D&D 5E D&D Encounters: Hoard of the Dragon Queen (spoilers, complete! 18 sessions)

MerricB

Eternal Optimist
Supporter
hoard-cover.jpgIt’s been a busy week for me. On Tuesday, the Player’s Handbook got released in Ballarat, and I spent the afternoon and early evening helping people understand it and running short adventures. On Friday, I ran a session of Lost Mine of Phandelver for my regular group. On Saturday, we had the first session of the new season of D&D Encounters (as well as more D&D afterwards), and I’m just back from seeing the new episode of Doctor Who at the cinema on Sunday morning.

In fact, I had a little nap between getting back from seeing Deep Breath and writing this. I needed it. It’s been busy!

We had 35 people at Good Games Ballarat last night for the kick-off of Hoard of the Dragon Queen. This is our largest turnout so far. About six months ago, I was ecstatic that we had 18 people for the first night of Scourge of the Sword Coast. We’ve almost doubled our numbers – and there were people who couldn’t make this session! The number may yet grow, although we’re beginning to reach our limit for the number of players the store can accommodate.

The trickiest question I had to field during the night was from players who can’t make it every week, but still wanted to play at the same table each week. I explained to them that it was going to be difficult, as it’s very difficult to run a table where most of the players might not turn up each week. The DM needs to be there and DMs are at a premium. We might have to shuffle some of the players around from table to table each week. For the time being, I was able to put friends together at the same tables, but we’ll see how it develops. Given how this season works, keeping the same players together is something I want to encourage if possible.

My biggest worry related to the faction folders. Wizards of the Coast kindly provided us with gifts for those playing in D&D Encounters: a folder, magic item certificate, sticker, character sheet and adventure log, as well as a welcome letter. These were themed to faction. We had enough for 8 DMs and 8 of each faction. (8 DMs, 40 players). I ran around like a crazy person as people arrived at the store, getting them to nominate the faction they wanted to play. By the time everyone had arrived, we had eight players wanting to join the Harpers, eight players wanting to join the Zhentarim, eight players as part of the Emerald Enclave, four in the Lord’s Alliance and three in the Order of the Gauntlet. (The numbers add up to more than 30 as we had one player who had to leave before the event started due to an emergency, and one player who kindly DMed because the person who was going to DM was ill). A couple of players may have changed their faction because they noticed the faction they wanted was getting crowded, but mostly everyone got their first choice. Phew! (Unfortunately, there are no Harpers folders left for my PC, Taliesin Brightwood, assuming I ever get to play him!)

I took some time to welcome everyone, describe the factions, get everyone settled at their tables, and give a few notes on how the Adventure Logs worked. More time than I (and the players) really wanted to spend, but I wanted to make sure everyone knew how the season would work. I handed out pregenerated characters to the three people who needed them, reminded everyone that they could rebuild their characters as much as they liked in the first four levels, and finally was able to sit down to play.

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While I was busy attending to everyone, the players at my table were working out how their characters knew each other. I didn’t catch all of it, but Lili’s paladin, one of the few characters belonging to the Order of the Gauntlet, had apparently officiated at a wedding of relatives of some of the other PCs. It’s nice to see them working together in that way; I hope to bring it out with the role-playing in upcoming sessions. We were a little pressed for time here, and also by the urgency of the situation. I got three of the players to roll on the “Bonds” section of the Hoard of the Dragon Queen appendix to determine their reasons to go to Greenest, the town where the adventure starts. One had run afoul of the Cult of the Dragon and was going to Greenest to escape their clutches, another had had prophetic, apocalyptic dreams that indicated that Greenest was the place to find answers, and the last had a father who confessed on his deathbed that he’d helped the Cult of the Dragon smuggle things and wanted the PC to go to Greenest to put right his misdeeds.

And so we entered the Forgotten Realms. With the evening approaching, the travellers came in sight of Greenest, a small town on the Uldoon Trail, mostly unremarked upon in Realms lore. (It gets a mention as a newly-founded palisade town in the 3rd edition Campaign Setting; check Western Heartlands, Green Fields).

