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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: 7600766" data-attributes="member: 16069"><p style="text-align: center"><strong>We D&D.</strong></p><p></p><p><strong>Session #23 Hoard of the Dragon Queen #9 Fight or Flight?</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 #23 of our game but only session #9 of the Hoard of the Dragon Queen scenario.</p><p></p><p style="text-align: center">[ATTACH=full]113016[/ATTACH]</p><p></p><p>Cyanwrath is only unconscious, and there are Kobold noises (aplenty) coming from the northern passage. The injured PCs swig down Potions of Healing as another wave of enemies comes rushing.</p><p></p><p>Hotlips (Halfling Rogue) screams a warning and then shoots the first Kobold in to the chamber dead, she backs up a way and slinks in to the shadows.</p><p></p><p>Three Urds (flying Kobolds) swoop in, the trio are carrying rocks, following on are another half-a-dozen Kobolds- Sgt Bobby (Human Fighter) cuts one down. The oddity being that other than Hotlips that’s the only hit in the entire Combat Turn (that’s right- 14 combatants, 14 attacks & two hits).</p><p></p><p>Hotlips shoots an Urd down, then once again slinks back in to the shadows.</p><p></p><p>More Urds swoop in to the chamber, more rocks rain down (Encounter = 6 Urds & 6 Kobolds) and Sgt Bobby is the target of most of the missiles, he’s hit repeatedly and suffering (down to 6 hit points).</p><p></p><p>One of the Urds is spectacularly off target- it smashes the skull of one of its earthbound brothers.</p><p></p><p>Lummins (Half-Elf Cleric) takes out another Urd with a pair of Scorching Rays, another is slashed by Sgt Bobby when it swoops down to stab at the Fighter, but only wounded.</p><p></p><p>Watt’s (Human Bard) Thunderwave is less thunder, more rumble (he rolls snake-eyes for damage 1 + 1, and all but one of the Kobolds make their save). To highlight his failure an Urd swoops down and stabs the Bard in the back.</p><p></p><p>That was Watt’s last spell.</p><p></p><p>Hotlips suddenly appears, shoots the offending Urd out of the air, and then disappears back in to the shadows.</p><p></p><p>Yet another Urd swoops down and stabs Watt- the Bard is now heavily wounded, and a second later he’s cut again by a Kobold (and down to 5 hit points).</p><p></p><p>Meantime Sgt Bobby is likewise stabbed by an Urd, the Sgt stumbles, sags and then falls- he’s out cold.</p><p></p><p>Lux (Human Warlock) Eldritch Blasts an Urd dead- it’s the first time she has hit in five rounds of combat.</p><p></p><p>Lummins gets to Sgt Bobby with a Cure Wounds, and now he too is out of spells.</p><p></p><p>Sgt Bobby staggers back to his feet and cuts down a Kobold- there’s only two of the little buggers left and one more pesky Urd.</p><p></p><p>One of the Kobold stabs Watt (with a Crit), and now the Bard is down and dying, his first Death Save is a ‘1’, and he’s at death’s door- one more failure and he’s done for.</p><p></p><p>Hotlips shoots and kills the last Urd, and then rushes over and feeds Watt a Potion of Healing (with a little help from an Inspiration Point).</p><p></p><p>The last two Kobolds are in retreat, Sgt Bobby is still menacing them- he gets stabbed again when he gets too close (he’s down to 2 hit points).</p><p></p><p>Lummins hits a Kobold with his Sacred Flame- dead, the last Kobold left attempts to flee but Sgt Bobby cuts it down.</p><p></p><p>The fight is over- none of the PCs have any spells left, or any other helpful powers for that matter- between them just a few (maybe three) Potions of Healing, which are distributed to the very badly wounded. The order to retreat doesn’t need to be given, Cyanwrath (after being tied up- and punched in the face once or twice by Sgt Bobby) is dragged back to the entrance cave.</p><p></p><p>The Players are really not sure what to do for the best, after using up the Potions they’re all on or around half hit points, except for Lux who has not taken a single hit yet- yep, you read that right, she’s always in the rear with the gear. </p><p></p><p>The Players don’t want to retreat out of the cave because that would mean giving whoever’s still within the Nursery (Frulam Mondath for one) the opportunity to get out, although there could be another exit.</p><p></p><p>By the same token the guys have no idea what other enemies are within the cavern complex.</p><p></p><p>They’re certain (looking at the DMs face) they’re not going to get the hour they need to take a Short Rest.