrack Adventure:</strong></p><p></p><p>Well today was a sidetrek adventure day due to some nut job setting fire to a radar facility in chicagoland and effectively halting air traffic for a few days and thus one of my players could not make it. Anyway, once more we continue to plow through the ins and outs of the 5E rule set which is good times in itself. I used <strong>Urban Decay </strong>from Dungeon Magazine as the Side trek adventure, it's actually a pretty good adventure with some minor adjustments for 5E but nothing too complicated.</p><p></p><p>As for the campaign, the players are in hot pursuit of the dragon cultists that looted hommlet but they also know they need to find where the final destination is for where this loot is going. To that end the <strong>Jeager Staffal,</strong> an organization of lawful good Paladins have directly took a hand in this situation and are helping the players with transport and logistics in trying to keep the players on the trail of the cultists and their caravan of loot. To that end, the players were given passage aboard the Sea Sprite, a ship of Captained by Hans von Muntafful an elf Cavalier and veteran of the both the Blood wars and Psychic Wars on the planes. His Ship once belonged to a Demon Lord and every so often, that Demon Lord will send his minions out to harass the good Capt. </p><p></p><p>As for the adventure itself, I ran a little city adventure set in Sanctuary (yes of thieves world fame), During the Journey to Sanctuary, the Sea Sprite collects lightening and stores it in a box of unknown metal, then Capt Hans sell's this lightening to powerful Wizards for a nice fat stack of gold. You see, the Sea Sprite can not only plow the waves, it can fly and travel the planes of existence. It is one of maybe two or three other ships like it known to exist from what many texts say. So on the Journey, the players are charged by Capt Hans to guard the strange metal box while it absorbs the lightening, unfortunately, there are creatures called Lightening Mephits that guard their lightening with fanatical vigor. </p><p></p><p>The players are a smart bunch and tie themselves to the ships rails as the ship rocks back and forth in the lighten storm, one player falls overboard but manages to make a strength DC and hold on for dear life on the ships rails but at the same time 6 Lightening Mephits begin their attack on the ship targeting the box, the players get hit hard but the Mephits end up getting critted three times, three players rolled nat 20's !! By the end of the melee, the players are hurt but not dead though one nasty surprise with the mephits is the fact that they explode when they die. By days end, the Ship is approaching City of Sanctuary and begins to dive out of the sky to land in the water and pull along the docks. What the players see though is a City of pure filth.........</p><p></p><p>Will continue this later. posted below is the map I am using for the campaign.</p></blockquote><p></p>
[QUOTE="sgtscott658, post: 6395565, member: 6777632"] Addendum: As an aside, here is what happened on the return to Hommlet, the players had found maps of where the caravan was heading which was [B]Safeton along the Wild Coast[/B], then by ship to [B]Sanctuary[/B] along the coast of the Neverwhere desert. From their the Caravan would travel the Silver trade road to the [B]Oasis of the Sunflower[/B] a rundown trading post along the silver road and where the players should catch up to the cultists at this time. I placed [B]Naertar Castle [/B]within the Neverwhere Desert and within the Dead Marsh. [B]The Hunting Lodge[/B] was placed in the Demon Blight hills. Hopefully this will help other DM's whom might plan to run HotDQ in Greyhawk. [B]Sidetrack Adventure:[/B] Well today was a sidetrek adventure day due to some nut job setting fire to a radar facility in chicagoland and effectively halting air traffic for a few days and thus one of my players could not make it. Anyway, once more we continue to plow through the ins and outs of the 5E rule set which is good times in itself. I used [B]Urban Decay [/B]from Dungeon Magazine as the Side trek adventure, it's actually a pretty good adventure with some minor adjustments for 5E but nothing too complicated. As for the campaign, the players are in hot pursuit of the dragon cultists that looted hommlet but they also know they need to find where the final destination is for where this loot is going. To that end the [B]Jeager Staffal,[/B] an organization of lawful good Paladins have directly took a hand in this situation and are helping the players with transport and logistics in trying to keep the players on the trail of the cultists and their caravan of loot. To that end, the players were given passage aboard the Sea Sprite, a ship of Captained by Hans von Muntafful an elf Cavalier and veteran of the both the Blood wars and Psychic Wars on the planes. His Ship once belonged to a Demon Lord and every so often, that Demon Lord will send his minions out to harass the good Capt. As for the adventure itself, I ran a little city adventure set in Sanctuary (yes of thieves world fame), During the Journey to Sanctuary, the Sea Sprite collects lightening and stores it in a box of unknown metal, then Capt Hans sell's this lightening to powerful Wizards for a nice fat stack of gold. You see, the Sea Sprite can not only plow the waves, it can fly and travel the planes of existence. It is one of maybe two or three other ships like it known to exist from what many texts say. So on the Journey, the players are charged by Capt Hans to guard the strange metal box while it absorbs the lightening, unfortunately, there are creatures called Lightening Mephits that guard their lightening with fanatical vigor. The players are a smart bunch and tie themselves to the ships rails as the ship rocks back and forth in the lighten storm, one player falls overboard but manages to make a strength DC and hold on for dear life on the ships rails but at the same time 6 Lightening Mephits begin their attack on the ship targeting the box, the players get hit hard but the Mephits end up getting critted three times, three players rolled nat 20's !! By the end of the melee, the players are hurt but not dead though one nasty surprise with the mephits is the fact that they explode when they die. By days end, the Ship is approaching City of Sanctuary and begins to dive out of the sky to land in the water and pull along the docks. What the players see though is a City of pure filth......... Will continue this later. posted below is the map I am using for the campaign. [/QUOTE]
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