There was more smoke than they expected as they came in sight of the town. Were the townsfolk having a strange festival that involved burning their houses? But then it came into view, a huge, dark shape over the town, a dragon! The town was under attack.

My group had no hesitation at all about what to do and led by Elena, Lili’s paladin, they charged into town, seeking to aid the townsfolk from what soon turned out to be a fully-fledged attack, with men and kobolds also participating in the attack against the town. A townswoman carrying a spear ran into view, protecting her children and husband from a gang of eight kobolds, taking hits as the party rushed to her aid. Battle was joined!

Elena and Mordekai, Josh’s tiefling fighter of the Lord’s Alliance, were in the front lines, taking a number of hits from the kobolds, despite Mordekai’s excellent Armour Class (17); the advantage the kobolds had when working in packs was telling against them. “Music”, the tiefling bard played by the other Josh at the table, used the Vicious Mockery cantrip against the kobolds a lot and discovered that it wasn’t all that effective – while it’s great against big, dumb foes (like ogres), against kobolds it doesn’t do enough damage and giving one kobold disadvantage on an attack doesn’t really help when there are seven others just like it!

Guldan, Floyd’s half-orc warlock, was being wildly inaccurate with his eldritch blasts – hitting walls, stray pigeons and cobblestones – and seemingly anything but the kobolds. As he got more and more inaccurate, Jesse helped Floyd understand exactly how to calculate his attack bonus, and his accuracy miraculously increased later in the session, although he still had a goodly run of low numbers.

Danielle was playing a halfing Sorcerer, with the improbable name of Vanilla Ice. Well, that’s what my notes indicate she was playing – I had a lot of memories of her playing a gnome rogue over the past six months. I’m not really sure how much she was using spells, in fact – a light crossbow seemed to be her preferred weapon, and there was a lot of skulking in the shadows.

Finally, Lewis was playing Adran, a wood elf ranger, whose accuracy with his bow far outstripped Guldan’s, who was happily picking off kobolds. It took about three rounds to deal with the first lot of kobolds, and Elena hurried to heal the fallen woman, who was very close to death.

The group were joined by the husband and the children; greetings were hastily made, and the party learnt that the townsfolk had no idea of what was going on – all of a sudden their town had come under attack! They were making for the keep in the centre of town, when the kobolds had caught sight of them and pursued them. Our heroes offered to escort them to the keep, which they gratefully accepted. Adran and Music scouted out in front, and it wasn’t long before more trouble found them: four more kobolds and a pair of humans dressed in leather and wielding scimitars!

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One more band of raiders came upon the group as they made their way towards the keep, but both bands were defeated, although not before Gudren found himself attacked by a kobold with wings when he thought himself safe far from the action, and Music was knocked unconscious by the raiders. Elena used another point of her lay on hands ability to get Music moving once more, and the group stumbled into the keep with some relief, with the guards closing and barring the doors behind them as the raiders began to surround the keep and began to attack it in force.

The group were escorted up to the parapet of the keep to the governor of the town, Tarbaw Nighthill, pictured in the adventure book holding a goblet – obviously from happier days. He was now wounded and scarred, with blood and scratches down the right side of his face and he had one arm in a sling.

He thanked the group for their aid; very grateful to have extra aid in the town’s hour of need.

As they conversed, the group became aware of the town’s militia rallying nearby, with a red-headed shield dwarf commanding the soldiers. All were quite agitated, and it soon became obvious why: from the dark sky above, a great blue dragon was heading towards the keep!

And, at that point, we ended the session.