</p><p></p><p>Hotlips is sent to scout, oh bugger, the Halfling spots Mondath and her friends coming, more Kobolds (including another Urd) and at least two Guard Drakes.</p><p></p><p>It’s decision time- fight or flight!</p><p></p><p>Or chat…</p><p></p><p style="text-align: center">[ATTACH=full]113017[/ATTACH]</p><p></p><p>Lux calls out, “Wait!”, and remarkably Mondath agrees to parley, figuring that she’s no martial expert- she has four Kobolds (including one Urd) and three (barely trained) Guard Drakes at her disposal, and that’s all she’s got. She has seen with her own eyes the Brothers take down Cyanwrath and three of his Berserkers, and a dozen other Kobolds. She figures it's time to talk.</p><p></p><p>And so, we go back and forth for a while (about twenty minutes or so around the table)- the essence of it is that Lux (with others chipping in) wants Mondath to surrender- nowhere to go, a chance to buy her life etc. Mondath however wants the Brothers to retreat, at which point she will lead her troops out, and then flee the area.</p><p></p><p>Which means, as Lux (Sandy) says- “there’s no other way out of the caves, they have to come through us”.</p><p></p><p>As I said, the chatter goes back and forth- some good rolls, some just average- for both parties, the Players however are winning the war of the words (they’re making more good rolls because there are more of them, and they’re Aiding Other repeatedly), and so (your kindly DM) states that it’s all down to one contested roll- any Social Skill Check.</p><p></p><p>Lux rolls for the Brothers, she rolls a ‘20’, and I roll for Mondath (who else would it be), I roll a ‘1’.</p><p></p><p>Mondath surrenders- and the PCs are amazed, that was a big-time bluff. Lux and her silver tongue, and her weighted dice (kidding, don’t hurt me Sandy).</p><p></p><p>The Kobolds and Drakes, after a long chat with the former about what lies ahead within the cavern (answer, not much- but the PCs are still reluctant to believe them), are let go- Mondath however is hogtied and bagged, she’s captured.</p><p></p><p>The Brothers want to interrogate their prisoners, but they also want to (need to) take a Short Rest. They retire to the Guard’s chamber, clear away the bodies and then set watchers- they just need an hour.</p><p></p><p>And an hour is what they get- Hit Dice are spent, and Watt strikes up his Song of Rest, at the end of which only the Bard is still injured.</p><p></p><p>After the rest Lummins, Lux & Watt take it in turns to interrogate Cyanwrath, and then Mondath, while Hotlips and Sgt Bobby stand guard.</p><p></p><p>Watt & Lux are a nightmare when they’re working in conjunction, and their dice are hot- the trio make six Skill Checks over the course of the next quarter of an hour, five of them (adjusted) are 18+, and so the results in-</p><p></p><p>Cyanwrath gives up bits of info about what else lies within the caves, he also let’s slip that “the treasure is heading north”- when pressed he clams up, or else the Half-Dragon has reached the end of his knowledge.</p><p></p><p>Mondath tells all, she sings like a canary- and by the end of the conversation is full-on terrified of Lux- “there was lots of treasure- a vast horde fit for the Dragon Queen of Destruction. It’s all heading north- Rezmir is in charge of arranging a caravan”. She doesn’t know the final destination of the horde- “…only north. They’ll be setting off from Baldur’s Gate in about a month from now.”</p><p></p><p>Meanwhile, while the chatty PCs have been having fun, back out in the main passage a quartet of Kobolds, swinging buckets (filled with their favourite mushrooms) and yapping happy tunes (the PCs cleared the bodies away earlier so there’s nothing to see) come strolling along, oblivious.</p><p></p><p style="text-align: center">[ATTACH=full]113018[/ATTACH]</p><p></p><p>Hotlips panics (a little) and shoots the first Kobold dead.</p><p></p><p>Then after figuring what she has done, and seeing how far her colleagues are away from her, she starts shouting very loudly.</p><p></p><p>Sgt Bobby has to spend his Action Surge in a headlong charge to get to the action, he arrives just in time to cut another Kobold down. </p><p></p><p>The two surprised Kobolds left standing have different (but the same) ideas at the same time- one runs further in to the cave- screaming, the other runs out of the cave- also screaming.