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We D&D- Tyranny of Dragons Part 2: The Rise of Tiamat #24b Strike Team 1 Part 2 A Ton of Undead.
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<blockquote data-quote="Goonalan" data-source="post: 7603507" data-attributes="member: 16069"><p style="text-align: center"><strong>We D&D.</strong></p><p></p><p><strong>Session #24a Hoard of the Dragon Queen #10a House Hunting for King Urp.</strong></p><p><strong></strong></p><p><strong>Brothers of the First Light.</strong></p><p><strong>Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 3</strong></p><p><strong>Lux (played by Sandy) Female Human Warlock Lvl 3</strong></p><p><strong>Watt (played by Jackie) Male Human Bard Lvl 3</strong></p><p><strong>Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 3</strong></p><p><strong>&</strong></p><p><strong>Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 3</strong></p><p></p><p>Note, this is session #24 of our game but only session #10 of the Hoard of the Dragon Queen scenario.</p><p></p><p>Actually this is #10a, there was a lot got done in this session, and via e-mail before and after.</p><p></p><p>The Brothers et al have found the Dragon eggs in the Nursery, they were in the Dragon Hatchery- go figure. Alas the eggs are being guarded (sorta) by a Roper, King Urp- Urp is terrifying, they’ve looked up the 5e Roper between sessions (the bastards), even Sgt Bobby (Human Fighter) is now against attempting to fight the tough bugger.</p><p></p><p>In order to appease King Urp the PCs have to provide the Roper with more jelly-meat sacks (corpses will do), and a new lair. So, easy…</p><p></p><p>The PCs take a short rest to chat and figure out what comes next, their best idea is to go on and see what else they can find further in to the Nursery, remember for some reason they still think there are more bad guys (specifically Cultists) in the cavern complex. There isn’t but… shhhh!</p><p></p><p>And so, the Brothers follow the northern passage- from which the Kobolds emerged much earlier, and in to a rough (Kobold?) barracks- there’s a little treasure here (mostly piles of copper coins), nothing significant. Then a set of stairs up, which are trapped- Hotlips (Halfling Rogue) discovers this the hard way. Luckily as she’s sneaking ahead she’s the only one caught in the trap and manages to dodge most of the hurt. The stairs emerge in to another Nursery-style chamber, complete with lower section reachable by barred stairs- it looks to be empty.</p><p></p><p>However, Hotlips spots activity elsewhere- to the south east (active Perception roll- ‘20’), there are some hefty-looking humanoids moving about, she sneaks back to get her friends.</p><p></p><p style="text-align: center">[ATTACH=full]113020[/ATTACH]</p><p></p><p>A minute or so later and hugging the southern wall of the chamber the PCs are watching a group of Troglodytes (identified by Watt (Human Bard)) who are ferrying about a bunch of jelly-meat sacks, actually animal carcases supplied by the camp Hunters and stored in the Meat Locker- food for the Drakes et al. The Trogs are slinging the butchered animals down in to another depression to the north.</p><p></p><p>Problem solved!</p><p></p><p>The Brothers attempt to kill the Trogs.</p><p></p><p>However, before they do that Hotlips spots a furrow dug in to the cavern floor, and then covered over. The Halfling Rogue is not sure why- a trip hazard? Maybe. She makes her colleagues aware, the trap (such as it is) can just be stepped over- she thinks.</p><p></p><p>Then the attack- swift and brutal.</p><p></p><p>Lummins (Half-Elf Cleric) hits the nearest Trog with a Sacred Flame, Hotlips fires a crossbow bolt in to its chest (after a Lucky ‘1’ reroll) it dies.</p><p></p><p>Lux (Human Warlock) hits the next Trog with her patented Eldritch Blast, Watt finishes it off with an arrow to the abdomen- two down.</p><p></p><p>Sgt Bobby leaps (actually steps over) the trap and charges in to the third Trog- just coming up the stairs ahead, he slashes it- Lummins hits it with another Sacred Flame- remarkably it lives, Sgt Bobby is clawed but Lux fires another Eldritch Blast in to the beast, and now it’s dead.</p><p></p><p>The last Trog emerges from the lower chamber, charging up the stairs straight at Sgt Bobby, it stops short of its target, briefly registers surprise, and then drops dead- with another of Hotlips’ crossbow bolts embedded in its gut.</p><p></p><p>The fight is over… although.</p><p></p><p>Suddenly the cavern chamber before the PCs is a swirling mass of Bats, disturbed by the fighting, several of the adventurers are engulfed by the blinding Bat Swarm, an inconvenience until the PCs realise that in the midst of the Bats are a bunch of Stirges (10 of them).