My group probably achieved less than most of the other groups in play, mainly because our start was delayed as I dealt with administrative issues. This won’t be an issue next session, I hope! All the groups reached the keep, some spending more time hunting down raiders, others beginning on the other missions. XP awards for the session were between 100 and 200 for each group in general. This brings us towards one of the odd things about running Hoard as part of D&D Encounters: there is a cap on how much XP can be awarded for each episode. It’s quite likely most groups will hit the cap long before the episode ends. I’m going to leave in the DM’s hands how they deal with this: either ending the episode early without doing every mission, or by continuing on and just not awarding XP. We’ll see what happens.

However, this excess of XP does have a bright side: It will help any players whose characters meet untimely ends, which is not entirely unlikely in this portion of the adventure. We’ve only just begun, and the group is already low on resources. The episode is pretty relentless in its threats, and this is all to the good: we really, really want to impress on the players how scary the cult can be. Will anyone die during the dragon attack? It’s entirely possible.

We’ll find out in a week’s time!
 
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Krafus

First Post
I'm happy to see your Encounters sessions are doing so well, Merric, and that you apparently intend to report on this season as well. :) Looks like Wizards may finally have come up with a really good idea to attract new/lapsed players into the game.

Say, at the other tables, were there deaths? From what I've read on other threads, this episode in general and the dragon attack on the keep in particular can easily result in casualties. Oh, and I'll be curious to see how what the Zhentarim-affiliated players will do in the future when they're not running/fighting for their lives, considering they're with an evil faction. If I was a Zhentarim player, I'd consider sending messages to my faction to move into settlements/areas that my party has cleared of enemies to offer protection/supplies to the communities, and thus gain footholds there.
 

MerricB

Eternal Optimist
Supporter
I'm happy to see your Encounters sessions are doing so well, Merric, and that you apparently intend to report on this season as well. :) Looks like Wizards may finally have come up with a really good idea to attract new/lapsed players into the game.

Say, at the other tables, were there deaths?

Do lots of kobolds count?

The first few encounters aren't that likely to cause deaths. It's the cumulative effect of lots and lots of encounters.

Cheers!
 

MerricB

Eternal Optimist
Supporter
hoard-cover.jpgThe second session of Hoard of the Dragon Queen saw another seven players turn up, which gave us a group of 42 people. This was somewhat challenging, both in terms of space and finding enough Dungeon Master’s, and was complicated further with a few late arrivals. Eventually, we moved Ben onto a table of new players while Sarah took over the DMing at her table. So, six tables handling 36 players. The numbers weren’t spread around evenly, and I made sure Lee and I had the bigger tables so that we could use our miniatures as well as handle more players; I had seven players on my own table.

Going into the session, it was quite obvious that if the players just went after every encounter, their resources would soon be depleted. I’d been investigating the Player’s Handbook a little more over the last week, so I was now aware of the potential of the Healer feat; for these first level characters, it would allow a healer’s kit to restore 1d6+5 hit points once each during the evening. Thus, the keep gained a doctor with the feat, and the ability to survive the adventure went up just a little bit.

That said, I’ll probably throw in just a little more healing in the next session, because things are going to get tough before the end of the cult attack!

We picked up the session where the last ended; the characters had been talking to the Protector of the town, and now they were looking up to see a huge, blue dragon flying down towards them. The castellan of the keep, a red-haired dwarf, was organising archers onto the keep’s walls to attempt to drive the thing off, and the players looked at each other and decided that defending the keep was a good idea.

Meanwhile, Jesse’s character was unconscious from the end of last session. No-one had time to heal him, so he sat out of this encounter. I don’t think he was unhappy about that, because the dragon was pretty scary. As it approached the walls, it launched a massive bolt of electricity which slew several of the archers and injured others, before turning away and beginning to circle before approaching again. At this point, the group began to realise how poor their ranged options were. Lewis and Ricky were both playing rangers, and they were the most effective at ranged combat; Lewis was rolling poorly, but Ricky was rolling really well – even with disadvantage for long range he was hitting consistently. The dragon was not amused by the effective shots; the town archers were not effective.