</p><p></p><p>Hotlips races after the first and after a short chase manages to sink a crossbow bolt in to the fleeing varmint, remarkably Sgt Bobby repeats the feat- only with a dagger at long range. Both dead.</p><p></p><p>Hurrah! Followed by a stern telling off for Hotlips- let whatever it is that’s passing- pass, only tell us what it was that went past, and above all- Stay Hidden! Phew, that was close.</p><p></p><p>The PCs are terrified that there are more bad guys close by, even after interrogating the other bad guys- they have trust issues (the Players, that is).</p><p></p><p>In truth there are only four more active-ish members of the Cult left within the Nursery- four Kobolds to be exact, there are a few more ‘neutral’ monsters still within the caves, but in reality, the place is pretty-much empty.</p><p></p><p>Only the Players don’t know this, they still think the place is fraught with danger.</p><p></p><p>The PCs spend another hour or more doing more clearing up- moving bodies around (hiding them), and then cleaning up, and perfecting their best Cult Guard/Initiate look. They, of course, also place sentries- and draw up a watch rota- who doesn’t like a spreadsheet.</p><p></p><p>As I say they’re scared, although unwilling to give up their position, they’re going to attempt an Extended Rest, they’re still after all out of spells et al.</p><p></p><p>As stated earlier, there’s nothing much left in the caverns, and there’s just no point in having another Kobold patrol come calling. The PCs get their much-needed Extended Rest.</p><p></p><p>Cyanwrath & Mondath are tied up (some more), gagged, double-bagged etc. and with a little help from Hotlips’ picks they’re locked in the former treasure room.</p><p></p><p>Time to explore the bits of the cavern the Brothers have previously been and seen, to search for treasure and more clues- the PCs find some nice scabbards (all Dragon themed) which become useful additions to their disguises. In Frulam Mondath’s chamber they discover her notes- which confirm what they already know, also a set of Wearer of Purple regalia (which Lux, naturally, takes a fancy too) and a key.</p><p></p><p>Then on in to the Dragon Shrine in which they fought Cyanwrath and his Berserkers- the Brothers have a good long look at the central Dragon carving- “Tiamat will be re-born from a volcano”, is the final summary of the action depicted.</p><p></p><p>Which is obviously remarkably accurate, but also fairly obvious.</p><p></p><p>Hotlips meantime finds a fancy chest, and she has a key, it fits and within is (lots of) treasure.</p><p></p><p>Still no new enemies encountered so far, Phew!</p><p></p><p>The Brothers head up into what they know is the Dragon Hatchery.</p><p></p><p>In which four bored Kobolds have been waiting for them, they’ve seen the bodies Cyanwrath's Berserkers, and have been hiding in the Hatchery keeping their fingers-crossed and hoping that the PCs would just go away.</p><p></p><p>Alas, it’s not to be.</p><p></p><p>Hotlips sneaks in to the chamber, to the south a shadowy depression with a set of rickety barred stairs leading down in to the lower area. A natural cavern below, with stalactites and stalagmites. The Halfling Rogue thinks she can see a Guard Drake down there. The place is safe Hotlips tells her colleagues- come on in.</p><p></p><p style="text-align: center">[ATTACH=full]113019[/ATTACH]</p><p></p><p>Thirty seconds later, with the Brothers all peering down in to the depression, the Kobolds unleash their missile attacks- Watt & Sgt Bobby are both caught in the double blast of Fire Bombs, then the Sgt is hit by a Glue Bomb and Restrained.</p><p></p><p>There is much cursing, most of it directed at Hotlips.</p><p></p><p>Sgt Bobby breaks free, and in a screaming (all very naughty words) charge (Action Surge as usual) he flings himself in to the midst of the Kobolds and cuts one dead.</p><p></p><p>Lummins canters up to the second depression, in which the three remaining Kobolds cower, and sprays the trio with his Burning Hands- all dead.</p><p></p><p>One of the Guard Drakes in the original depression rushes out in to the open and starts growling and roaring…</p><p></p><p>Watt shoots it.</p><p></p><p>It yelps and flees.</p><p></p><p>At which point four lash-like tentacles whip out from what was previously an inanimate stalagmite and fail to lasso anyone… my dice hate me (that was four attacks with Advantage- four misses, honestly- what can you do).</p><p></p><p>The formerly inanimate stalagmite now looks like a terrifying snarling rock monster.