</p><p></p><p style="text-align: center">[ATTACH=full]113021[/ATTACH]</p><p></p><p>Two of the blood-suckers get their proboscis stuck in to Lummins, before the Priest even realises what’s going on, he feels wobbly (down to 6 HP after blood-loss). Hotlips suffers also. Lummins pulls out the big gun- Radiance of the Dawn, a sudden burst of blinding holy light- all but one of the Stirges are killed in an instant, the Bat Swarm is likewise decimated. The few winged creatures left alive flee the scene.</p><p></p><p>The Brothers nose around the area (after Watt heals Lummins a bit) and head down the stairs in to the Meat Locker containing animal carcases brought in by the Camp Hunters. Hotlips briefly gets snagged on the trapped curtain at the entrance but manages to avoid the Poison. There are lots of jelly-meat sacks here, King Urp is going to be very happy- the Trogs also dropped lots more meat- some of it ripe, it smells bad. The depression to the north seems to be full of junk and filth- including yet more animal carcases thrown down there by the Trogs.</p><p></p><p>Lux summarises, “three potential lairs (the Drake Nursery, the filthy depression, and the Meat Locker) and lots of jelly-meat sacks, let’s get back to Urp.”</p><p></p><p>The PCs can see the cavern north leads back to the main entrance to the Nursery, they’ve not been this way- and so… through a natural fungi filled cavern, the group split in two to pass through- there are two different pathways through the vegetation.</p><p></p><p style="text-align: center">[ATTACH=full]113022[/ATTACH]</p><p></p><p>Hotlips and Lummins take the wrong trail, there are five Violet Fungi hidden here. The pair are ambushed by the Fungi who set too flailing their necrotic limbs, it’s a mess- Lummins takes a beating (again) down to 1 HP (after a Crit) the Violet Fungi are each making multiple attacks. The PCs are soon in panic mode- Hotlips fares slightly better but is still hurting (and down to 7 HP).</p><p></p><p>Sgt Bobby wades in slashing furiously, and with an Action Surge takes down the first Fungi he gets to. Hotlips meanwhile gets the hell out of dodge- she Disengages, scuttles away and then shoots another of the Fungi dead with a Crit hit from her crossbow.</p><p></p><p>Lummins is less fortunate, the Priest falls, succumbing to yet more necrotic tentapod hits. Lux spams the Eldritch Blast (with an Inspiration Point) which takes down another of the Violet Fungi.</p><p></p><p>There are two Fungi left- chasing, very slowly, the Halfling Rogue Hotlips. Watt panics (a little- the PCs somehow think these guys are tough, it’s the 4 attacks/round thing that has got them flustered) and lets loose a Shatter spell, and then rolls 7 Thunder damage, both Fungi save and go staggering on after Hotlips.</p><p></p><p>Note- Watt is almost out of spells again; he tends to get through them remarkably quickly.</p><p></p><p>Lummins, forgotten about, fails his first Death Save. Sgt Bobby cuts down the second to last Violet Fungi, while Hotlips shoots the last one and then runs off to Hide. Lux hits it with another Eldritch Blast- and still the plant monster staggers on. Watt remembers about Lummins and gets to him with a Cure Wounds. The Priest of Lathander drags himself back to his feet, grabs out a spear and flings it at the last Violet Fungi- killing it, at last.</p><p></p><p>The guys were scared… and panicked, it takes a little while for them to calm down- they’re also argumentative- fractious, trying to find someone to blame. To make matters worse Hotlips fails to find the trap on the stairs ahead and ends up on her backside when the lower steps collapse- there’s lots of huffing and puffing. They’re not in a good mood- particularly as several of the PCs have taken a beating, are out of spells and powers, and really need another rest.</p><p></p><p>The PCs head back to the guard room they cleared out earlier, check on Frulam Mondath and Cyanwrath and set watchers, then get in another Short Rest (at the end of which Lummins is still wounded). The PCs are buoyed and a little amazed that they seem to have been everywhere in the Nursery, they were expecting to find more bad guys.</p><p></p><p>Eventually they go get King Urp, the Roper, it takes an age- nearly an hour for the Elemental monster to get from his present lair to the location of the three new potential lairs. Lux and Watt go all estate agent (realtor) and describe in glowing terms the selling points of each new lair. In short- 1) the Drake Nursey looks just like King Urp’s former home sweet home, 2) the other depression (Troglodyte Incursion) has a double ledge thing going on, and is full of ‘quality’ filth- add the possibility of passing snacks (more Troglodytes), or possibly future followers for King Urp (still Troglodytes), and finally 3) the Meat Locker is snack-tastic, with jelly meat sacks just lined up waiting for him.