Danielle’s character called out insults to the dragon in its language, and suggested it leave. Lewis, whose ranger had the favoured enemy of dragons, could see that the dragon was having second thoughts about the entire affair. Meanwhile, Josh escorted the Protector to a more secure location in the keep. Eventually, Danielle’s urgings proved too attractive to the dragon, as it was struck for a third time by the party’s archers, and it flew away to somewhere more congenial. Below, the group could see members of the attacking force shouting at the dragon, urging it to return, but it ignored them and disappeared out of sight.

The group were now offered a place to rest for an hour, which they took; the keep’s doctor attending to their wounds.

While they were resting, kobolds and cultists smashed the old sally port door, forcing their way into the keep. The initial attack was repulsed, but the castellan rushed to the players, hoping to gain their aid in reclaiming and repairing the door. The group came to the sally port to discover a group of seven kobolds guarding it, aided by an acolyte and an ambush drake. The acolyte cast bless on some of the kobolds and the drake, but was soon cut down by the group’s archers. The kobolds went down hard after Michael started cleaving one after another (he was a Great Weapon Master), but they still got a few hits in. The Ambush Drake was fairly easily dealt with, and it rolled so poorly for initiative that most of its kobold friends were slain by the time it started attacking.

The group then secured the sally port door, and a local hedge wizard began casting mending spells on the door to repair it. Ricky set a trap outside the door, and the group then fought off about six cultists and six kobolds led by a cultist guard – they had enough range to see the attackers approaching, so their missile fire cut down a lot of them, and the melee fighters were able to slay the few attackers that reached the door.

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Reporting back to the Protector, the group saw a figure in purple robes being escorted by a number of guards who seemed to be one of the leaders of the attack. The Protector mentioned how much he wanted good intelligence – capturing one of the leaders of the attack, or even one of the common soldier – would allow them to learn so much more. The group volunteered to capture someone, and obtained a couple of nets to aid them in their quest.

They soon found one of the lesser priests being escorted by six guards. The party’s attempt to ambush them was unsuccessful, and then their ranged attacks killed the lesser priest outright. At the moment he went down, the archers turned to each other. “Weren’t we meant to capture him?” “Oops!”

The guards were trickier to deal with, although Ricky managed to entangle two of them in nets – his night of rolling really well continued. By the end of the fight, two of the party were unconscious and, although stable, only one of them would be able to be healed by the keep doctor. The resources of the party were being stretched to the limit. It was now 2 am.

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The group returned to the keep, with the keep guards hauling up the party by ropes (which needed to be tied to the prisoners and the unconscious player characters). Once back safely, they interrogated their captives and learnt that the attackers were members of the Cult of the Dragon, seeking treasure to place before the Queen of Dragons when she returned to the realm. One of the captives attempted to intimidate the group by informing them that the cult had several dragon eggs at their camp, which would hatch into more dragons to terrorise the realms; the players were not particularly impressed.

By this stage, we’d been playing for almost two hours and our session came to a close. I expect my table will finish up Episode 1 of the season next session.

I’m very grateful to our DMs for running the sessions: Ben, Sarah, Dave, Josh and Lee. Sarah took up the role when expecting to play, and Josh battled through illness to DM his group. There are going to be weeks coming up when a DM or two can’t make it, which I really don’t look forward to. However, it seemed that everyone enjoyed this session and I hope this season of Encounters manages to continue entertaining everyone.
 

MerricB

Eternal Optimist
Supporter
hoard-cover.jpgOur numbers were slightly down this week from our all-time high of last week, but – at 36 players – it was still the second highest turnout in our store! It wasn’t as simple as six people couldn’t make it, though, as a couple of players who missed last week were here for this session. The fluctuating player base is one of the reasons that turning up on-time is so important for Encounters: it makes organising the tables much easier!

My own table had seven players: Josh, Jesse, Danielle, Floyd, Lewis, Tim and Michael. The other tables were mostly at 4 or 5 players, but all of my players could make this session. (Liliana and Ricky were able to make the session as well, but I no longer had room at my table, so they moved to other tables). I think that, from now on, my table will be pretty set in its make-up.

