Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Story Hour
We D&D- Tyranny of Dragons Part 2: The Rise of Tiamat #24b Strike Team 1 Part 2 A Ton of Undead.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Goonalan" data-source="post: 7579586" data-attributes="member: 16069"><p style="text-align: center"><strong>We D&D.</strong></p><p></p><p><strong>Session #16 Hoard of the Dragon Queen #2 To The Keep.</strong></p><p><strong></strong></p><p><strong>Brothers of the First Light.</strong></p><p><strong>Ray the Zealot (played by Pete) Male Human Paladin of Lathander Lvl 1</strong></p><p><strong>Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 1</strong></p><p><strong>Lux (played by Sandy) Female Human Warlock Lvl 1</strong></p><p><strong>Watt (played by Jackie) Male Human Bard Lvl 1</strong></p><p></p><p>Note, this is session #16 of our game but only session #2 of the Hoard of the Dragon Queen scenario.</p><p></p><p>The Brothers of the First Light have picked up nine townsfolk survivors as they sneak & fight their way through the mean streets of Greenest in an attempt to get to the town’s fortified Keep. Alas along the way one of the townsfolk has been killed, two badly wounded, while another is a geriatric old man that’s not too quick on his feet and keeps shouting at his rescuers.</p><p></p><p>They have also got themselves a dead Dragon Cultist and have discovered that the Cultists are in town to rob and kill. Odd that, because the Brothers of the First Light are all ex-Dragon Cultists themselves.</p><p></p><p>And so… on to the Keep.</p><p></p><p>It comes as no surprise then that on the home straight, with the Keep in sight- doors still open, the Brothers and company run in to the last line of defence, a lone Cultist (the Brothers rightly suspect) and a trio of Kobolds step out of an alley and bar their way. “Where do you think you’re going?”, the Cultist wants to know, and for the first time so far, the PCs dice- and chutzpah, fail them.</p><p></p><p style="text-align: center">[ATTACH=full]112988[/ATTACH]</p><p></p><p>Fighting erupts, actually what happens is Ray the Zealot (Human Paladin) who when it becomes obvious that the bad guy is not buying the PCs story gets to deliver all of his nastiest threats, then gets selected for target practice by the Kobolds, the Paladin takes a hit from a sling shot, and would have taken another if it wasn’t for Lummins’ (Half-Elf Cleric) Warding Flare*.</p><p></p><p>*Yeah, that’s not how Warding Flare works at Level 1, we worked this out eventually…</p><p></p><p>Watt (Human Bard) shoots the Cultist dead, and at this point I would have had the Kobolds flee the scene, but Ray the Zealot instead charges in to the midst of the little buggers and flails ineffectively, the DM shrugs (and with a little help from Pack Attack) stabs the Paladin of Lathander in to unconsciousness, never look a gift horse in the mouth and all that. Feeling good about themselves the Kobolds almost manage to repeat the feat, soon after Lummins is bloodied (same tactic, DM shrugs- boy, the players are rolling low, whereas my dice…).</p><p></p><p>My joy is short-lived, the Brother’s dice come back on-line and moments later the last Kobold standing, although very badly wounded, manages to flee the scene.</p><p></p><p>At which point a larger force of Kobolds, lead by a Dragonborn Warrior (perhaps, the Brothers are about 200 feet away and its dark, actually this is Langdedrosa Cyanwrath- we’ll meet him properly a bit later) wearing electric blue scale armour charges the main gates of the Keep, which at the very last-moment clang shut.</p><p></p><p>The Brothers of the First Light are locked out, as are the eight citizens of Greenest who are now even more reliant on our heroic foursome. Cue a little frantic roleplay, which results in- “I know a way in!” the doddering member of the townsfolk states (Old Man Markguth). After a bit more chatter it turns out that there’s a secret way in to the Keep, a sewer pipe used by members of the Watch (past and present) if and when they fancy a trip in to town for something to quench their thirst (all manner of thirsts are catered for).</p><p></p><p>However, the Brothers are badly beaten up, two of them heavily wounded (below bloodied), and with no spells (only Cantrips) left for Watt and Lummins- the talk is should they go on. All this, of course, after getting the unconscious Ray back on his feet. The kindly DM informs the players that should they attempt to hide up for an hour then I will be forced to roll for a Random Encounter, or two (I’ll make a second check if I don’t get one the first time around). The players take the risk- Lathander shines his light upon them, no encounters.