</p><p></p><p>There’s a WTF moment, and then Pete & Rob explain (briefly) what a Roper is, and why running away is probably the best option.</p><p></p><p>And so, having explained to Sandy and Jackie how nasty a Roper is the Players, of course, attempt to fight it.</p><p></p><p>Lux however has got an idea, “fire and retreat to the back wall”, she calls out- she figures (correctly) that because of the slope the Roper cannot see the PCs if they retreat, and so the PCs fling spells and missiles, and then scarper back- they all have better Initiative than the Roper (on ‘6’).</p><p></p><p>Sgt Bobby and Lux miss the target (the later with a Ray of Sickness- she’s still not hit with anything other than an Eldritch Blast). Lummins fires off his Radiance of the Dawn- the snarling Roper is not at all happy, the already injured Guard Drake is also caught in the radiant burst of holy light. Watt’s Shatter spell leaves both Guard Drakes bloodied, while the Roper is also caught in the blast. Last up- Hotlips shoots a crossbow bolt in to the Elemental (and then rolls max damage- 11), the Halfling Rogue scurries back in to hiding.</p><p></p><p>The Roper is enraged- oh dear, it’s coming, the Brothers can’t see the Elemental brute but they can hear it (very slowly) climbing out of the depression.</p><p></p><p>I double move the stony-bastard, who has so far lost 27 hit points, almost to the top of the slope- it’s just coming in to view.</p><p></p><p>Fight or flight? For the second time of asking.</p><p></p><p>The Players are still not backing down.</p><p></p><p>Sgt Bobby races forward and attacks- no chance, his blade clangs off the Roper, Lux’s Eldritch Blast misses the target, Lummins starts up his Bless spell and then conjures his Spiritual Weapon (and another miss).</p><p></p><p>Watt rushes forward and unleashes a Thunderwave, the Roper scrabbles at the dirt but is pushed back down the slope, the damage to the Elemental is minimal, but it will have to climb part the way up again.</p><p></p><p>It does so- with ease, and then unleashes its whip like lassoing tendril attacks- and I miss three out of four attacks, but not the last one- Watt is snared (Grappled & Restrained), and then Reeled in to the Roper’s maw and ripped almost to shreds.</p><p></p><p>Watt stops screaming and starts dying- a Crit from the Roper for 37 damage and the Bard is unconscious.</p><p></p><p>The Roper roars, “Kneel before mighty King Urp and beg his forgiveness, or I will feast upon this puny morsel!”</p><p></p><p>Lux is quick to order her colleagues to obey, although the other PCs were already halfway down to their knees.</p><p></p><p>Lummins, clever fellow- without being seen casting, fires a Healing Word in to Watt and saves the Bard, at least for a little while longer.</p><p></p><p>And so, the inevitable chat, although it’s a one-sided affair- King Urp has demands, there’s no negotiation.</p><p></p><p>Urp wants food- at least ten jelly-meat sacks (he means corpses), and he wants treasure- coins by preference, a fine levied for having the audacity to try attacking him- although gemstones taste nice too. King Urp is keeping hold of Watt until the guys return with a feast of flesh and treasure fit for an Elemental King.</p><p></p><p>And so… the four remaining Brothers head back to where they stashed the bodies of the dead Cultists, ferry them back to the pit and throw them in. Next up they hand over all the treasures they gathered from Frulam Mondath’s locked chest- in total 1800gp of stuff.</p><p></p><p>While they’re completing the above operation, they’re also taking the time to get a good look down in to the Roper’s pit, they’re fairly certain there are at least two dragon eggs down there.</p><p></p><p>And so, after 5-10 minutes of fawning before King Urp, Lux starts bargaining, “would it please mighty King Urp to sell the Dragon eggs below?”</p><p></p><p>Urp has further demands, although in truth they’re very (very) similar to his previous demands- he wants more coins and gemstones, and more jelly-meat sacks- and if the PCs want to come down in to his lair then they’ll need to find him a new place to live, with better access to jelly-meat sacks and treasure.</p><p></p><p>After a brief chat the Players go for the deal, heading off briefly- with Watt having been released (and healed some more), they pool their resources off screen (although not all of them contribute everything to the pot). Then return ten minutes later with the new collective treasure- more gold and silver and a few gems and jewels alike- it’s enough, although no amount of bargaining can relax King Urp’s other demands- more jelly-meat sacks, and a new lair.