My original plan going into this session was to complete Episode 1 of Hoard of the Dragon Queen by first running the church encounter and then closing things out. It didn’t quite work that way, as my players indicated they wanted to take a rest. I decided to pre-empt them by running the challenge encounter, forgetting that it was meant to close things off. Once I realised what I’d done, I thought “Why not end episode 1 here? They’ve got the XP, they’ve fought the good fight, and they’re exhausted!” So, instead of running a couple more of the Episode 1 missions, we ended Episode 1 at the beginning of this session.

The end of the episode ran like this: A blue half-dragon challenged the townsfolk to send a champion to fight him, or he’d slay a family the cultists had captured. One of the guards was all ready to challenge the half-dragon, but Michael’s Barbarian stepped in himself. The party considered treachery, but the cultists had foreseen that and kept the guard’s wife behind so that she’d be killed if the townsfolk tried anything. Lewis’s ranger, whose favoured enemy is dragonkind, asked me for information on half-dragons, so I told him that Blue dragons are traditionally Lawful Evil and honourable (if cruel). I was thinking of Kitiara’s dragon Skie as my exemplar of blue dragonhood! So, the group knew that this half-dragon, Cyanwrath, would probably keep his word.

The fight was very short indeed. Michael won the initiative, but missed (by a point). Cyanwrath attacked once and hit, dropping the barbarian. He then attacked again, inflicting another wound on Michael, which counted as a failed death saving throw. With that, the order for the raiders to leave was given, and the humans and kobolds left the town, leaving Michael’s body behind. Lewis rappelled down the walls and ran to his companion and used a goodberries spell to heal him. The townsfolk were left counting the cost of the raid, and the party settled down to finally rest.

The next day, Episode 2 began with the party finding the Protector of the town walking around the ruins of the town. He was very worried about where the raiders had come from. Who were they? Would they return? He offered them a substantial fee to discover that information. The group accepted, and prepared to leave, taking advantage of an offer by the Protector to resupply them. (I did make sure that no really great items, like platemail, were given away for free, though – the Protector’s offer as written is a bit of a blank slate!) While they were preparing, they were contacted by an injured young man who told them that his master, a monk from Berdusk, had been captured by the raiders… and that his master knew a lot about them, having been investigating them for months. Would the party please rescue him?

The group agreed to keep an eye out, and set out on the trail of the watchers. Jesse and Lewis scouted on ahead, discovering a group of raiders (kobolds and humans) who had paused to have a meal. The kobolds and humans weren’t getting along, and Jesse helped that along by using the message cantrip to make one group think the other was poisoning the food! Soon enough, the kobolds – disgusted by the bullying they were receiving from the humans (and Jesse) left the campsite. Soon after, they spotted Jesse and Lewis, and began to pursue them. Those worthy adventurers fled as quickly as they could back to the rest of the party. Lewis was able to hide on the way back and start sniping the kobolds, but Jesse kept running until he could hide behind everyone else!

With the party able to shoot at the kobolds from long range – and Tim’s character has a very, very long range on his Eldritch Blasts – the kobolds were soon defeated. The group then went to confront the human raiders, who were, by now, wondering where the kobolds had gone and wondering if it were safe to eat their meal. The group rolled incredibly well on their stealth checks and completely surprised the raiders, and soon forced them to surrender – Josh just walked into the middle of camp and demanded their surrender. Once they realised they were surrounded, they did so. Interrogating them, they discovered where the main camp was. They then discussed what to do with the raiders: Kill them? Let them go? Take them with the party? Eventually they decided just to tie them up and return for them, after I pointed out a few flaws with the other plans.

So, they closed in on the raider’s camp. By now, Lewis was scouting ahead about 80-100 feet in front of everyone else. However, his Perception, while good, wasn’t enough to spot the ambush the raiders had made on the way, and the Perception of the ambushers wasn’t good enough to see his stealthy ranger! The net result was that he walked right through the ambush and only realised something was wrong when the rest of the group reached the ambush site and were ambushed by the raiders! At that point, Lewis turned around and hurried back to the group.

