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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: 6407503" data-attributes="member: 6777632"><p>Hi all</p><p></p><p>Here is the latest installment of my HotDQ Campaign, in the last session, the players had defeated the wererats thieves with a little help from the Assassins guild from the mini adventure Urban Decay from Dungeon magazine. Unfortunately Bel a female wererat apart of the Thieves guild managed to escape the Assassins guild guards and has swore vengance on the players for taking down her Brother, the wererat guild master. So with that said, here is a break down below of what monsters and other stuff the players encountered and EXP awards:</p><p></p><p>Here is the EXP for each creature and for Role Playing:</p><p>Crawling Hand 20 xp</p><p>Air Elemental 1,800 xp</p><p>Giant Roach 200 xp</p><p>Giant Scorpion 300 xp</p><p>Sand Yak 100 xp</p><p>Hells Galley +Infernal Laddle Role play 200xp</p><p>General RP rewards: 200xp</p><p>Total: 2820 xp</p><p></p><p>Episode 5 Construction ahead</p><p>Note:</p><p>I used Santuary as Waterdeep</p><p></p><p>Thomas Fairweather is the Assassins guild master and has asked the players to take on the task in trying to find Bel the wererat thieves guild surviver in Sanctuary for the Assassins Guild. The players do go back to her old hide out beneath the Ratcatchers guild and fight a parting gift from her: a Crawling Claw at Her old hide she left behind.</p><p></p><p>After the fight with the crawling claw which the Claric did turn, the players do find a clue clue a torn piece of paper with the number 7 written on it. As the DM I did point out to the characters as they were on the docks earlier in the morning that 7 caravans were getting ready to head out to the Neverwhere Desert including the Wagons belonging to the cultists. So for the players, that number 7 Luckily corresponded to the Caravan she hired her self onto for the Dragon Cult possibly.</p><p></p><p>Still, running around the sewers of Sanctuary most of the day, gave the cultists and their caravan a head start so Unfortunately you guys realized that she along with the caravan left early in the morning for the oasis of the sunflower in the Neverwhere Desert.</p><p></p><p>But with the help of Hans and his Ship the Sky Ship Sea Sprite, you might reach the Oasis of the Sunflower just around the time the caravan arrives and pick up the trail again of where the Dragon cult is taking the loot from sanctuary but also deal with Bel the wererat Thief maybe.</p><p></p><p>During the Journey to the oasis, once more Capt Hans wants to gather lightening so he fly's the Sea Sprite into another dark cloud and once more you guys are tasked with guarding the box that gathers lightening but this time you guys get to fight an Air Elemental named Gus. Thank gawd for NPC's to take the brunt of attacks sometimes lol.</p><p></p><p>Nonetheless Freddy the Fighter with awesome skill of swordsmanship did quite the number on Gus. With good support from Badger the Rogue and Marty the Cleric, the poor Elemental was dispatched back to the elements. I should have added inspiration from the Happy Yoddlers and the Bag Pipers Clan when you guys fought that elemental. My bust.</p><p></p><p>After the battle with Gus, Marty the Claric decided to check out the Galley aboard the Sea Sprite to do some cooking, what He found was Hell's Kitchen.</p><p></p><p>This ship as pointed out by Capt Hans used to belong to the Infernal Lord Draxis whom he and his fellow adventurers defeated and the Ship, the Galley has not been used by the Ships crew, so in remained in the same state for ages. The players came across bones of various humanoids in the hearth, and a cauldron atop a stove that is black as night.</p><p></p><p>Within the cauldron a swirling viscus liquid swirling counter clock wise around and around. Capt Hans pointed out that is is planar gate to where is not sure, he just chucked non-cooperating or paying passengers into it. He does quip however that one of them did make it back unbelievably and said there were infernal like pastries that walked about the plane he was on. too weird.</p><p></p><p>No matter, Marty commenced to cook up some bread from some bags of infernal flour He had found, but the brimstone taste was just very appetizing, then Marty came across a Laddle called laddie, that said he could help Marty be a top cook in the infernal culinary arts, with a bit of a caveat, the laddle required a tiny bit of blood to work. Of course Freddie the fighter was none to happy about this but Mart assured him that He had thing under control, the Infernal Laddle did get rid of the brimtone smell and taste of the Bread and the Bread turned out to be very tasty, the Bread is magical and each slice gives the player a +1 to hit and damage for a day.</p><p></p><p>The players arrive see the cult caravan in the courtyard being unloaded. They see a huge looking Orc named Burk Detwiller directing where the caravan horses go, and making sure the crates of cult loot is stored in a storage house adjacent to the inn common room. The players convince the Inn's cook Old Grisled Joe or OG as he likes to be called to let them check out the storage area, in exchange they would go and hunt up some Scorpion meat and tail, a fine delicacy in the Neverwhere Desert. Of Badger is not fond of Desert Worm meat or Scorpoin Tail and finds out that there Sand Yaks that might be found nearby.</p><p></p><p>The players set out around late afternoon and find that the desert is a most dangerous place as they survive a number of spots with quicksand. They do come across both a Sand Yak and a Desert Scorpion and dispatch both creatures with little problem and do return to OG with his items. While Marty distracts OG, Both Freddy and Badger manage to find a trapdoor, where it leads they are not sure but plan to investigate it later.</p><p></p><p>Enter Bel! As the players dine on their Scorpion tail and Badger dines on his Sand Yak Steak, Badger begins to feel not too good (failed his con DC) and about this Time Bel the thieves guild wererat whom failed her disguise (slight of Hand roll) is found out and Freddy charges her table and tries to tackle her, that fails and Bel wins the initiative, bounds for the door leaving her pet cockroach (medium size creature) to block the door while she jammed it shut. The players dispatch the giant cockroach but fail to catch Bel. Badger thanks to Marty's quick intervention, is cured of the poison effects. Its about this time Badger turns to Burk Detwiller and tells him of the Trap door in the storage room............a cliff hanger lol</p><p></p><p>Scott</p></blockquote><p></p>