</p><p></p><p>King Urp is delighted, he even tears up a little- ‘you’ve all been so nice, so very, very… nice! And to think I was going to eat you!’ King Urp sees the bigger picture, he’ll take all three lairs, and alternate between them… the deal is done, the PCs are free to investigate his old lair, and claim the Dragon eggs there.</p><p></p><p>The PCs check in again on Mondath & Cyanwrath- Cyanwrath is still out cold while Mondath is coming around- they re-check her bindings and then punch her out again (thanks Sgt Bobby)- and one more for Cyanwrath, for good luck.</p><p></p><p style="text-align: center">[ATTACH=full]113023[/ATTACH]</p><p></p><p>Back to the Dragon Hatchery, King Urp’s former lair- there are two wounded Guard Drakes scampering about down in the cavern. Lummins fires up a Light spell or two and then the PCs attempt to kill the Drakes from the safety of the ledge. The first Drake strays in to the open and is taken down quickly with an Eldritch Blast, crossbow bolt (Hotlips) & Sacred Flame. Alas the second Drake plays hide and seek with the PCs, it takes forever to put the beast down but the PCs are not taking any risks, or expending any more resources than they have to. Also at this point the Pizza et al turned up and folks were content to go around the table rolling repeated ranged attacks with all manner of negatives/disadvantage- as long as they can keep filling their face.</p><p></p><p>Eventually they kill the second Drake and head down in to the Hatchery, they locate two- and then three eggs.</p><p></p><p>There follows a short debate- Lux proposes they keep one of the (Black) Dragon eggs, perhaps they could sell it, or use it to trade- the other PCs are not at all keen. It seems Sandy (playing Lux) has gone the other way, towards the dark side. Eventually all three eggs are smashed open- inside the half-formed remains of baby Black Dragons.</p><p></p><p>Creepy!</p><p></p><p>And that’s the Nursery is done, fully investigated- the PCs go for another stroll through the lair just to make sure that they’ve not missed anything, they haven’t, then ship out, with their three prisoners (a Dragonclaw, Frulam Mondath & Cyanwrath) back to Greenest.</p><p></p><p>They’re all Level 4 now. We break for Level Up time- the PCs get to advance their stats, always an exciting time (apparently).</p><p></p><p>We continue after the Level Up break in the second part of this session- it was another long one.</p><p></p><p>The Players loved the Nursery, and in particular how tough it was, and how on edge they were throughout their stay.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 7603507, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Session #24a Hoard of the Dragon Queen #10a House Hunting for King Urp. Brothers of the First Light. Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 3 Lux (played by Sandy) Female Human Warlock Lvl 3 Watt (played by Jackie) Male Human Bard Lvl 3 Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 3 & Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 3[/B] Note, this is session #24 of our game but only session #10 of the Hoard of the Dragon Queen scenario. Actually this is #10a, there was a lot got done in this session, and via e-mail before and after. The Brothers et al have found the Dragon eggs in the Nursery, they were in the Dragon Hatchery- go figure. Alas the eggs are being guarded (sorta) by a Roper, King Urp- Urp is terrifying, they’ve looked up the 5e Roper between sessions (the bastards), even Sgt Bobby (Human Fighter) is now against attempting to fight the tough bugger. In order to appease King Urp the PCs have to provide the Roper with more jelly-meat sacks (corpses will do), and a new lair. So, easy… The PCs take a short rest to chat and figure out what comes next, their best idea is to go on and see what else they can find further in to the Nursery, remember for some reason they still think there are more bad guys (specifically Cultists) in the cavern complex. There isn’t but… shhhh! And so, the Brothers follow the northern passage- from which the Kobolds emerged much earlier, and in to a rough (Kobold?) barracks- there’s a little treasure here (mostly piles of copper coins), nothing significant. Then a set of stairs up, which are trapped- Hotlips (Halfling Rogue) discovers this the hard way. Luckily as she’s sneaking ahead she’s the only one caught in the trap and manages to dodge most of the