</p><p></p><p>Twenty or so minutes after their rest and the group are in the Greenest River, knee deep in the waters hugging the shore as Old Man Markguth grumbles and leads them on towards the hidden culvert, alas it seems the secret is out, sniffing around the sewer entrance pipe is another (larger) group of Kobolds (x6) & Cultists (x2).</p><p></p><p style="text-align: center">[ATTACH=full]112989[/ATTACH]</p><p></p><p>The company backtrack out of sight to plot, Old Man Markguth points out they can’t let the Cultists find the secret way in to the Keep, the PCs are fretting however- they’re still very low on resources. After a series of stirring (but whispered) speeches (and four out of four successful Persuasion checks) the townsfolk agree to help out, all able-bodied personal are up for the fight. First step however is to get in close, and once more (with the help of a Friends spell or two) the Brothers approach the Cultists and Kobolds, and sweet talk their way closer to the bad guy’s. </p><p></p><p>The attack is signalled by Ray, who screams “For the Light!” and stabs one of the Cultists dead, seconds later the townsfolk emerge from hiding and attempt to overrun the Kobolds, remarkably the plan works a treat- it’s a slaughter. Only one of the Kobolds survives for long enough to attempt to flee the scene, Lummins takes the miscreant down with a Sacred Flame, and the only injuries sustained are to the civilians- all minor cuts and bruises. The bodies of the bad folk are pushed out in to the middle of the river and taken away by the current.</p><p></p><p>That felt good. The players are delighted, and only a few minutes later the grate to the sewer has been levered off, and the gaggle of survivors guided in, the sewer entrance is hidden (as best they can) and the grate wedged back in place, not ideal but the best the Brothers can do.</p><p></p><p>The group, with regular input from Old Man Markguth, wade through the sewer pipe and towards the Keep and safety. Suddenly a little way ahead of them Rats Swarm (x2) out of concealed tunnels either side of the stinking wet thoroughfare, effectively blocking the passage on.</p><p></p><p style="text-align: center">[ATTACH=full]112990[/ATTACH]</p><p></p><p>At the same time, and just as suddenly there are lights and voices ahead, four adventuring types carrying torches appear in the sewer passage. The Brothers of the First Light react instantly and proclaim their innocence loudly- “We’re worshippers of Lathander!”, and, “We’re the good guys!”, and, “We’re rescuing townsfolk!” they shout repeatedly. The four adventuring types (the PCs secondary characters if you’ve not figured it out yet) decide to help out with the Rat problem and then ask questions later (sensible fellows).</p><p></p><p>Both Rat Swarms are dealt with quickly and efficiently (it helps that the Rat Swarms had initiative scores of ‘4’ and ‘2’). Derek Pilch (Human Druid) hits the first Swarm with a Poison Spray, then Ray the Zealot & Sgt. Hardaxe (Dwarf Fighter) smush many of the survivors- as per the module when bloodied the Rat Swarm dissipates and flees. The second Rat Swarm quickly goes the same way, Lux (Human Warlock) hits it with her Eldritch Blast (lots of Force damage, that should do it), Hard Bonk (Half-Orc Monk) stamps on a few survivors, while Hotlips Houlihan (Halfling Rogue) skewers a few more with her rapier and dagger.</p><p></p><p>It only takes a minute, and the mad barking of Old Man Markguth for the adventurers to accept the Brother’s story, they and the eight rescued citizens of Greenest are welcomed in to the Keep.</p><p></p><p>And relax… although, the players are aware (and excited) that they should have enough XP for Level 2 now (particularly because they’ve just been given 400 XP for getting the townsfolk safely back to the Keep), how am I going to break it to them?</p><p></p><p>Discussion time- I tell the guys that XP doesn’t count in the same way in this scenario, we are using a system called Milestones, basically when the module says that the PCs gain a level then, they gain a level (subject to my machinations, of course- see later). There are a few sad faces around the table, particularly when I explain that what follows is a series of missions, at the end of which their PCs will be elevated to Level 2.</p><p></p><p>In short they’ve a while to go yet at Level 1.</p><p></p><p>I further explain however that the players can instead spend their hard-earned XP on ‘stuff’, I even offer a few examples-</p><p></p><p>Potion of Healing costs 50 XP (Max 1 Potion/PC)</p><p>Cure Wounds Spell (cast on PC) costs 50 XP</p><p>Recover use of one 1st Level Spell costs 150 XP (Can only recover 1 Spell/mission completed)</p><p>Any item in PH (subject to availability) costs same XP as GP price (minimum cost 1 XP)</p><p>Other benefits/items etc. XP cost on request.