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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: 6417695" data-attributes="member: 6777632"><p><strong>Episode 6 Castle Nearytar</strong></p><p></p><p><strong>Note </strong>some encounters I did change to make it more challenging for the players, especially since the PC's have Feats, the encounters had to be modified to deal with the players extra abilities. </p><p></p><p><strong>Creatures Encountered:</strong></p><p>Bullywog Mobs (low level trash) 100exp total</p><p>Otyugh MM 248 1500 exp</p><p>Clay Golem 4000 exp (Guarding Rezmirs room)</p><p>Flesh Golem 1500 exp (Guarding Rezmirs room)</p><p>Stargazers Ghosts 700 exp (For interacting with Ghosts and not killing them)</p><p>Roleplaying 200 exp (Good ideas from all party members) </p><p>Total: Even 8000 EXP</p><p></p><p><strong>Sigil and back:</strong></p><p>With Bel firmly caged and guarded, the players then hook up with Capt Hans of the Sea Sprite to bring them back to Greyhawk and collect their reward for capturing the infamous wererat. But things do not go as well planned as players think they should. The Sea Sprite leaves Sigil heading to the planur gate that Capt Hans knows of but their ship is spotted and ambushed by Aisha and her ship the Black Rose. Aisha is a Drow elf and she has been perusing Capt Hans over the years trying to get back the gold he owes her. Now as the players are so close to reaching their goal of getting out of the planes, they are once more stopped by dumb luck.</p><p></p><p>Aisha's Ship puls within hailing distance and tells the Capt to pay up or be sent into the ether for ever and ever. The players are not too happy about this new problem and step up and decide to try and negotiate a way to keep Aisha off their backs. They come up with a plan to give Aisha a bunch of Dragon eggs they say they might come across in the near future. Ashia does find this highly unlikely but it might also prove to be amusing, so she relents and follows the Sea Sprite into the Portal. Unfortunately, the portal is only tuned to one ship and having two go through kind of throws everything out of whack. </p><p></p><p>READ: This was my opportunity to get the adventure HotDQ back on track and set it in the Forgotten Realms. And thus making the prep time for HotDQ and RoT that much more easier.</p><p></p><p>The players do return to what is now the Carnath Roadhouse (was Oasis of the Sunflower in GH) But the owner still remains Burk Detwieler. So basically locations may have changed but NPC's I used remained, I also kept Hommlet in place of Greenist (what a stupid sounding name), other then those minor changes everything will kind of remain true to FR.</p><p></p><p>The players then hand over Bel to Burk who will take her to Waterdeep's Assassins Guild for them to deal with and mett out the appropriate punishment. Then once more the players descend beneath the Inn into the caverns to deal with the Dragon cult and find were the ultimate destination is for the loot the Dragon cult has looted over the last couple of months. The first encounter in the caverns was meant to be a bit role play and combat in which the players encounter several Bullywogs harassing and beating on Lizard folk porters. </p><p></p><p>The players step in and stop and dispatch the Bully Wogs and end up befriending the Lizard Folk, especially a charismatic one named Snap Jaw. Yes this encounter kind of veered off from the one as written but I wanted a more plausible introduction to the Lizard folk instead of having the players hack them to death in the original encounter. Also note in the original encounter only SnapJaw survived and only then he might work with the PC's...........after they killed all his buddies...........ya right.</p><p></p><p>So with Snapjaw firmly impressed with the players kick ass ability against the Bullywogs, he decides to help the players infiltrate the Castle Nearytar and get rid of the Bullywogs and their disgusting leader Sputtergoo, whom Snapjaw suspects of murdering the lizard folk Shaman which he does confide in the PC's. </p><p></p><p>There is a bit of a triad going on here, Rezmir is the head of the Dragon Cult in Castle Nearytar, she brought both the Bullywogs and the Lizard Folk together in an uneasy alliance. The Lizard Folk joined because they lost their Shaman leader and feel indebted to the Dragon Cult for giving them powerful magic (actually cheap trinkets). Sputtergoo, the leader of the Bullywogs thinks once the Dragon Cult is done in this area, that they will give him Castle Nearytar. Rezmar also has an adviser named Delmar, an elf who hates Humans but unbelievably tolerates the human cultists. He hates the Bullywogs and tries to look after the well being of the Lizard folk as best he can. So even though he might support some of the cult activities , he is not a 100% onboard with everything this cult does.