[QUOTE="sgtscott658, post: 6407503, member: 6777632"] Hi all Here is the latest installment of my HotDQ Campaign, in the last session, the players had defeated the wererats thieves with a little help from the Assassins guild from the mini adventure Urban Decay from Dungeon magazine. Unfortunately Bel a female wererat apart of the Thieves guild managed to escape the Assassins guild guards and has swore vengance on the players for taking down her Brother, the wererat guild master. So with that said, here is a break down below of what monsters and other stuff the players encountered and EXP awards: Here is the EXP for each creature and for Role Playing: Crawling Hand 20 xp Air Elemental 1,800 xp Giant Roach 200 xp Giant Scorpion 300 xp Sand Yak 100 xp Hells Galley +Infernal Laddle Role play 200xp General RP rewards: 200xp Total: 2820 xp Episode 5 Construction ahead Note: I used Santuary as Waterdeep Thomas Fairweather is the Assassins guild master and has asked the players to take on the task in trying to find Bel the wererat thieves guild surviver in Sanctuary for the Assassins Guild. The players do go back to her old hide out beneath the Ratcatchers guild and fight a parting gift from her: a Crawling Claw at Her old hide she left behind. After the fight with the crawling claw which the Claric did turn, the players do find a clue clue a torn piece of paper with the number 7 written on it. As the DM I did point out to the characters as they were on the docks earlier in the morning that 7 caravans were getting ready to head out to the Neverwhere Desert including the Wagons belonging to the cultists. So for the players, that number 7 Luckily corresponded to the Caravan she hired her self onto for the Dragon Cult possibly. Still, running around the sewers of Sanctuary most of the day, gave the cultists and their caravan a head start so Unfortunately you guys realized that she along with the caravan left early in the morning for the oasis of the sunflower in the Neverwhere Desert. But with the help of Hans and his Ship the Sky Ship Sea Sprite, you might reach the Oasis of the Sunflower just around the time the caravan arrives and pick up the trail again of where the Dragon cult is taking the loot from sanctuary but also deal with Bel the wererat Thief maybe. During the Journey to the oasis, once more Capt Hans wants to gather lightening so he fly's the Sea Sprite into another dark cloud and once more you guys are tasked with guarding the box that gathers lightening but this time you guys get to fight an Air Elemental named Gus. Thank gawd for NPC's to take the brunt of attacks sometimes lol. Nonetheless Freddy the Fighter with awesome skill of swordsmanship did quite the number on Gus. With good support from Badger the Rogue and Marty the Cleric, the poor Elemental was dispatched back to the elements. I should have added inspiration from the Happy Yoddlers and the Bag Pipers Clan when you guys fought that elemental. My bust. After the battle with Gus, Marty the Claric decided to check out the Galley aboard the Sea Sprite to do some cooking, what He found was Hell's Kitchen. This ship as pointed out by Capt Hans used to belong to the Infernal Lord Draxis whom he and his fellow adventurers defeated and the Ship, the Galley has not been used by the Ships crew, so in remained in the same state for ages. The players came across bones of various humanoids in the hearth, and a cauldron atop a stove that is black as night. Within the cauldron a swirling viscus liquid swirling counter clock wise around and around. Capt Hans pointed out that is is planar gate to where is not sure, he just chucked non-cooperating or paying passengers into it. He does quip however that one of them did make it back unbelievably and said there were infernal like pastries that walked about the plane he was on. too weird. No matter, Marty commenced to cook up some bread from some bags of infernal flour He had found, but the brimstone taste was just very appetizing, then Marty came across a Laddle called laddie, that said he could help Marty be a top cook in the infernal culinary arts, with a bit of a caveat, the laddle required a tiny bit of blood to work. Of course Freddie the fighter was none to happy about this but Mart assured him that He had thing under control, the Infernal Laddle did get rid of the brimtone smell and taste of the Bread and the Bread turned out to be very tasty, the Bread is magical and each slice gives the player a +1 to hit and damage for a day. The players arrive see the cult caravan in the courtyard being unloaded. They see a huge looking Orc named Burk Detwiller directing where the caravan horses go, and making sure the crates of cult loot is stored in a storage house adjacent to the inn common room. The players convince the Inn's cook Old Grisled Joe or OG as he likes to be called to let them check out the storage area, in exchange they would go and hunt up some Scorpion meat and tail, a fine delicacy in the Neverwhere Desert. Of Badger is not fond of Desert Worm meat or Scorpoin Tail and finds out that there Sand Yaks that might be found nearby. The players set out around late afternoon and find that the desert is a most dangerous place as they survive a number of spots with quicksand. They do come across both a Sand Yak and a Desert Scorpion and dispatch both creatures with little problem and do return to OG with his items. While Marty distracts OG, Both Freddy and Badger manage to find a trapdoor, where it leads they are not sure but plan to investigate it later. Enter Bel! As the players dine on their Scorpion tail and Badger dines on his Sand Yak Steak, Badger begins to feel not too good (failed his con DC) and about this Time Bel the thieves guild wererat whom failed her disguise (slight of Hand roll) is found out and Freddy charges her table and tries to tackle her, that fails and Bel wins the initiative, bounds for the door leaving her pet cockroach (medium size creature) to block the door while she jammed it shut. The players dispatch the giant cockroach but fail to catch Bel. Badger thanks to Marty's quick intervention, is cured of the poison effects. Its about this time Badger turns to Burk Detwiller and tells him of the Trap door in the storage room............a cliff hanger lol Scott [/QUOTE]
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