</p><p></p><p>For roleplay purposes the items gained by the PCs (for example a Potion of Healing) are gifted from one of the many grateful townsfolk in the Keep (or similar). However, each PC can only possess one Potion of Healing- that’s all that the townsfolk can spare at that time. Also a PC can only recover one Spell at a time.</p><p></p><p>The rest of the first chapter: Greenest in Flames consists of a series of missions, the players can choose which of their PCs they wish to use for each mission, but only one PC each.</p><p></p><p>After each mission the PCs can spend their XP, but only when they are in the Keep.</p><p></p><p>Finally, prices (and the rules) are subject to change if we use this system again (which we do) later on in the module, and when the PCs are at higher levels- costs will inevitably go up, although more ‘stuff’ may become available.</p><p></p><p>A little bit gamist I know, but it worked out.</p><p></p><p>The Brothers therefore spend some of their hard-earned XP to heal wounds, buy potions and recover used spell slots, as they are celebrated by the happy townsfolk whose lives they have saved.</p><p></p><p>And so, after a Short Rest, the Brothers of the First Light are spotted and then approached by a very large Greenest Guard Sgt, as it turns out the fellow is called Sgt Markguth- they’ve just saved his dad, he’s very happy to see them, and thanks them profusely. However, that’s not all of the story- he’d also like to invite them to a secret meeting with the higher ups.</p><p></p><p>The Brothers are up for a secret meeting.</p><p></p><p>They follow Sgt Markguth up through the Keep and on to the highest battlements, there they meet Governor Nighthill (who runs Greenest), and the Castellan Escobert the Red (the Dwarven master of the Keep). Also present are at least a dozen guardsmen, and another half-dozen rough adventuring types (including the four guys that helped the Brothers in the sewers, the player’s secondary characters).</p><p></p><p>Governor Nighthill speaks urgently about the situation in Greenest, down below the fighting is mostly over- the townsfolk still outside of the Keep are either dead, or Lathander be praised- hopefully hidden safely. The Governor points out that their seem to be two distinctly different varieties of enemies- Kobolds and Bandits (the latter category only a presumption at this point). Nighthill needs information, he therefore needs prisoners.</p><p></p><p>The Brothers butt in and tell him what they know, which is that the Bandits are actually Dragon Cultists (they’re fairly insistent about this). Also, that the Cult are here for treasure, and are gathering a great horde- they miss off the detail that the horde is for Tiamat, not wanting to spread panic. Nighthill has heard all about the Brothers and commends them to the host, who cheer our heroes (so they should).</p><p></p><p>Nighthill finally states that he has several important missions that need to be undertaken and that he is looking for volunteers- actually he is hoping that all present will volunteer. His hopes are met. The Governor makes it clear that during the missions, if the opportunity presents itself, then prisoners should be taken, they need more information about the Bandit’s, or Cultist’s, intentions. Prisoners should be brought back to the Keep for interrogation.</p><p></p><p>Soon after the PCs receive their first mission, which is to make their way back out of the secret sewer exit, follow the river down to the water mill, and secure the building- if the grain stores are stolen or burnt then Greenest- should it survive, will inevitably run out of food.</p><p></p><p>The Brothers also get a little extra time with the Governor and Escobert, the pair promise to help them with resources- when available, they also answer questions. The Brothers ask whether the Priest of Lathander they were sent to meet (Eadyan Falconmoon) is in the Keep, alas neither Nighthill nor Escobert has seen him, they will look in to it (info when they get back from their first mission). Hard Bonk also asks about his master, the Monk Leosin Erlanthar, who he has also come to meet with- the Half-Orc receives the same answer as previous.</p><p></p><p>Time for the first mission, only…</p><p></p><p>Suddenly out of the drifting pall of smoke swoops a great Blue Dragon, the air is filled with electricity as its lightening breath hits the tower on which the host is standing…</p><p></p><p>And that’s the end of the second session.</p><p></p><p>The guys were really looking forward to hitting second level, and were gutted when it didn’t happen, they are however loving the story- and the situation, ex-Dragon Cultists vs the Dragon Cult. </p><p></p><p>And now a Dragon!</p><p></p><p style="text-align: center">[ATTACH=full]112991[/ATTACH]</p><p></p><p><strong>KEY: A= PCs Start this Turn. B= Kobolds & Cultist Block the Way. C= The Greenest Keep. D= A Short Rest. E= Kobolds & Cultists Find the Secret Keep Sewer Pipe.</strong></p></blockquote><p></p>
