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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: 6417183" data-attributes="member: 6777632"><p>Howdy all-</p><p></p><p>Finally got the energy to post my AAR of the past couple of sessions with my group I am DM'ing here in Chicago. The last we left off, the players had faught Bel the wererat from sanctuary's Guild of Thieves. The encounter took place within the common room of the Oasis of the Sunflower in the Neverwhere Desert of Greyhawk. The players had defeated Bel's Pet Roach but she escaped into the catacombs beneath the Inn. Burk Detwiller, the 1/2 Orc Inn owner and not to enthusiastic member of the Dragon cult decided it was high time to turn a new leaf and help instead of hinder the players. So He pointed out to the players the trap door in the storage room which led to the catacombs beneath the Inn. The Ranger Amos( DM NPC) along with the party had two options, pursue Bel or forge ahead and deal with the Dragon Cult.</p><p></p><p>The Players decided to go after Bel, so they followed he trail which veered off into a side cavern, so basically the wererat was not heading in the direction of Castle Nearytar through the main passage. The players come upon a side room containing a 1/2 moon shaped apparatus that is glowing red. The Ranger determines that Bel's Foot prints seem to circle around the room and end at the glowing red object. Why She circled the room is puzzling to the players until they find that guarding the Portal Are two nasy Galeb Duhr's (MM139 ) Basically Bel managed to sneak by these guys, but the players were not so fortunate.</p><p></p><p>As soon as the players enter the room, Both Galeb Duhr's rise up and engage the party in combat. The players manage after being close to getting wacked, dispatch these guys. It was tough battle, because the Galeb's could ball up and roll around trying to overrun the players or bring to life the various large rocks in the area and use them to cause more harm to the players. </p><p></p><p>With the Galeb Guardian destroyed, the players enter the portal, they come out the otherside and find a sky of blood red, fine sand like dust blowing intensely around them, temperatures with extrema heat and the distant sound of wails and cry's. Of who and what, they did not know. But to their immediate front they encounter a badly wounded creature with red skin and bat like wings. His first reaction is to run, but with his wounds at a pretty sever level, he decides to parley with the party.</p><p></p><p><strong>Welcome to Hell</strong></p><p>The players, in their pursuit of Bel, have landed themselves on the first plane of Hell called Avernous. Basically what I did was run <strong>To Baator and Back from 2E AD&D</strong> from the Well of the Worlds module. I had planed to either run HotDQ if the players went down that path or or this adventure if the players decided to pursue Bel. Well they went the Planescape rout and I accommodated them. A good DM always prepares for multiple situations, its alot of work, but it keeps players from feeling railroaded I think.</p><p></p><p>The players did alot and I mean alot of role playing in this adventure with the only combat being a huge blood Worm from the River Styxx. The players did help the poor wounded Devil by curing his wounds, in return, Fawzi El Gamel, a Spine Devil and the Gate's Guardian told the players that he was attacked by Bel, if not for the roving hoards of Devils nearby, he would have most likely have been put into the dead book. Feeling slightly in debt to players for saving him, Fawzi tells the players of a Drow Hermit that lives in the foothills over the River Styxx that might be able to help the party. So armed with that info, the party quickly makes their way to the Drow Hermits cave, knowing that this might be a rough encounter if they dont say the right things. </p><p></p><p>The Party meets Hexailla, a Drow Wizard and a member of the Sociaty of Sensation, a faction from Sigil that likes to experience the more esoteric aspects of life on many of the different planes. Players pay here a hefty sum of gold and manage to get a couple of pieces of good info out of her. There is a portal out of this place but they will need to talk with the piller skulls to find the exact key to get them out of Hell. Of course Hexillia did come off trusting, but as soon as the players head towards the piller of Skulls, She will then inform the local infernal commander of the players presence on this plane. So it is race against time, get the key and get out.