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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: 7610854" data-attributes="member: 16069"><p style="text-align: center"><strong>We D&D.</strong></p><p></p><p><strong>Session #25 Hoard of the Dragon Queen #11 Mostly Admin Week.</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 4</strong></p><p><strong>Lux (played by Sandy) Female Human Warlock Lvl 4</strong></p><p><strong>Watt (played by Jackie) Male Human Bard Lvl 4</strong></p><p><strong>Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 4</strong></p><p><strong></strong></p><p><strong>Secondary PCs.</strong></p><p><strong>Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 4</strong></p><p><strong>Derek Pilch (played by Jackie) Male Human Druid Lvl 4</strong></p><p><strong>Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 4</strong></p><p><strong>Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 4</strong></p><p></p><p>Note, this is session #25 of our game but only session #11 of the Hoard of the Dragon Queen scenario.</p><p></p><p>The morning after the bar games, the PCs wake with sore heads in the ‘A Pair of Black Antlers’ Inn, in the city of Elturel- their host Leosin Erlanthar, Hard Bonk’s (Half-Orc Monk) former master, introduces them once again to Ontharr Frume, the Dwarven Paladin of Torm.</p><p></p><p>After yesterday’s fun and games, it gets down to serious very quickly, at breakfast in a private room- when the servants have left, Ontharr and Leosin outline their strategy. They want to employ the PCs to go to Baldur’s Gate, find the Cultist wagons (full of loot) and follow them- if that means signing up for a trade caravan heading somewhere north (very likely) then that too. They don’t want the Cultist wagons interfered with, they want them followed- they need to know where they are going with the loot, and for what purpose?</p><p></p><p>The PCs contend that the hoard is being gathered in order to placate Tiamat, or… and that’s where their story falls apart. How is Tiamat going to get her loot? Is she coming here? That would be very bad. Very bad indeed- Ontharr, Leosin and the DM emphasise, to grins.</p><p></p><p>Are the Brothers et al up for it? You bet they are.</p><p></p><p>And so, <strong>Episode 4: On The Road.</strong></p><p></p><p>Ontharr dishes out money for the trip (expenses- 50gp each), and explains details of the ship that will take them to Baldur’s Gate, and passes on a few other items- places to stay in Baldur’s Gate, and best of all a contact- Ackyn Seleborn. Ackyn will help the PCs to locate the Cultist wagons, and to get hired as Guards (if they want to) on any caravan that the Cultist’s join.</p><p></p><p>The PCs and Players have questions, like-</p><p></p><p>1) Wont we be recognised? Good question, Ontharr & Leosin suggest that all of the PCs purchase new equipment (he’ll pay, but don’t go crazy), get their hair cut or dyed, or… well, do something to make themselves look different. The PCs are okay with this.</p><p></p><p>2) But what if we are recognised? Answer- stop whoever it is that has recognised you from telling others, any way that you can- although don’t get caught doing so, the object of this mission is to follow- not to slaughter. This last point is emphasised.</p><p></p><p>3) How do we communicate with you? Answer- Ontharr & Leosin are both members of (different) factions, both of these factions have contacts in the various towns and cities of the Savage Coast- just ask around. The pair say a little more about their respective factions (Order of the Gauntlet & the Harpers respectively), and then make their sales pitches- do any of the PCs want to join? Answers further below.</p><p></p><p>The PCs, or rather Lux (Human Warlock), has one more minor (but important) concern-</p><p></p><p>4) What are you paying us? Lux (or rather Sandy) has turned in to a mercenary bugger. Leosin pulls out a beautifully cut ruby, easily worth over a 1,000gp. The PCs can claim this when they find out where the loot is going, and what it is being used for? The PCs agree.