[QUOTE="Goonalan, post: 7579586, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Session #16 Hoard of the Dragon Queen #2 To The Keep. Brothers of the First Light. Ray the Zealot (played by Pete) Male Human Paladin of Lathander Lvl 1 Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 1 Lux (played by Sandy) Female Human Warlock Lvl 1 Watt (played by Jackie) Male Human Bard Lvl 1[/B] Note, this is session #16 of our game but only session #2 of the Hoard of the Dragon Queen scenario. The Brothers of the First Light have picked up nine townsfolk survivors as they sneak & fight their way through the mean streets of Greenest in an attempt to get to the town’s fortified Keep. Alas along the way one of the townsfolk has been killed, two badly wounded, while another is a geriatric old man that’s not too quick on his feet and keeps shouting at his rescuers. They have also got themselves a dead Dragon Cultist and have discovered that the Cultists are in town to rob and kill. Odd that, because the Brothers of the First Light are all ex-Dragon Cultists themselves. And so… on to the Keep. It comes as no surprise then that on the home straight, with the Keep in sight- doors still open, the Brothers and company run in to the last line of defence, a lone Cultist (the Brothers rightly suspect) and a trio of Kobolds step out of an alley and bar their way. “Where do you think you’re going?”, the Cultist wants to know, and for the first time so far, the PCs dice- and chutzpah, fail them. [CENTER][ATTACH type="full"]112988[/ATTACH][/CENTER] Fighting erupts, actually what happens is Ray the Zealot (Human Paladin) who when it becomes obvious that the bad guy is not buying the PCs story gets to deliver all of his nastiest threats, then gets selected for target practice by the Kobolds, the Paladin takes a hit from a sling shot, and would have taken another if it wasn’t for Lummins’ (Half-Elf Cleric) Warding Flare*. *Yeah, that’s not how Warding Flare works at Level 1, we worked this out eventually… Watt (Human Bard) shoots the Cultist dead, and at this point I would have had the Kobolds flee the scene, but Ray the Zealot instead charges in to the midst of the little buggers and flails ineffectively, the DM shrugs (and with a little help from Pack Attack) stabs the Paladin of Lathander in to unconsciousness, never look a gift horse in the mouth and all that. Feeling good about themselves the Kobolds almost manage to repeat the feat, soon after Lummins is bloodied (same tactic, DM shrugs- boy, the players are rolling low, whereas my dice…). My joy is short-lived, the Brother’s dice come back on-line and moments later the last Kobold standing, although very badly wounded, manages to flee the scene. At which point a larger force of Kobolds, lead by a Dragonborn Warrior (perhaps, the Brothers are about 200 feet away and its dark, actually this is Langdedrosa Cyanwrath- we’ll meet him properly a bit later) wearing electric blue scale armour charges the main gates of the Keep, which at the very last-moment clang shut. The Brothers of the First Light are locked out, as are the eight citizens of Greenest who are now even more reliant on our heroic foursome. Cue a little frantic roleplay, which results in- “I know a way in!” the doddering member of the townsfolk states (Old Man Markguth). After a bit more chatter it turns out that there’s a secret way in to the Keep, a sewer pipe used by members of the Watch (past and present) if and when they fancy a trip in to town for something to quench their thirst (all manner of thirsts are catered for). However, the Brothers are badly beaten up, two of them heavily wounded (below bloodied), and with no spells (only Cantrips) left for Watt and Lummins- the talk is should they go on. All this, of course, after getting the unconscious Ray back on his feet. The kindly DM informs the players that should they attempt to hide up for an hour then I will be forced to roll for a Random Encounter, or two (I’ll make a second check if I don’t get one the first time around). The players take the risk- Lathander shines his light upon them, no encounters. Twenty or so minutes after their rest and the group are in the Greenest River, knee deep