</p><p></p><p>The piller of Skulls is the punishment to those seers or sages that lied and cheated in life, now they are damned to jostle with many others gibbering and whining about their circumstances. Enter the players, they approach the piller and ask it about the key to the portal, many heads jostle around until one emerges and tells the players that he knows of the key but they will have to feed the piller a Blood Worm to gain that info. So armed with that info, the players head towards the River Styxx, just managing to avoid the Infernal patrols and fish up a huge Blood Worm from the Styxx, the Blood Worm does not go easy and gives the players a fight. I used the Purple Worm stats but halved everything to make it a CR more appropriate for the players level. They are after all 6th level. The players return to the piller with the blood worm and the main talking head tells the players that all they need is a brick from the planur road near the portal is the key to leaving. </p><p></p><p><strong>A Brick, A Hoard of Devils and a wererat:</strong></p><p>The players rush around gather the Brick and make their way to the portal only to be ambushed by Bel, she figured someone might show up to create an exit outta here and it just so happened to be the players. Of course in hot pursuit of the players are a hoard of Devils, the players are given 8 rounds to defeat bel and activate the gate. It took 6 rounds to defeat Bel and capture her and that left just enough time to open the gate and get away from certain misery and eternal death.</p><p></p><p><strong>Sigil </strong></p><p>The players exit into Sigil the city at the center of the multiverse and into the Styxx Oarsman, an infernal bar owned by Rule of Three, a Cambion of dubeuis nature. But he does see some potencial in the players and helps them get incontact with Capt Hans of the Sea Sprite and them back to their prime plane of existence with Bel in chains and the players getting a nice bounty for her from the Assassins Guild in Sanctuary.</p><p></p><p><strong>Stuff </strong></p><p>It is at this point that I decided to have the players switch from Greyhawk to FR Campaign setting on their return trip with Capt Hans. The Hoard of the Dragon Queen module is a good module but trying to convert it to another campaign setting is just too time consuming. This adventure did take place last week and the adventure I DM'ed yesterday (Sunday) was set in FR and continued with Castle Neaytar which I will write up this week. Personally, I enjoyed running a Planescape adventure but I think the players felt a bit overwhelmed by the whole thing, so hence I quickly brought them back around to HotDQ and the Prime plane. Still, now the players can boast that they have been to Hell and back lol.</p><p></p><p></p><p>Scott</p></blockquote><p></p>
[QUOTE="sgtscott658, post: 6417183, member: 6777632"] Howdy all- Finally got the energy to post my AAR of the past couple of sessions with my group I am DM'ing here in Chicago. The last we left off, the players had faught Bel the wererat from sanctuary's Guild of Thieves. The encounter took place within the common room of the Oasis of the Sunflower in the Neverwhere Desert of Greyhawk. The players had defeated Bel's Pet Roach but she escaped into the catacombs beneath the Inn. Burk Detwiller, the 1/2 Orc Inn owner and not to enthusiastic member of the Dragon cult decided it was high time to turn a new leaf and help instead of hinder the players. So He pointed out to the players the trap door in the storage room which led to the catacombs beneath the Inn. The Ranger Amos( DM NPC) along with the party had two options, pursue Bel or forge ahead and deal with the Dragon Cult. The Players decided to go after Bel, so they followed he trail which veered off into a side cavern, so basically the wererat was not heading in the direction of Castle Nearytar through the main passage. The players come upon a side room containing a 1/2 moon shaped apparatus that is glowing red. The Ranger determines that Bel's Foot prints seem to circle around the room and end at the glowing red object. Why She circled the room is puzzling to the players until they find that guarding the Portal Are two nasy Galeb Duhr's (MM139 ) Basically Bel managed to sneak by these guys, but the players were not so fortunate. As soon as the players enter the room, Both Galeb Duhr's rise up and engage the party in combat. The players manage after being close to getting wacked, dispatch these guys. It was tough battle, because the Galeb's could ball up and roll around trying to overrun the players or bring to life the various large rocks in the area and use them to cause more harm to the players. With the Galeb Guardian destroyed, the players enter the portal, they come out the otherside and find a sky of blood red, fine sand like dust blowing intensely around them, temperatures with extrema heat and the distant sound of wails and cry's. Of who and what, they did not know. But to their immediate front they encounter a badly wounded creature with red skin and bat like wings. His