</p><p></p><p>Next up the PCs are given the full spiel, why they should join either the Order of the Gauntlet (speech by Ontharr) or the Harpers (speech by Leosin). At the end of it all the PCs are now members of the following factions, note some of these decisions are made there and then around the game-table, others are made later via e-mail-</p><p></p><p>Sgt Bobby Markguth (Human Fighter)- Order of the Gauntlet.</p><p></p><p>Derek Pilch (Human Druid)- None (secretly a member of the Emerald Enclave, none of the other PCs/Players know this).</p><p></p><p>Sgt Harald Hardaxe (Dwarf Fighter)- Order of the Gauntlet.</p><p></p><p>Hard Bonk (Half-Orc Monk)- Harper.</p><p></p><p>Hotlips Houlihan (Halfling Rogue)- Harper.</p><p></p><p>Lummins (Half-Elf Cleric)- Harper.</p><p></p><p>Lux- Harper (secretly also a member of the Zhent, none of the other PCs/Players know this).</p><p></p><p>Watt (Human Bard)- Harper.</p><p></p><p>And so the same day the PCs head out in to the city out to attempt to change their appearance, also note that because this module is somewhat lacking in Magic Items for the PCs to find then Ontharr and Leosin also agree to supply them with a Magic Item each, providing the PCs have the XP to pay for it (see much earlier about using XP to pay for stuff). And so…</p><p></p><p>Sgt Bobby Markguth- is gifted a Longsword +1, and wields it with glee, the good Sgt also dyes his hair black and starts growing his beard, he also buys some second hand, worn (and rough) clothes- he’s going for the scruffy mercenary-look.</p><p></p><p>Hard Bonk- gains a Ring of Protection +1, and then shaves his head and facial hair off, he also opts for the mercenary look. He exchanges his usual scruffy clothes for some different, slightly scruffier, clothes.</p><p></p><p>Lummins- gets a suit of Half-Plate +1, he also shaves his head and beard off and buys new (old) clothes to make him look more like a mercenary or hired guard, somewhat less tidy than his usual immaculate look.</p><p></p><p>Lux- gets given a Wand of the War Mage +1, and then dyes her hair jet black and gets it cut shorter- she now looks a bit like Frulam Mondath (remember she’s also carrying Mondath’s Wearer of Purple style apparel). It should also be noted that Lux has the Actor Feat, and the Mask of Many Faces Eldritch Invocation which allows her to cast Disguise Self, At Will. She’s primed.</p><p></p><p>Watt- gains a Longbow +1, and then shaves the hair from his head and face- as per Lummins, he also buys some scruffier mercenary style clothes.</p><p></p><p>Note for the most part no (or else very few) Cultist’s left alive have seen any of the guys below, so their disguise is much less important-</p><p></p><p>Derek Pilch- No magic item- Derek doesn’t have the XP needed to spend on a Magic Item, and he doesn’t make any changes to his appearance because he has only been used in play once, and that was inside Greenest Keep, the Cult members have never seen him before.</p><p></p><p>Sgt Harald Hardaxe- is given a suit of Plate +1, he is reluctant to change his appearance, stuck in his ways, he attempts to scruffy himself up a bit, but not too much. Several of his colleagues suggest that the stiff as a brush fat Dwarf should go for brightly coloured baggy hareem pants and curly gold slippers et al. Harald is not happy with change, or indeed with his colleague’s suggestions. In the end he settles for combing his hair slightly differently, arguing that all of the Cultists that have seen him are dead now, and that he has worn the same thing for the last half-a-century (at least) and that he’s not changing now.</p><p></p><p>Hotlips Houlihan- gains a Rapier +1- and thereafter grins like a fool, she has her hair cut and dyed red, she looks trendy rather than scruffy. She also buys herself some fancy clothes, mainly because she has never had any fancy clothes before.</p><p></p><p>And so…</p><p></p><p>Three days later the PCs arrive in Baldur’s Gate, on their first day in the big city they find stabling for their horses, and locate Ackyn Seleborn, as it turns out the fellow owns an equipment business that specialises in outfitting trade caravans and the like, which is very convenient.