</p><p></p><p>Sgt Bobby is all for attempting to destroy the eggs from up on the ledge, but his colleagues are dead against it for two reasons- a) Urp will attack again and probably kill and then eat them all, and b) there could be more eggs down there that they cannot see from here.</p><p></p><p>In truth a) is reason enough, Sgt Bobby (Pete) is very brave, some would say foolhardy.</p><p></p><p>That however is the end of the session, more next time- I know I’ve said it before but it was glorious, I’m loving the Nursery action.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 7600766, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Session #23 Hoard of the Dragon Queen #9 Fight or Flight? 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 #23 of our game but only session #9 of the Hoard of the Dragon Queen scenario. [CENTER][ATTACH type="full"]113016[/ATTACH][/CENTER] Cyanwrath is only unconscious, and there are Kobold noises (aplenty) coming from the northern passage. The injured PCs swig down Potions of Healing as another wave of enemies comes rushing. Hotlips (Halfling Rogue) screams a warning and then shoots the first Kobold in to the chamber dead, she backs up a way and slinks in to the shadows. Three Urds (flying Kobolds) swoop in, the trio are carrying rocks, following on are another half-a-dozen Kobolds- Sgt Bobby (Human Fighter) cuts one down. The oddity being that other than Hotlips that’s the only hit in the entire Combat Turn (that’s right- 14 combatants, 14 attacks & two hits). Hotlips shoots an Urd down, then once again slinks back in to the shadows. More Urds swoop in to the chamber, more rocks rain down (Encounter = 6 Urds & 6 Kobolds) and Sgt Bobby is the target of most of the missiles, he’s hit repeatedly and suffering (down to 6 hit points). One of the Urds is spectacularly off target- it smashes the skull of one of its earthbound brothers. Lummins (Half-Elf Cleric) takes out another Urd with a pair of Scorching Rays, another is slashed by Sgt Bobby when it swoops down to stab at the Fighter, but only wounded. Watt’s (Human Bard) Thunderwave is less thunder, more rumble (he rolls snake-eyes for damage 1 + 1, and all but one of the Kobolds make their save). To highlight his failure an Urd swoops down and stabs the Bard in the back. That was Watt’s last spell. Hotlips suddenly appears, shoots the offending Urd out of the air, and then disappears back in to the shadows. Yet another Urd swoops down and stabs Watt- the Bard is now heavily wounded, and a second later he’s cut again by a Kobold (and down to 5 hit points). Meantime Sgt Bobby is likewise stabbed by an Urd, the Sgt stumbles, sags and then falls- he’s out cold. Lux (Human Warlock) Eldritch Blasts an Urd dead- it’s the first time she has hit in five rounds of combat. Lummins gets to Sgt Bobby with a Cure Wounds, and now he too is out of spells. Sgt Bobby staggers back to his feet and cuts down a Kobold- there’s only two of the little buggers left and one more pesky Urd. One of the Kobold stabs Watt (with a Crit), and now the Bard is down and dying, his first Death Save is a ‘1’, and he’s at death’s door- one more failure and he’s done for. Hotlips shoots and kills the last Urd, and then rushes over and feeds Watt a Potion of Healing (with a little help from an Inspiration Point). The last two Kobolds are in retreat, Sgt Bobby is still menacing them- he gets stabbed again when he gets too close (he’s down to 2 hit points). Lummins hits a Kobold with his Sacred Flame- dead, the last Kobold left attempts to flee but Sgt Bobby cuts it down. The fight is over- none of the PCs have any spells left, or any other helpful powers for that matter- between them just a few (maybe three) Potions of Healing, which are distributed to the very badly wounded. The order to retreat doesn’t need to be given, Cyanwrath (after being tied up- and punched in the face once or twice by Sgt Bobby) is dragged back to the entrance cave. The Players are really not sure what to do for the best, after using up the Potions they’re all on or around half hit points, except for Lux who has not taken a single hit yet- yep, you read that right, she’s always in the rear with the gear. The Players don’t want to retreat out of the cave because that would mean giving whoever’s still within the Nursery (Frulam Mondath