He found them crawling out from under boulders that the raiders had pushed down on them. At least, most of the party were: Jesse was quite still, having been knocked unconscious. The warriors in the group charged up the slope towards the raiders, engaging them in melee before they could cause more trouble, whilst the rest of the party got out their ranged attacks and spells. The fact that the raiders had a lot of cover didn’t really bother Tim that much, because he had the spell sniper feat and could ignore cover. Meanwhile, Floyd tried to stabilise Jesse. He was completely unsuccessful, but after a couple of rounds, Jesse managed to roll a natural 20 on his death saving throw and recover by himself!

Eventually the raiders were defeated. Noting that they had formal uniforms, the party took the uniforms with a view to disguising themselves once they reached the camp. Interrogating the survivor, during his declaration of allegiance to the Dragon Queen and his description of her magnificence, the group hit on a novel strategy: they pretended to be persuaded by his words, releasing him and asking him to take them to his leader as new initiates of the Dragon Cult. Given how well their Deception checks were, I saw no problem with this plan…

And that’s where we left it for this session. Next session, they infiltrate the camp. Surely nothing can go wrong with their plan?
 

Krafus

First Post
Whoops, I somehow missed your update last week. Glad to see the dragon encounter wasn't problematic for your players the way it's apparently been for a number of games. The completist in me doesn't like that 1st-level parties can't possibly run through all the encounters in the town. I know, the adventure was designed so that DMs could pick and choose the encounters they preferred, but I'm the sort of player who likes to explore every nook and cranny (and kill every last foe). Jesse seems to be particularly unlucky - his character was knocked unconscious in two consecutive sessions.

So, now the party is following a time-honored D&D tradition, infiltrating an enemy camp by pretending to be some of the enemy's soldiers. I'm sure that will work out perfectly.:p
 

MerricB

Eternal Optimist
Supporter
hoard-cover.jpgThis session began with our heroes having been sent to the raiders’ camp to find out who they were, how many there were, what their plans were and – if they could be bothered – to rescue a monk who had been captured by the raiders. At the end of the last session, the group destroyed the raiders’ rear guard, and then convinced the one survivor that they wanted to join the cult! So many things could go wrong this session…

The astonishing thing is that they didn’t. The group romped through the camp, convincing all they met they were genuine and learning a number of key facts about the cultists. And they rescued the monk – although not any of the other prisoners, unfortunately.

How did they do it? A large part of it was just good role-playing and play from the group. I also dislike upsetting the plans of the players when what they’re doing seems sensible (and they’re rolling well). Uncomfortable moments? Absolutely, but not to destroy the party’s accomplishments! It’s tremendously difficult doing investigative work in a role-playing situation, especially with players who are unfamiliar with the format, so I tend to work with the players and not against them.

Upon entering the camp, which was somewhat in disarray with all the raiders terribly tired from the last night’s attack on Greenest, they were introduced to one of the lesser officers who was happy to see them, especially with Josh saying all the right things about how wonderful Tiamat was! They got orders to find themselves a hut and it was explained to them that they’d have to prove themselves before they were properly initiated into the cult. How could they prove themselves? By bringing back lots of treasure for the cult’s hoard!

Loot was on a lot of the cultists’ minds, as the group discovered as they moved around the camp. (Oh, and sleep!) They discovered where the half-elf monk was being held, and considered rescuing him. He was in bad shape, and the group were given a nasty scare when some guards in uniform came by and asked them what they were doing; they managed to barely talk their way out of it, and decided to come back later in the early evening to rescue him, when it wouldn’t be quite so obvious what they were doing.

The group observed some of the leaders of the cult, and spent a lot of time talking to tired cultists about what was going on; they learnt the identities of the leaders, as well as where all the treasure taken from Greenest and other towns the cultists had raided was being kept… in the cave at one end of the canyon they were sheltering in! The group was very curious about the cave, but they could see it was very well guarded; a mystery for another time.