</p><p></p><p>The players are escorted by Snapjaw to the gates of Castle Nearytar and are met by SGT Carter and PVT Pyle. Both dining on deepfried roachs. They look at the players, as a few questions then tell them that they are to get rid of the undead ghosts in one of the castle Towers. Carter also warns the players that this place still has some pretty horrible monsters here and there through out the Castle, so some areas might not be as safe as others.</p><p></p><p>Snapjaw tells the players about the barbican above the gate area, lots bullywogs up there along with a huge log and bell which is used to warn of attacks and meal times. Snapjaw also tells the players of the caverns beneath Castle Nearytar and that after the treasure is inventoried in the great hall, it is brought down to the caverns by two hulking trolls that guard the carvern entrance. He goes on to point out the stables in one area and the Bullywog barracks, which no one can miss due to the noise and stench emanating from it. The players then reach the tower to where they must go up to get to the ghosts but find that they must cross a 15 foot plank over a pit of garbage.</p><p></p><p>Freddy the Bounty hunter fighter gets the bright idea that maybe this might be a way into the caverns beneath the castle and to Snapjaws horror, removes the plank and starts prodding the garbage heap to see how deep the pit is. Well, all hell breaks loose as a sleeping Otyugh is awakened from its slumber and begins to attack the players. Using its long tenticals it pulls both the fighter and the Rogue down into the pit and begins to try and chomp on them and crush the life out of them. The Warlock and two clarics above try chucking spells into the creature doing some damage. In the Pit, the Fighter manages to break free but before he can climb back out, he is grabbed again, the Rogue, who is getting crushed to death, manages to break free and races back up the pit walls and to safety. When all is said and done, the creature lays dead but both the fighter and the Rogue are down to around 8 hit points each.</p><p></p><p>After some searching, the players do find a Ring, and an amulate. After cutting open the creature they find a very nice staff within its guts. He used as a tooth pick lol. Items magical properties were a Ring of +1 to AC, A Staff of Fire and an amulate of Fortitude (giving the wearer a Con of 12 which the Rogue needed)</p><p></p><p>Well, thats not it, but will continue this After Action Report later on.</p><p></p><p>Scott</p></blockquote><p></p>
[QUOTE="sgtscott658, post: 6417695, member: 6777632"] [B]Episode 6 Castle Nearytar[/B] [B]Note [/B]some encounters I did change to make it more challenging for the players, especially since the PC's have Feats, the encounters had to be modified to deal with the players extra abilities. [B]Creatures Encountered:[/B] Bullywog Mobs (low level trash) 100exp total Otyugh MM 248 1500 exp Clay Golem 4000 exp (Guarding Rezmirs room) Flesh Golem 1500 exp (Guarding Rezmirs room) Stargazers Ghosts 700 exp (For interacting with Ghosts and not killing them) Roleplaying 200 exp (Good ideas from all party members) Total: Even 8000 EXP [B]Sigil and back:[/B] With Bel firmly caged and guarded, the players then hook up with Capt Hans of the Sea Sprite to bring them back to Greyhawk and collect their reward for capturing the infamous wererat. But things do not go as well planned as players think they should. The Sea Sprite leaves Sigil heading to the planur gate that Capt Hans knows of but their ship is spotted and ambushed by Aisha and her ship the Black Rose. Aisha is a Drow elf and she has been perusing Capt Hans over the years trying to get back the gold he owes her. Now as the players are so close to reaching their goal of getting out of the planes, they are once more stopped by dumb luck. Aisha's Ship puls within hailing distance and tells the Capt to pay up or be sent into the ether for ever and ever. The players are not too happy about this new problem and step up and decide to try and negotiate a way to keep Aisha off their backs. They come up with a plan to give Aisha a bunch of Dragon eggs they say they might come across in the near future. Ashia does find this highly unlikely but it might also prove to be amusing, so she relents and follows the Sea Sprite into the Portal. Unfortunately, the portal is only tuned to one ship and having two go through kind of throws everything out of whack. READ: This was my opportunity to get the adventure HotDQ back on track and set it in the Forgotten Realms. And thus making the prep time for HotDQ and RoT that much more easier. The players do return to what is now the Carnath Roadhouse (was Oasis of the Sunflower in GH) But the owner still remains Burk Detwieler. So basically