in the waters hugging the shore as Old Man Markguth grumbles and leads them on towards the hidden culvert, alas it seems the secret is out, sniffing around the sewer entrance pipe is another (larger) group of Kobolds (x6) & Cultists (x2). [CENTER][ATTACH type="full"]112989[/ATTACH][/CENTER] The company backtrack out of sight to plot, Old Man Markguth points out they can’t let the Cultists find the secret way in to the Keep, the PCs are fretting however- they’re still very low on resources. After a series of stirring (but whispered) speeches (and four out of four successful Persuasion checks) the townsfolk agree to help out, all able-bodied personal are up for the fight. First step however is to get in close, and once more (with the help of a Friends spell or two) the Brothers approach the Cultists and Kobolds, and sweet talk their way closer to the bad guy’s. The attack is signalled by Ray, who screams “For the Light!” and stabs one of the Cultists dead, seconds later the townsfolk emerge from hiding and attempt to overrun the Kobolds, remarkably the plan works a treat- it’s a slaughter. Only one of the Kobolds survives for long enough to attempt to flee the scene, Lummins takes the miscreant down with a Sacred Flame, and the only injuries sustained are to the civilians- all minor cuts and bruises. The bodies of the bad folk are pushed out in to the middle of the river and taken away by the current. That felt good. The players are delighted, and only a few minutes later the grate to the sewer has been levered off, and the gaggle of survivors guided in, the sewer entrance is hidden (as best they can) and the grate wedged back in place, not ideal but the best the Brothers can do. The group, with regular input from Old Man Markguth, wade through the sewer pipe and towards the Keep and safety. Suddenly a little way ahead of them Rats Swarm (x2) out of concealed tunnels either side of the stinking wet thoroughfare, effectively blocking the passage on. [CENTER][ATTACH type="full"]112990[/ATTACH][/CENTER] At the same time, and just as suddenly there are lights and voices ahead, four adventuring types carrying torches appear in the sewer passage. The Brothers of the First Light react instantly and proclaim their innocence loudly- “We’re worshippers of Lathander!”, and, “We’re the good guys!”, and, “We’re rescuing townsfolk!” they shout repeatedly. The four adventuring types (the PCs secondary characters if you’ve not figured it out yet) decide to help out with the Rat problem and then ask questions later (sensible fellows). Both Rat Swarms are dealt with quickly and efficiently (it helps that the Rat Swarms had initiative scores of ‘4’ and ‘2’). Derek Pilch (Human Druid) hits the first Swarm with a Poison Spray, then Ray the Zealot & Sgt. Hardaxe (Dwarf Fighter) smush many of the survivors- as per the module when bloodied the Rat Swarm dissipates and flees. The second Rat Swarm quickly goes the same way, Lux (Human Warlock) hits it with her Eldritch Blast (lots of Force damage, that should do it), Hard Bonk (Half-Orc Monk) stamps on a few survivors, while Hotlips Houlihan (Halfling Rogue) skewers a few more with her rapier and dagger. It only takes a minute, and the mad barking of Old Man Markguth for the adventurers to accept the Brother’s story, they and the eight rescued citizens of Greenest are welcomed in to the Keep. And relax… although, the players are aware (and excited) that they should have enough XP for Level 2 now (particularly because they’ve just been given 400 XP for getting the townsfolk safely back to the Keep), how am I going to break it to them? Discussion time- I tell the guys that XP doesn’t count in the same way in this scenario, we are using a system called Milestones, basically when the module says that the PCs gain a level then, they gain a level (subject to my machinations, of course- see later). There are a few sad faces around the table, particularly when I explain that what follows is a series of missions, at the end of which their PCs will be elevated to Level 2. In short they’ve a while to go yet at Level 1. I further explain however that the players can instead spend their hard-earned XP on ‘stuff’, I even offer a few examples- Potion of Healing costs 50 XP (Max 1 Potion/PC) Cure Wounds Spell (cast on PC) costs 50 XP Recover use of one 1st Level Spell costs 150 XP (Can only recover 1 Spell/mission completed) Any item in PH (subject to availability) costs same XP as GP price (minimum cost 1 XP) Other benefits/items etc. XP cost on request. For roleplay purposes the items gained by the PCs (for example a Potion of Healing) are gifted from one of the many grateful townsfolk in the Keep (or