for one) the opportunity to get out, although there could be another exit. By the same token the guys have no idea what other enemies are within the cavern complex. They’re certain (looking at the DMs face) they’re not going to get the hour they need to take a Short Rest. Hotlips is sent to scout, oh bugger, the Halfling spots Mondath and her friends coming, more Kobolds (including another Urd) and at least two Guard Drakes. It’s decision time- fight or flight! Or chat… [CENTER][ATTACH type="full"]113017[/ATTACH][/CENTER] Lux calls out, “Wait!”, and remarkably Mondath agrees to parley, figuring that she’s no martial expert- she has four Kobolds (including one Urd) and three (barely trained) Guard Drakes at her disposal, and that’s all she’s got. She has seen with her own eyes the Brothers take down Cyanwrath and three of his Berserkers, and a dozen other Kobolds. She figures it's time to talk. And so, we go back and forth for a while (about twenty minutes or so around the table)- the essence of it is that Lux (with others chipping in) wants Mondath to surrender- nowhere to go, a chance to buy her life etc. Mondath however wants the Brothers to retreat, at which point she will lead her troops out, and then flee the area. Which means, as Lux (Sandy) says- “there’s no other way out of the caves, they have to come through us”. As I said, the chatter goes back and forth- some good rolls, some just average- for both parties, the Players however are winning the war of the words (they’re making more good rolls because there are more of them, and they’re Aiding Other repeatedly), and so (your kindly DM) states that it’s all down to one contested roll- any Social Skill Check. Lux rolls for the Brothers, she rolls a ‘20’, and I roll for Mondath (who else would it be), I roll a ‘1’. Mondath surrenders- and the PCs are amazed, that was a big-time bluff. Lux and her silver tongue, and her weighted dice (kidding, don’t hurt me Sandy). The Kobolds and Drakes, after a long chat with the former about what lies ahead within the cavern (answer, not much- but the PCs are still reluctant to believe them), are let go- Mondath however is hogtied and bagged, she’s captured. The Brothers want to interrogate their prisoners, but they also want to (need to) take a Short Rest. They retire to the Guard’s chamber, clear away the bodies and then set watchers- they just need an hour. And an hour is what they get- Hit Dice are spent, and Watt strikes up his Song of Rest, at the end of which only the Bard is still injured. After the rest Lummins, Lux & Watt take it in turns to interrogate Cyanwrath, and then Mondath, while Hotlips and Sgt Bobby stand guard. Watt & Lux are a nightmare when they’re working in conjunction, and their dice are hot- the trio make six Skill Checks over the course of the next quarter of an hour, five of them (adjusted) are 18+, and so the results in- Cyanwrath gives up bits of info about what else lies within the caves, he also let’s slip that “the treasure is heading north”- when pressed he clams up, or else the Half-Dragon has reached the end of his knowledge. Mondath tells all, she sings like a canary- and by the end of the conversation is full-on terrified of Lux- “there was lots of treasure- a vast horde fit for the Dragon Queen of Destruction. It’s all heading north- Rezmir is in charge of arranging a caravan”. She doesn’t know the final destination of the horde- “…only north. They’ll be setting off from Baldur’s Gate in about a month from now.” Meanwhile, while the chatty PCs have been having fun, back out in the main passage a quartet of Kobolds, swinging buckets (filled with their favourite mushrooms) and yapping happy tunes (the PCs cleared the bodies away earlier so there’s nothing to see) come strolling along, oblivious. [CENTER][ATTACH type="full"]113018[/ATTACH][/CENTER] Hotlips panics (a little) and shoots the first Kobold dead. Then after figuring what she has done, and seeing how far her colleagues are away from her, she starts shouting very loudly. Sgt Bobby has to spend his Action Surge in a headlong charge to get to the action, he arrives just in time to cut another Kobold down. The two surprised Kobolds left standing have different (but the same) ideas at the same time- one runs further in to the cave- screaming, the other runs out of the cave- also screaming. Hotlips races after the first and after a short chase manages to sink a crossbow bolt in to the fleeing varmint, remarkably Sgt Bobby repeats the