Eventually, night fell and the group rescued the monk. They found the way out more challenging than the way in, as now all the guard posts were manned. The group disguised the monk as a cultist and explained that they were going out on patrol. The guards checked them over, and I called for Deception checks. This was where I expected they’d have to fight their way out, but the lowest result from the group was a 17! Five players, no-one rolled low. How could I argue with that? They slipped out of the camp and made their way back to Greenest.

(We only had six players for this session, with Lewis unable to attend; however, for the infiltration, Floyd’s ranger stayed outside the camp waiting for a signal in case the group got into trouble… which they didn’t!)

The group then spent a little time in Greenest resting and resupplying. After a couple of days, Leosin, the monk they’d rescued, came by to visit them. He told them that he’d been following the depredations of the cultists over the past few months, and he was now returning to his superiors in Elturel to tell them what was going on. However, he really wanted to know what the cultists were guarding in the cave – the players had heard rumours of dragon eggs and treasure – and confirmation was needed. By waving a lot of money in front of the players (and appealing to their sense of right and wrong), he hired them to check out the cave and meet him in Elturel afterwards.

The group found the camp deserted – the cultists had abandoned it for some reason. Although the camp was deserted, a few cultists remained guarding the cave. Rather than being sneaky about it, the group just walked straight up to the cave and attacked them, with high initiative rolls going the party’s way, they were able to get rid of the first lot of guards easily enough.

Advancing further into the cave, one of the party fell into a patch of violet fungi, which proved surprisingly nasty. The cave was turning out to be an entire system of caves – and quite a big one, at that! (It was big enough that the noises the party were making weren’t carrying to any cultists left there, or so the party hoped!)

With the fungi dealt with, the group discovered a great flock of bats covering the ceiling of the next gallery. While most of the group wanted to sneak through quietly, one player wanted to use a light spell to startle them, and was prepared to cast it regardless of what the rest of the group wanted. I pointed out to the group that disruptive play wasn’t a good idea, and so no light spell was cast. Instead, the group all rolled really badly for their stealth checks, and the bats (and the stirges hiding amongst the bats) were disturbed – the bats flying everywhere being a nuisance, and the stirges attempting to make a meal of the party!

It wasn’t all that difficult for the party to deal with the stirges, although they took further damage in the process, and they were slightly surprised to discover that still no cultists were coming after them! What were they doing?

That was all we had time for this evening, so we ended the session there. Our next session will find the group continuing through the cave, looking for treasure and dragon eggs!

For those wondering, each of my sessions runs at about 90-100 minutes; we have a two-hour block of time set aside for Encounters, but I’m generally late starting my table’s session due to my duties organising the sessions. I run combats pretty quickly and, though there is role-playing, it rarely takes up a large amount of time. Thus, we’re going through Hoard of the Dragon Queen a lot faster than most groups would take it. Episode 2 of the adventure was meant to take 2-3 sessions, it took us a little more than one session!

That said, we’ll be continuing through the entire Tyranny of Dragons storyline with this group, so finishing up the three episodes that are properly part of the Encounters season won’t be that much of a problem.
 

MerricB

Eternal Optimist
Supporter
View attachment 64210This was the first session where we split the Encounters groups so that five of the groups played at 5.30 pm, and the final group played at 7.30 pm. It worked pretty well, and Kris was glad to be able to hear his DM in the later session. Overall, we were a little down on numbers, but that still meant there were 36 people participating.

My own group are mid-way through Episode 3, which means they’re investigating the cave at the cultist’s camp. After the trouble with the stirges last week, the group came to an intersection that allowed three ways forward: Down some ledges straight ahead to where bits of parchment and metal could be seen amongst bits of wood and cloth, to the right where a steep set of stairs led down, or to the left where the corridor widened and curved out of sight. After considering their options, the party went left.