</p><p></p><p>It is however another five days until the Cultists are spotted in Baldur’s Gate, in the meantime Lux (Zhent) and Derek (Emerald Enclave) also secretly make contact with their respective factions- (done via e-mail after this session). It seems both the Zhent and the Emerald Enclave are very keen, now that they have been informed of events, that the Cultists are followed, and more information gathered.</p><p></p><p>Eventually the PCs spot a palanquin being guarded by a bunch of guys they’re fairly certain they recognise from Camp Dragonclaw- they follow the rag-tag bunch through the city, or rather Watt & Hotlips do, Invisibly. The Cultists hire an empty warehouse for their portered goods, and the next day, conveniently, hire wagons from Ackyn Seleborn- and from there sign up for a caravan that is leaving Baldur’s Gate bound for Waterdeep the day after.</p><p></p><p>Watt & Hotlips decide to check out the Cult warehouse (again Invisibly) during the night- the pair spot the Cult guards just in time, the place is locked up tight and all entrances seemingly barred from within. The pair however manage to find a way in via a loose section of boarding, they enter and have a nose around- find the goods that are being transported and investigate. Watt messes up big style and drops a box full of gold and silver items (‘1’)- the warehouse comes alive, within thirty seconds there are a dozen Cult Guards searching for intruders, and the Half-Black Dragon, Rezmir, barking orders. The Cultists run around like headless chickens, Rezmir is making threats- “If we find you…” Hotlips’ performance throughout is faultless- the sneaky Halfling is not detected at any point. Watt (who is also doing his best impression of a headless chicken) gets lost a little in the warehouse (in the dark) but eventually manages to make it back to the loose plank, and then get out just in time. Seconds later the Cult find the loose board and follow it out, swords drawn and shouting the odds- close call.</p><p></p><p>Earlier in the day, with the help of Ackyn, the PCs attempt to hire on to the same caravan as the Cultists, and again all of the PCs are going on the trip.</p><p></p><p>And so, here’s how the hiring goes…</p><p></p><p>Lummins- hired as a bodyguard for Beyd Sechepol, a Male Half-Elf Merchant with a wagon full of Beer, Lummins is overjoyed at the prospect- free ale!</p><p></p><p>Lux- tries her best to get hired on with the Cultists but it all comes to naught, in the end she is hired as a Guard on Beyd’s Beer Wagon, her duties include keeping the ruffians from the ale, and to sell and serve the beer- she’s a barmaid, and she’s not happy.</p><p></p><p>Watt- hired as a bodyguard for Samardag the Hoper, a Male Human Merchant transporting precious (and fragile) porcelain. Samardag seems to be a very pleasant man, Watt is happy in his employ.</p><p></p><p>Sgt Harald Hardaxe- is also hired by Samardag the Hoper, as a Guard.</p><p></p><p>Sgt Bobby Markguth- the big man’s skills are immediately obvious, he lets people know that he has served in a variety of guard-type positions, and also rolls a ‘20’, after some discussion amongst the Merchants he is hired as the Guard Master for the entire caravan. He will probably ride up front with Achreny Ulyeltin (Male Human Merchant) who is the senior Merchant and Caravan Master for this journey. Sgt Bobby is as happy as Larry.</p><p></p><p>Hotlips Houlihan- the Halfling dandy decides to travel independently, as a passenger, she pays for a birth on Lasfelro the Silent’s wagon. Lasfelro is a Male Human Merchant transporting… well, no-one knows for sure and Lasfelro isn’t saying. What is known is that Lasfelro has a Gargoyle perched on the top of his wagon, the winged beast is chained to the vehicle- guarding whatever he’s transporting. Hotlips is very keen to find out…</p><p></p><p>Derek Pilch- like Hotlips, Derek is travelling independently only he has gone one stage further, he will make the journey on his own pony (the redoubtable, but old, slow etc.) Moss.</p><p></p><p>Hard Bonk- hired as a Guard by Oyn Evenmor, a Male Human Merchant who is carrying dozens (if not hundreds) of exotic birds. Hard Bonk’s duties include cleaning and feeding the birds... which later in the journey he will actually start to enjoy. Oyn is a bit boorish however.