hurt. The stairs emerge in to another Nursery-style chamber, complete with lower section reachable by barred stairs- it looks to be empty. However, Hotlips spots activity elsewhere- to the south east (active Perception roll- ‘20’), there are some hefty-looking humanoids moving about, she sneaks back to get her friends. [CENTER][ATTACH type="full"]113020[/ATTACH][/CENTER] A minute or so later and hugging the southern wall of the chamber the PCs are watching a group of Troglodytes (identified by Watt (Human Bard)) who are ferrying about a bunch of jelly-meat sacks, actually animal carcases supplied by the camp Hunters and stored in the Meat Locker- food for the Drakes et al. The Trogs are slinging the butchered animals down in to another depression to the north. Problem solved! The Brothers attempt to kill the Trogs. However, before they do that Hotlips spots a furrow dug in to the cavern floor, and then covered over. The Halfling Rogue is not sure why- a trip hazard? Maybe. She makes her colleagues aware, the trap (such as it is) can just be stepped over- she thinks. Then the attack- swift and brutal. Lummins (Half-Elf Cleric) hits the nearest Trog with a Sacred Flame, Hotlips fires a crossbow bolt in to its chest (after a Lucky ‘1’ reroll) it dies. Lux (Human Warlock) hits the next Trog with her patented Eldritch Blast, Watt finishes it off with an arrow to the abdomen- two down. Sgt Bobby leaps (actually steps over) the trap and charges in to the third Trog- just coming up the stairs ahead, he slashes it- Lummins hits it with another Sacred Flame- remarkably it lives, Sgt Bobby is clawed but Lux fires another Eldritch Blast in to the beast, and now it’s dead. The last Trog emerges from the lower chamber, charging up the stairs straight at Sgt Bobby, it stops short of its target, briefly registers surprise, and then drops dead- with another of Hotlips’ crossbow bolts embedded in its gut. The fight is over… although. Suddenly the cavern chamber before the PCs is a swirling mass of Bats, disturbed by the fighting, several of the adventurers are engulfed by the blinding Bat Swarm, an inconvenience until the PCs realise that in the midst of the Bats are a bunch of Stirges (10 of them). [CENTER][ATTACH type="full"]113021[/ATTACH][/CENTER] Two of the blood-suckers get their proboscis stuck in to Lummins, before the Priest even realises what’s going on, he feels wobbly (down to 6 HP after blood-loss). Hotlips suffers also. Lummins pulls out the big gun- Radiance of the Dawn, a sudden burst of blinding holy light- all but one of the Stirges are killed in an instant, the Bat Swarm is likewise decimated. The few winged creatures left alive flee the scene. The Brothers nose around the area (after Watt heals Lummins a bit) and head down the stairs in to the Meat Locker containing animal carcases brought in by the Camp Hunters. Hotlips briefly gets snagged on the trapped curtain at the entrance but manages to avoid the Poison. There are lots of jelly-meat sacks here, King Urp is going to be very happy- the Trogs also dropped lots more meat- some of it ripe, it smells bad. The depression to the north seems to be full of junk and filth- including yet more animal carcases thrown down there by the Trogs. Lux summarises, “three potential lairs (the Drake Nursery, the filthy depression, and the Meat Locker) and lots of jelly-meat sacks, let’s get back to Urp.” The PCs can see the cavern north leads back to the main entrance to the Nursery, they’ve not been this way- and so… through a natural fungi filled cavern, the group split in two to pass through- there are two different pathways through the vegetation. [CENTER][ATTACH type="full"]113022[/ATTACH][/CENTER] Hotlips and Lummins take the wrong trail, there are five Violet Fungi hidden here. The pair are ambushed by the Fungi who set too flailing their necrotic limbs, it’s a mess- Lummins takes a beating (again) down to 1 HP (after a Crit) the Violet Fungi are each making multiple attacks. The PCs are soon in panic mode- Hotlips fares slightly better but is still hurting (and down to 7 HP). Sgt Bobby wades in slashing furiously, and with an Action Surge takes down the first Fungi he gets to. Hotlips meanwhile gets the hell out of dodge- she Disengages, scuttles away and then shoots another of the Fungi dead with a Crit hit from her crossbow. Lummins is less fortunate, the Priest falls, succumbing to yet more necrotic tentapod hits. Lux spams the Eldritch Blast (with an Inspiration Point) which takes down another of the Violet Fungi. There are two Fungi left- chasing, very slowly, the Halfling Rogue Hotlips. Watt panics (a little- the PCs somehow think these guys are tough, it’s the 4 