feat- only with a dagger at long range. Both dead. Hurrah! Followed by a stern telling off for Hotlips- let whatever it is that’s passing- pass, only tell us what it was that went past, and above all- Stay Hidden! Phew, that was close. The PCs are terrified that there are more bad guys close by, even after interrogating the other bad guys- they have trust issues (the Players, that is). In truth there are only four more active-ish members of the Cult left within the Nursery- four Kobolds to be exact, there are a few more ‘neutral’ monsters still within the caves, but in reality, the place is pretty-much empty. Only the Players don’t know this, they still think the place is fraught with danger. The PCs spend another hour or more doing more clearing up- moving bodies around (hiding them), and then cleaning up, and perfecting their best Cult Guard/Initiate look. They, of course, also place sentries- and draw up a watch rota- who doesn’t like a spreadsheet. As I say they’re scared, although unwilling to give up their position, they’re going to attempt an Extended Rest, they’re still after all out of spells et al. As stated earlier, there’s nothing much left in the caverns, and there’s just no point in having another Kobold patrol come calling. The PCs get their much-needed Extended Rest. Cyanwrath & Mondath are tied up (some more), gagged, double-bagged etc. and with a little help from Hotlips’ picks they’re locked in the former treasure room. Time to explore the bits of the cavern the Brothers have previously been and seen, to search for treasure and more clues- the PCs find some nice scabbards (all Dragon themed) which become useful additions to their disguises. In Frulam Mondath’s chamber they discover her notes- which confirm what they already know, also a set of Wearer of Purple regalia (which Lux, naturally, takes a fancy too) and a key. Then on in to the Dragon Shrine in which they fought Cyanwrath and his Berserkers- the Brothers have a good long look at the central Dragon carving- “Tiamat will be re-born from a volcano”, is the final summary of the action depicted. Which is obviously remarkably accurate, but also fairly obvious. Hotlips meantime finds a fancy chest, and she has a key, it fits and within is (lots of) treasure. Still no new enemies encountered so far, Phew! The Brothers head up into what they know is the Dragon Hatchery. In which four bored Kobolds have been waiting for them, they’ve seen the bodies Cyanwrath's Berserkers, and have been hiding in the Hatchery keeping their fingers-crossed and hoping that the PCs would just go away. Alas, it’s not to be. Hotlips sneaks in to the chamber, to the south a shadowy depression with a set of rickety barred stairs leading down in to the lower area. A natural cavern below, with stalactites and stalagmites. The Halfling Rogue thinks she can see a Guard Drake down there. The place is safe Hotlips tells her colleagues- come on in. [CENTER][ATTACH type="full"]113019[/ATTACH][/CENTER] Thirty seconds later, with the Brothers all peering down in to the depression, the Kobolds unleash their missile attacks- Watt & Sgt Bobby are both caught in the double blast of Fire Bombs, then the Sgt is hit by a Glue Bomb and Restrained. There is much cursing, most of it directed at Hotlips. Sgt Bobby breaks free, and in a screaming (all very naughty words) charge (Action Surge as usual) he flings himself in to the midst of the Kobolds and cuts one dead. Lummins canters up to the second depression, in which the three remaining Kobolds cower, and sprays the trio with his Burning Hands- all dead. One of the Guard Drakes in the original depression rushes out in to the open and starts growling and roaring… Watt shoots it. It yelps and flees. At which point four lash-like tentacles whip out from what was previously an inanimate stalagmite and fail to lasso anyone… my dice hate me (that was four attacks with Advantage- four misses, honestly- what can you do). The formerly inanimate stalagmite now looks like a terrifying snarling rock monster. There’s a WTF moment, and then Pete & Rob explain (briefly) what a Roper is, and why running away is probably the best option. And so, having explained to Sandy and Jackie how nasty a Roper is the Players, of course, attempt to fight it. Lux however has got an idea, “fire and retreat to the back wall”, she calls out- she figures (correctly) that because of the slope the Roper cannot see the PCs if they retreat, and so the PCs fling spells and