</p><p></p><p>And so, the next day, and with the PCs in their new positions, the caravan heads off for Waterdeep- will the Cultists go the full distance, let’s find out.</p><p></p><p>There are nine wagons in the caravan, they travel (mostly) in the following order-</p><p></p><p>Wagon #1 Owner: Achreny Ulyeltin. Cargo: Furs & Hides. On board- Achreny (Caravan Master) & Sgt Bobby (Guard Master) + Teamster + Guard (x2) + Passenger.</p><p></p><p>Wagon #2 Owner: Achreny Ulyeltin. Cargo: Furs & Hides. On board- Teamster (x2) + Guard (x2) + Passenger (x2).</p><p></p><p>Wagon #3 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?).</p><p></p><p>Wagon #4 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?).</p><p></p><p>Wagon #5 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?).</p><p></p><p>Wagon #6 Owner: Samardag the Hoper. Cargo: Porcelain. On board- Samardag (Wagon Master) & Watt (Samardag’s Bodyguard) + Teamster + Guard (Sgt Harald + 1).</p><p></p><p>Wagon #7 Owner: Lasfelro the Silent. Cargo: Unknown? On board- Lasfelro (Wagon Master) + Gargoyle + Teamster + Guard (x2) + Passenger (Hotlips + 1).</p><p></p><p>Wagon #8 Owner: Oyn Evermor. Cargo: Exotic Birds. On board- Oyn (Wagon Master) + Teamster + Guard (Hard Bonk + 1) + Passenger (x2).</p><p></p><p>Wagon #9 Owner: Beyd Sechepol. Cargo: Beer. On board- Beyd (Wagon Master) & Lummins (Beyd’s Bodyguard) + Teamster + Guard (Lux + 1) + Passenger (x2)</p><p></p><p>In addition, there are nine other folk travelling independently, but with the caravan, on their own mounts, one of these is Derek Pilch.</p><p></p><p>DMs Interlude, the mechanics of the journey are- each day a maximum of five PCs (the Players decide which five) get to do one thing, maybe to find someone or something out? To investigate or else use some other skill or take part in some other activity in order to learn information. Obviously, there may be other encounters along the way that are extra to the activities the PCs get up to. On rest days (every 7th day of travel) five PCs can do two things each.</p><p></p><p>Furthermore, it will take approx. 50 days to get to Waterdeep, if that’s where the Cult are heading- all the way.</p><p></p><p>The Players understand the rules and so we begin-</p><p></p><p><strong>Day #1 </strong></p><p></p><p>The caravan spends the day passing through a variety of villages outside of Baldur’ Gate, heading for the Fields of the Dead, which is rumoured to be not nice at all, and probably the hardest (and most dangerous) part of the journey (except for the Trollclaws). The PCs spend the time getting to know the other NPCs on the carts they are travelling on. Remembering that for those PCs with jobs (all of them except Hotlips & Derek) then their duties take up 10-12 hours each day, and then there’s guard duty at night when the caravan stops to camp (with more guards needed for the duty when they are in the wilds). The guard rota is done by Sgt Bobby (Pete has to do admin, I gave him a list of names for all of the guards- he had to draw up the rota- Hah!). Sgt Bobby does however get to know the names of all of the guards, and personal bodyguards on the caravan. Note the Cultists refuse to have anything to do with Sgt Bobby’s rota, they will set their own guards.</p><p></p><p><strong>Day #2</strong></p><p></p><p>Bad news already. Watt & Sgt Harald, at the end of the second day, are sacked (fired) by Samardag the Hoper. This after the he hires a bunch of very tough looking adventurers in the last village before the Fields of the Dead. Watt is unhappy, he tries to convince Samardag to change his mind but instead just gets a few extra coins (as a pay-off) and a sincerer ‘sorry’, Samardag is however certain of his choice. Sgt Harald (yeah, Pete) however is furious- apoplectic, he almost gives the game away by mouthing off about his heroics in Greenest but manages to shut up at the very last moment (Lux threatens to remove the Dwarf’s balls a little later if he tries that again). The newly unemployed pair take to their mounts and join the independent travellers, to say they're pissed off...