first reaction is to run, but with his wounds at a pretty sever level, he decides to parley with the party. [B]Welcome to Hell[/B] The players, in their pursuit of Bel, have landed themselves on the first plane of Hell called Avernous. Basically what I did was run [B]To Baator and Back from 2E AD&D[/B] from the Well of the Worlds module. I had planed to either run HotDQ if the players went down that path or or this adventure if the players decided to pursue Bel. Well they went the Planescape rout and I accommodated them. A good DM always prepares for multiple situations, its alot of work, but it keeps players from feeling railroaded I think. The players did alot and I mean alot of role playing in this adventure with the only combat being a huge blood Worm from the River Styxx. The players did help the poor wounded Devil by curing his wounds, in return, Fawzi El Gamel, a Spine Devil and the Gate's Guardian told the players that he was attacked by Bel, if not for the roving hoards of Devils nearby, he would have most likely have been put into the dead book. Feeling slightly in debt to players for saving him, Fawzi tells the players of a Drow Hermit that lives in the foothills over the River Styxx that might be able to help the party. So armed with that info, the party quickly makes their way to the Drow Hermits cave, knowing that this might be a rough encounter if they dont say the right things. The Party meets Hexailla, a Drow Wizard and a member of the Sociaty of Sensation, a faction from Sigil that likes to experience the more esoteric aspects of life on many of the different planes. Players pay here a hefty sum of gold and manage to get a couple of pieces of good info out of her. There is a portal out of this place but they will need to talk with the piller skulls to find the exact key to get them out of Hell. Of course Hexillia did come off trusting, but as soon as the players head towards the piller of Skulls, She will then inform the local infernal commander of the players presence on this plane. So it is race against time, get the key and get out. The piller of Skulls is the punishment to those seers or sages that lied and cheated in life, now they are damned to jostle with many others gibbering and whining about their circumstances. Enter the players, they approach the piller and ask it about the key to the portal, many heads jostle around until one emerges and tells the players that he knows of the key but they will have to feed the piller a Blood Worm to gain that info. So armed with that info, the players head towards the River Styxx, just managing to avoid the Infernal patrols and fish up a huge Blood Worm from the Styxx, the Blood Worm does not go easy and gives the players a fight. I used the Purple Worm stats but halved everything to make it a CR more appropriate for the players level. They are after all 6th level. The players return to the piller with the blood worm and the main talking head tells the players that all they need is a brick from the planur road near the portal is the key to leaving. [B]A Brick, A Hoard of Devils and a wererat:[/B] The players rush around gather the Brick and make their way to the portal only to be ambushed by Bel, she figured someone might show up to create an exit outta here and it just so happened to be the players. Of course in hot pursuit of the players are a hoard of Devils, the players are given 8 rounds to defeat bel and activate the gate. It took 6 rounds to defeat Bel and capture her and that left just enough time to open the gate and get away from certain misery and eternal death. [B]Sigil [/B] The players exit into Sigil the city at the center of the multiverse and into the Styxx Oarsman, an infernal bar owned by Rule of Three, a Cambion of dubeuis nature. But he does see some potencial in the players and helps them get incontact with Capt Hans of the Sea Sprite and them back to their prime plane of existence with Bel in chains and the players getting a nice bounty for her from the Assassins Guild in Sanctuary. [B]Stuff [/B] It is at this point that I decided to have the players switch from Greyhawk to FR Campaign setting on their return trip with Capt Hans. The Hoard of the Dragon Queen module is a good module but trying to convert it to another campaign setting is just too time consuming. This adventure did take place last week and the adventure I DM'ed yesterday (Sunday) was set in FR and continued with Castle Neaytar which I will write up this week. Personally, I enjoyed running a Planescape adventure but I think the players felt a bit overwhelmed by the whole thing, so hence I quickly brought them back around to HotDQ and the Prime plane. Still, now the players can boast that they have been to Hell and back lol. Scott [/QUOTE]
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