missiles, and then scarper back- they all have better Initiative than the Roper (on ‘6’). Sgt Bobby and Lux miss the target (the later with a Ray of Sickness- she’s still not hit with anything other than an Eldritch Blast). Lummins fires off his Radiance of the Dawn- the snarling Roper is not at all happy, the already injured Guard Drake is also caught in the radiant burst of holy light. Watt’s Shatter spell leaves both Guard Drakes bloodied, while the Roper is also caught in the blast. Last up- Hotlips shoots a crossbow bolt in to the Elemental (and then rolls max damage- 11), the Halfling Rogue scurries back in to hiding. The Roper is enraged- oh dear, it’s coming, the Brothers can’t see the Elemental brute but they can hear it (very slowly) climbing out of the depression. I double move the stony-bastard, who has so far lost 27 hit points, almost to the top of the slope- it’s just coming in to view. Fight or flight? For the second time of asking. The Players are still not backing down. Sgt Bobby races forward and attacks- no chance, his blade clangs off the Roper, Lux’s Eldritch Blast misses the target, Lummins starts up his Bless spell and then conjures his Spiritual Weapon (and another miss). Watt rushes forward and unleashes a Thunderwave, the Roper scrabbles at the dirt but is pushed back down the slope, the damage to the Elemental is minimal, but it will have to climb part the way up again. It does so- with ease, and then unleashes its whip like lassoing tendril attacks- and I miss three out of four attacks, but not the last one- Watt is snared (Grappled & Restrained), and then Reeled in to the Roper’s maw and ripped almost to shreds. Watt stops screaming and starts dying- a Crit from the Roper for 37 damage and the Bard is unconscious. The Roper roars, “Kneel before mighty King Urp and beg his forgiveness, or I will feast upon this puny morsel!” Lux is quick to order her colleagues to obey, although the other PCs were already halfway down to their knees. Lummins, clever fellow- without being seen casting, fires a Healing Word in to Watt and saves the Bard, at least for a little while longer. And so, the inevitable chat, although it’s a one-sided affair- King Urp has demands, there’s no negotiation. Urp wants food- at least ten jelly-meat sacks (he means corpses), and he wants treasure- coins by preference, a fine levied for having the audacity to try attacking him- although gemstones taste nice too. King Urp is keeping hold of Watt until the guys return with a feast of flesh and treasure fit for an Elemental King. And so… the four remaining Brothers head back to where they stashed the bodies of the dead Cultists, ferry them back to the pit and throw them in. Next up they hand over all the treasures they gathered from Frulam Mondath’s locked chest- in total 1800gp of stuff. While they’re completing the above operation, they’re also taking the time to get a good look down in to the Roper’s pit, they’re fairly certain there are at least two dragon eggs down there. And so, after 5-10 minutes of fawning before King Urp, Lux starts bargaining, “would it please mighty King Urp to sell the Dragon eggs below?” Urp has further demands, although in truth they’re very (very) similar to his previous demands- he wants more coins and gemstones, and more jelly-meat sacks- and if the PCs want to come down in to his lair then they’ll need to find him a new place to live, with better access to jelly-meat sacks and treasure. After a brief chat the Players go for the deal, heading off briefly- with Watt having been released (and healed some more), they pool their resources off screen (although not all of them contribute everything to the pot). Then return ten minutes later with the new collective treasure- more gold and silver and a few gems and jewels alike- it’s enough, although no amount of bargaining can relax King Urp’s other demands- more jelly-meat sacks, and a new lair. Sgt Bobby is all for attempting to destroy the eggs from up on the ledge, but his colleagues are dead against it for two reasons- a) Urp will attack again and probably kill and then eat them all, and b) there could be more eggs down there that they cannot see from here. In truth a) is reason enough, Sgt Bobby (Pete) is very brave, some would say foolhardy. That however is the end of the session, more next time- I know I’ve said it before but it was glorious, I’m loving the Nursery action. [/QUOTE]
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