similar). However, each PC can only possess one Potion of Healing- that’s all that the townsfolk can spare at that time. Also a PC can only recover one Spell at a time. The rest of the first chapter: Greenest in Flames consists of a series of missions, the players can choose which of their PCs they wish to use for each mission, but only one PC each. After each mission the PCs can spend their XP, but only when they are in the Keep. Finally, prices (and the rules) are subject to change if we use this system again (which we do) later on in the module, and when the PCs are at higher levels- costs will inevitably go up, although more ‘stuff’ may become available. A little bit gamist I know, but it worked out. The Brothers therefore spend some of their hard-earned XP to heal wounds, buy potions and recover used spell slots, as they are celebrated by the happy townsfolk whose lives they have saved. And so, after a Short Rest, the Brothers of the First Light are spotted and then approached by a very large Greenest Guard Sgt, as it turns out the fellow is called Sgt Markguth- they’ve just saved his dad, he’s very happy to see them, and thanks them profusely. However, that’s not all of the story- he’d also like to invite them to a secret meeting with the higher ups. The Brothers are up for a secret meeting. They follow Sgt Markguth up through the Keep and on to the highest battlements, there they meet Governor Nighthill (who runs Greenest), and the Castellan Escobert the Red (the Dwarven master of the Keep). Also present are at least a dozen guardsmen, and another half-dozen rough adventuring types (including the four guys that helped the Brothers in the sewers, the player’s secondary characters). Governor Nighthill speaks urgently about the situation in Greenest, down below the fighting is mostly over- the townsfolk still outside of the Keep are either dead, or Lathander be praised- hopefully hidden safely. The Governor points out that their seem to be two distinctly different varieties of enemies- Kobolds and Bandits (the latter category only a presumption at this point). Nighthill needs information, he therefore needs prisoners. The Brothers butt in and tell him what they know, which is that the Bandits are actually Dragon Cultists (they’re fairly insistent about this). Also, that the Cult are here for treasure, and are gathering a great horde- they miss off the detail that the horde is for Tiamat, not wanting to spread panic. Nighthill has heard all about the Brothers and commends them to the host, who cheer our heroes (so they should). Nighthill finally states that he has several important missions that need to be undertaken and that he is looking for volunteers- actually he is hoping that all present will volunteer. His hopes are met. The Governor makes it clear that during the missions, if the opportunity presents itself, then prisoners should be taken, they need more information about the Bandit’s, or Cultist’s, intentions. Prisoners should be brought back to the Keep for interrogation. Soon after the PCs receive their first mission, which is to make their way back out of the secret sewer exit, follow the river down to the water mill, and secure the building- if the grain stores are stolen or burnt then Greenest- should it survive, will inevitably run out of food. The Brothers also get a little extra time with the Governor and Escobert, the pair promise to help them with resources- when available, they also answer questions. The Brothers ask whether the Priest of Lathander they were sent to meet (Eadyan Falconmoon) is in the Keep, alas neither Nighthill nor Escobert has seen him, they will look in to it (info when they get back from their first mission). Hard Bonk also asks about his master, the Monk Leosin Erlanthar, who he has also come to meet with- the Half-Orc receives the same answer as previous. Time for the first mission, only… Suddenly out of the drifting pall of smoke swoops a great Blue Dragon, the air is filled with electricity as its lightening breath hits the tower on which the host is standing… And that’s the end of the second session. The guys were really looking forward to hitting second level, and were gutted when it didn’t happen, they are however loving the story- and the situation, ex-Dragon Cultists vs the Dragon Cult. And now a Dragon! [CENTER][ATTACH type="full"]112991[/ATTACH][/CENTER] [B]KEY: A= PCs Start this Turn. B= Kobolds & Cultist Block the Way. C= The Greenest Keep. D= A Short Rest. E= Kobolds & Cultists Find the Secret Keep Sewer Pipe.[/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
We D&D- Tyranny of Dragons Part 2: The Rise of Tiamat #24b Strike Team 1 Part 2 A Ton of Undead.
Top