locations may have changed but NPC's I used remained, I also kept Hommlet in place of Greenist (what a stupid sounding name), other then those minor changes everything will kind of remain true to FR. The players then hand over Bel to Burk who will take her to Waterdeep's Assassins Guild for them to deal with and mett out the appropriate punishment. Then once more the players descend beneath the Inn into the caverns to deal with the Dragon cult and find were the ultimate destination is for the loot the Dragon cult has looted over the last couple of months. The first encounter in the caverns was meant to be a bit role play and combat in which the players encounter several Bullywogs harassing and beating on Lizard folk porters. The players step in and stop and dispatch the Bully Wogs and end up befriending the Lizard Folk, especially a charismatic one named Snap Jaw. Yes this encounter kind of veered off from the one as written but I wanted a more plausible introduction to the Lizard folk instead of having the players hack them to death in the original encounter. Also note in the original encounter only SnapJaw survived and only then he might work with the PC's...........after they killed all his buddies...........ya right. So with Snapjaw firmly impressed with the players kick ass ability against the Bullywogs, he decides to help the players infiltrate the Castle Nearytar and get rid of the Bullywogs and their disgusting leader Sputtergoo, whom Snapjaw suspects of murdering the lizard folk Shaman which he does confide in the PC's. There is a bit of a triad going on here, Rezmir is the head of the Dragon Cult in Castle Nearytar, she brought both the Bullywogs and the Lizard Folk together in an uneasy alliance. The Lizard Folk joined because they lost their Shaman leader and feel indebted to the Dragon Cult for giving them powerful magic (actually cheap trinkets). Sputtergoo, the leader of the Bullywogs thinks once the Dragon Cult is done in this area, that they will give him Castle Nearytar. Rezmar also has an adviser named Delmar, an elf who hates Humans but unbelievably tolerates the human cultists. He hates the Bullywogs and tries to look after the well being of the Lizard folk as best he can. So even though he might support some of the cult activities , he is not a 100% onboard with everything this cult does. The players are escorted by Snapjaw to the gates of Castle Nearytar and are met by SGT Carter and PVT Pyle. Both dining on deepfried roachs. They look at the players, as a few questions then tell them that they are to get rid of the undead ghosts in one of the castle Towers. Carter also warns the players that this place still has some pretty horrible monsters here and there through out the Castle, so some areas might not be as safe as others. Snapjaw tells the players about the barbican above the gate area, lots bullywogs up there along with a huge log and bell which is used to warn of attacks and meal times. Snapjaw also tells the players of the caverns beneath Castle Nearytar and that after the treasure is inventoried in the great hall, it is brought down to the caverns by two hulking trolls that guard the carvern entrance. He goes on to point out the stables in one area and the Bullywog barracks, which no one can miss due to the noise and stench emanating from it. The players then reach the tower to where they must go up to get to the ghosts but find that they must cross a 15 foot plank over a pit of garbage. Freddy the Bounty hunter fighter gets the bright idea that maybe this might be a way into the caverns beneath the castle and to Snapjaws horror, removes the plank and starts prodding the garbage heap to see how deep the pit is. Well, all hell breaks loose as a sleeping Otyugh is awakened from its slumber and begins to attack the players. Using its long tenticals it pulls both the fighter and the Rogue down into the pit and begins to try and chomp on them and crush the life out of them. The Warlock and two clarics above try chucking spells into the creature doing some damage. In the Pit, the Fighter manages to break free but before he can climb back out, he is grabbed again, the Rogue, who is getting crushed to death, manages to break free and races back up the pit walls and to safety. When all is said and done, the creature lays dead but both the fighter and the Rogue are down to around 8 hit points each. After some searching, the players do find a Ring, and an amulate. After cutting open the creature they find a very nice staff within its guts. He used as a tooth pick lol. Items magical properties were a Ring of +1 to AC, A Staff of Fire and an amulate of Fortitude (giving the wearer a Con of 12 which the Rogue needed) Well, thats not it, but will continue this After Action Report later on. Scott [/QUOTE]
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