</p><p></p><p>Also, Hard Bonk is certain that one of the passengers on the wagon he’s on is a Cultist (the PCs hadn’t thought about that possibility), in fact the guy is one of the fellers that he spent an afternoon on watch with- he’s also fairly certain that the Cultist is trying to figure out exactly where he has seen Hard Bonk previously. Remember the Half-Orc Monk has shaved his head and face, and scruffied himself up a bit.</p><p></p><p style="text-align: center">[ATTACH=full]113026[/ATTACH]</p><p></p><p>And so, at the end of the first session, which is now, the PCs have figured out a few more details about the inhabitants of the caravan-</p><p></p><p>Wagon #1 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Achreny Caravan Master & Sgt Bobby Guard Master + Ralph Little (Male Halfling) Teamster + Eldkin Agetul (Female Dwarf) Guard + Leda Widris (Female Human) Guard + Aldor Urnpolehurst (Male Human) Passenger- a dodgy lawyer?</p><p></p><p>Wagon #2 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Teamster (x2) + Orvustia Esseren (Female Human) Guard + Sulsedeg the Pole (Male Human) Guard (Very Tall) + Passenger (x2).</p><p></p><p>Wagon #3 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?).</p><p></p><p>Wagon #4 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?).</p><p></p><p>Wagon #5 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?).</p><p></p><p>Wagon #6 Owner: Samardag the Hoper (Male Human). Cargo: Porcelain. On board- Samardag Wagon Master & Drek ‘the Magnificent’? (Male Human) Samardag’s NEW Bodyguard + Teamster + 4 NEW Guards (all Male Humans), one called ‘Badda’, another called ‘Morbadd’, maybe.</p><p></p><p>Wagon #7 Owner: Lasfelro the Silent (Male Human). Cargo: Unknown? On board- Lasfelro Wagon Master + Gargoyle + Wererond (Female Human) Teamster + Tyjit (Female Dwarf) Guard + Tardol (Male Half-Orc) Guard + Hotlips Houlihan Passenger + Green Imsa (Female Human) Passenger- with green skin!</p><p></p><p>Wagon #8 Owner: Oyn Evermor (Male Human). Cargo: Exotic Birds. On board- Oyn Wagon Master + Enom Dark (Male Halfling) Teamster + Hard Bonk Guard + Garlik (Male Human) Guard + Passenger (x2)- one of these guys is a Cultist.</p><p></p><p>Wagon #9 Owner: Beyd Sechepol (Male Half-Elf). Cargo: Beer. On board- Beyd Wagon Master & Lummins Beyd’s Bodyguard + Losvius Dark (Male Halfling) Teamster + Lux Guard + Lasmeer (Male Half-Elf) Guard + Radecere (Male Gnome) Passenger + Gamsy (Male Human) Passenger.</p><p></p><p>In addition, there are NOW eleven other folk travelling independently, but with the caravan, on their own mounts, including Derek Pilch, Watt & Sgt Harald Hardaxe.</p><p></p><p>The above list was the Player’s creation- Sandy (playing Lux) the school teacher insisted that the sheet was kept up to date, and she can be pretty insistent, ask around.</p><p></p><p>Lots of chatter and lots of admin this week, it’s a different kind of game…</p></blockquote><p></p>
[QUOTE="Goonalan, post: 7610854, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Session #25 Hoard of the Dragon Queen #11 Mostly Admin Week. Brothers of the First Light. Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 4 Lux (played by Sandy) Female Human Warlock Lvl 4 Watt (played by Jackie) Male Human Bard Lvl 4 Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 4 Secondary PCs. Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 4 Derek Pilch (played by Jackie) Male Human Druid Lvl 4 Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 4 Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 4[/B] Note, this is session #25 of our game but only session #11 of the Hoard of the Dragon Queen scenario. The morning after the bar games, the PCs wake with sore heads in the ‘A Pair of Black Antlers’ Inn, in the city of Elturel- their host Leosin Erlanthar, Hard Bonk’s (Half-Orc Monk) former master, introduces them once again to Ontharr Frume, the Dwarven Paladin of Torm. After yesterday’s fun and games, it gets down to serious very quickly, at breakfast in a private room- when the servants have left, Ontharr and Leosin outline their