attacks/round thing that has got them flustered) and lets loose a Shatter spell, and then rolls 7 Thunder damage, both Fungi save and go staggering on after Hotlips. Note- Watt is almost out of spells again; he tends to get through them remarkably quickly. Lummins, forgotten about, fails his first Death Save. Sgt Bobby cuts down the second to last Violet Fungi, while Hotlips shoots the last one and then runs off to Hide. Lux hits it with another Eldritch Blast- and still the plant monster staggers on. Watt remembers about Lummins and gets to him with a Cure Wounds. The Priest of Lathander drags himself back to his feet, grabs out a spear and flings it at the last Violet Fungi- killing it, at last. The guys were scared… and panicked, it takes a little while for them to calm down- they’re also argumentative- fractious, trying to find someone to blame. To make matters worse Hotlips fails to find the trap on the stairs ahead and ends up on her backside when the lower steps collapse- there’s lots of huffing and puffing. They’re not in a good mood- particularly as several of the PCs have taken a beating, are out of spells and powers, and really need another rest. The PCs head back to the guard room they cleared out earlier, check on Frulam Mondath and Cyanwrath and set watchers, then get in another Short Rest (at the end of which Lummins is still wounded). The PCs are buoyed and a little amazed that they seem to have been everywhere in the Nursery, they were expecting to find more bad guys. Eventually they go get King Urp, the Roper, it takes an age- nearly an hour for the Elemental monster to get from his present lair to the location of the three new potential lairs. Lux and Watt go all estate agent (realtor) and describe in glowing terms the selling points of each new lair. In short- 1) the Drake Nursey looks just like King Urp’s former home sweet home, 2) the other depression (Troglodyte Incursion) has a double ledge thing going on, and is full of ‘quality’ filth- add the possibility of passing snacks (more Troglodytes), or possibly future followers for King Urp (still Troglodytes), and finally 3) the Meat Locker is snack-tastic, with jelly meat sacks just lined up waiting for him. King Urp is delighted, he even tears up a little- ‘you’ve all been so nice, so very, very… nice! And to think I was going to eat you!’ King Urp sees the bigger picture, he’ll take all three lairs, and alternate between them… the deal is done, the PCs are free to investigate his old lair, and claim the Dragon eggs there. The PCs check in again on Mondath & Cyanwrath- Cyanwrath is still out cold while Mondath is coming around- they re-check her bindings and then punch her out again (thanks Sgt Bobby)- and one more for Cyanwrath, for good luck. [CENTER][ATTACH type="full"]113023[/ATTACH][/CENTER] Back to the Dragon Hatchery, King Urp’s former lair- there are two wounded Guard Drakes scampering about down in the cavern. Lummins fires up a Light spell or two and then the PCs attempt to kill the Drakes from the safety of the ledge. The first Drake strays in to the open and is taken down quickly with an Eldritch Blast, crossbow bolt (Hotlips) & Sacred Flame. Alas the second Drake plays hide and seek with the PCs, it takes forever to put the beast down but the PCs are not taking any risks, or expending any more resources than they have to. Also at this point the Pizza et al turned up and folks were content to go around the table rolling repeated ranged attacks with all manner of negatives/disadvantage- as long as they can keep filling their face. Eventually they kill the second Drake and head down in to the Hatchery, they locate two- and then three eggs. There follows a short debate- Lux proposes they keep one of the (Black) Dragon eggs, perhaps they could sell it, or use it to trade- the other PCs are not at all keen. It seems Sandy (playing Lux) has gone the other way, towards the dark side. Eventually all three eggs are smashed open- inside the half-formed remains of baby Black Dragons. Creepy! And that’s the Nursery is done, fully investigated- the PCs go for another stroll through the lair just to make sure that they’ve not missed anything, they haven’t, then ship out, with their three prisoners (a Dragonclaw, Frulam Mondath & Cyanwrath) back to Greenest. They’re all Level 4 now. We break for Level Up time- the PCs get to advance their stats, always an exciting time (apparently). We continue after the Level Up break in the second part of this session- it was another long one. The Players loved the Nursery, and in particular how tough it was, and how on edge they were throughout their stay. [/QUOTE]
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