(My friend, Sarah, once designed a dungeon based on the fact that the group we were playing with always turned left, and so if you went right straight-away, you got to the end boss without the other encounters. What she didn’t count on was that I’d be playing for once, and I took the party leader role… and turned right at the first intersection!)

This choice wasn’t so portentous, and Lewis’s ranger, scouting ahead, discovered a number of young guard drakes being kept in a pen where the corridor dropped down to a cavern on its right. The drakes couldn’t get to him, but he wasn’t sanguine about the ability of the party to sneak past them. They tried, and failed, the drakes giving off loud cries of alarm as the party crept up to his position. The group started to pacify them, with Danielle’s sorceress talking to them in Draconic.

This was an interesting interaction to DM; Guard Drakes understand Draconic, but they can’t speak it. And they aren’t very intelligent. Danielle was saying the right things, and rolling well on her Charisma checks, so I allowed her to pacify the drakes. The party started getting all excited about taking the drakes with them, but, as a DM, this made me very worried. Let’s face it – they’re guard drakes, and it would take a lot more time to train them properly than the party had available. Animal Handling might make them passive, but it wouldn’t allow the group to just gain control of them. Eventually, the group threw them some kobold meat to keep them quiet and moved onwards.

Hang on a moment? Kobold meat? Where did that come from?

In fact, while Danielle was engaged with pacifying the drakes, the group had been attacked by kobolds who had been alerted by the noise of the drakes. The kobolds got a couple of hits in, but were mostly outclassed by the third level party. So, with a small number of dead kobolds, the drakes had more food.

Michael’s eldritch knight took the lead as the group continued to explore, and they found the kobold barracks along with twelve angry kobolds who were annoyed they hadn’t gotten enough sleep!

At this point, Michael started to demonstrate the power of the Blade Ward cantrip. It gave him resistance to weapon attacks at the cost of his action. The tunnel leading down was narrow, so the kobolds couldn’t get past him. He just stood there with his Heavy Armour Mastery feat, and took the kobold attacks. 5 damage from each one, which was halved to two due to Blade Ward, then reduced to nothing thanks to his armour feat. Meanwhile, the rest of the group stood twenty feet behind him (or thereabouts) and hit the kobolds with ranged attacks and spells. One of the kobolds ran off to alert the rest of the lair, but Michael was basically unharmed after the combat – only critical hits could harm him, and I wasn’t rolling many of them! A few kobolds tried to attack the back ranks of the party, but were doing so at long range and with cover (Michael) in the way, were very ineffective at doing so.

The last encounter for the evening saw the group descend further into the cave and discover Cyanwrath waiting for them in a temple dedicated to Tiamat. The half-dragon warrior was somewhat pleased to see Michael’s character, who had fought him in the duel that closed off the first episode of the adventure. Cyanwrath once again challenged Michael, but was horrified when the party showed themselves to be honourless and did not follow the rules of single combat.

He started to beat down on Michael, and Michael was very glad to have the effects of his armour mastery preventing some of the damage. Meanwhile, Cyanwrath’s bodyguard – two berserkers – attacked the rest of the party. The rest of the party were really hurting. And then Cyanwrath got really mad, as spells were cast on him from the back ranks of the party.

So he furiously moved away from Michael. Michael made an attack of opportunity, and rolled a critical hit, but it wasn’t quite enough to take down Cyanwrath. And then Cyanwrath used his breath weapon on the party, including his two allies. Shortly thereafter, three of the party were down as well as one of the berserkers. Michael was able to slay Cyanwrath, but the characters that were left were badly hurt and there was still an almost undamaged berserker attacking…

And then two of the downed characters rolled natural 20s on their Death saving throws, and rejoined the fray. Soon enough the last berserker was down, and the group – after noting that the treasure chest was likely trapped – retired to rest for an hour or so.

Yes, a rather tough encounter there – and it isn’t the last in this episode. The party will probably be able to grab a short rest, but not much longer before the remaining cultists realise they’re there…
 



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