strategy. They want to employ the PCs to go to Baldur’s Gate, find the Cultist wagons (full of loot) and follow them- if that means signing up for a trade caravan heading somewhere north (very likely) then that too. They don’t want the Cultist wagons interfered with, they want them followed- they need to know where they are going with the loot, and for what purpose? The PCs contend that the hoard is being gathered in order to placate Tiamat, or… and that’s where their story falls apart. How is Tiamat going to get her loot? Is she coming here? That would be very bad. Very bad indeed- Ontharr, Leosin and the DM emphasise, to grins. Are the Brothers et al up for it? You bet they are. And so, [B]Episode 4: On The Road.[/B] Ontharr dishes out money for the trip (expenses- 50gp each), and explains details of the ship that will take them to Baldur’s Gate, and passes on a few other items- places to stay in Baldur’s Gate, and best of all a contact- Ackyn Seleborn. Ackyn will help the PCs to locate the Cultist wagons, and to get hired as Guards (if they want to) on any caravan that the Cultist’s join. The PCs and Players have questions, like- 1) Wont we be recognised? Good question, Ontharr & Leosin suggest that all of the PCs purchase new equipment (he’ll pay, but don’t go crazy), get their hair cut or dyed, or… well, do something to make themselves look different. The PCs are okay with this. 2) But what if we are recognised? Answer- stop whoever it is that has recognised you from telling others, any way that you can- although don’t get caught doing so, the object of this mission is to follow- not to slaughter. This last point is emphasised. 3) How do we communicate with you? Answer- Ontharr & Leosin are both members of (different) factions, both of these factions have contacts in the various towns and cities of the Savage Coast- just ask around. The pair say a little more about their respective factions (Order of the Gauntlet & the Harpers respectively), and then make their sales pitches- do any of the PCs want to join? Answers further below. The PCs, or rather Lux (Human Warlock), has one more minor (but important) concern- 4) What are you paying us? Lux (or rather Sandy) has turned in to a mercenary bugger. Leosin pulls out a beautifully cut ruby, easily worth over a 1,000gp. The PCs can claim this when they find out where the loot is going, and what it is being used for? The PCs agree. Next up the PCs are given the full spiel, why they should join either the Order of the Gauntlet (speech by Ontharr) or the Harpers (speech by Leosin). At the end of it all the PCs are now members of the following factions, note some of these decisions are made there and then around the game-table, others are made later via e-mail- Sgt Bobby Markguth (Human Fighter)- Order of the Gauntlet. Derek Pilch (Human Druid)- None (secretly a member of the Emerald Enclave, none of the other PCs/Players know this). Sgt Harald Hardaxe (Dwarf Fighter)- Order of the Gauntlet. Hard Bonk (Half-Orc Monk)- Harper. Hotlips Houlihan (Halfling Rogue)- Harper. Lummins (Half-Elf Cleric)- Harper. Lux- Harper (secretly also a member of the Zhent, none of the other PCs/Players know this). Watt (Human Bard)- Harper. And so the same day the PCs head out in to the city out to attempt to change their appearance, also note that because this module is somewhat lacking in Magic Items for the PCs to find then Ontharr and Leosin also agree to supply them with a Magic Item each, providing the PCs have the XP to pay for it (see much earlier about using XP to pay for stuff). And so… Sgt Bobby Markguth- is gifted a Longsword +1, and wields it with glee, the good Sgt also dyes his hair black and starts growing his beard, he also buys some second hand, worn (and rough) clothes- he’s going for the scruffy mercenary-look. Hard Bonk- gains a Ring of Protection +1, and then shaves his head and facial hair off, he also opts for the mercenary look. He exchanges his usual scruffy clothes for some different, slightly scruffier, clothes. Lummins- gets a suit of Half-Plate +1, he also shaves his head and beard off and buys new (old) clothes to make him look more like a mercenary or hired guard, somewhat less tidy than his usual immaculate look. Lux- gets given a Wand of the War Mage +1, and then dyes her hair jet black and gets it cut shorter- she now looks a bit like Frulam Mondath (remember she’s also carrying Mondath’s Wearer of Purple style apparel). It should also be noted that Lux has the Actor Feat, and the Mask of Many Faces Eldritch Invocation which allows her to cast Disguise Self, At Will. She’s primed. Watt- gains a Longbow +1, and then shaves the hair from his head and face- as per Lummins, he also buys some scruffier mercenary style clothes. Note for the most part no (or else very few) Cultist’s left alive have seen any of the guys below, so their disguise is much less important- Derek Pilch- No magic item- Derek doesn’t have the XP needed to spend on a Magic Item, and he doesn’t make any changes to his appearance because he has only been used in play once, and that was inside Greenest Keep, the Cult members have never seen him before. Sgt Harald Hardaxe- is given a suit of Plate +1, he is reluctant to change his appearance, stuck in his ways, he attempts to scruffy himself up a bit, but not too much. Several of his colleagues suggest that the stiff as a brush fat Dwarf should go for brightly coloured baggy hareem pants and curly gold slippers et al. Harald is not happy with change, or indeed with his colleague’s suggestions. In the end he settles for combing his hair slightly differently, arguing that all of the Cultists that have seen him are dead now, and that he has worn the same thing for the last half-a-century (at least) and that he’s not changing now. Hotlips Houlihan- gains a Rapier +1- and thereafter grins like a fool, she has her hair cut and dyed red, she looks trendy rather than scruffy. She also buys herself some fancy clothes, mainly because she has never had any fancy clothes before. And so… Three days later the PCs arrive in Baldur’s Gate, on their first day in the big city they find stabling for their horses, and locate Ackyn Seleborn, as it turns out the fellow owns an equipment business that specialises in outfitting trade caravans and the like, which is very convenient. It is however another five days until the Cultists are spotted in Baldur’s Gate, in the meantime Lux (Zhent) and Derek (Emerald Enclave) also secretly make contact with their respective factions- (done via e-mail after this session). It seems both the Zhent and the Emerald Enclave are very keen, now that they have been informed of events, that the Cultists are followed, and more information gathered. Eventually the PCs spot a palanquin being guarded by a bunch of guys they’re fairly certain they recognise from Camp Dragonclaw- they follow the rag-tag bunch through the city, or rather Watt & Hotlips do, Invisibly. The Cultists hire an empty warehouse for their portered goods, and the next day, conveniently, hire wagons from Ackyn Seleborn- and from there sign up for a caravan that is leaving Baldur’s Gate bound for Waterdeep the day after. Watt & Hotlips decide to check out the Cult warehouse (again Invisibly) during the night- the pair spot the Cult guards just in time, the place is locked up tight and all entrances seemingly barred from within. The pair however manage to find a way in via a loose section of boarding, they enter and have a nose around- find the goods that are being transported and investigate. Watt messes up big style and drops a box full of gold and silver items (‘1’)- the warehouse comes alive, within thirty seconds there are a dozen Cult Guards searching for intruders, and the Half-Black Dragon, Rezmir, barking orders. The Cultists run around like headless chickens, Rezmir is making threats- “If we find you…” Hotlips’ performance throughout is faultless- the sneaky Halfling is not detected at any point. Watt (who is also doing his best impression of a headless chicken) gets lost a little in the warehouse (in the dark) but eventually manages to make it back to the loose plank, and then get out just in time. Seconds later the Cult find the loose board and follow it out, swords drawn and shouting the odds- close call. Earlier in the day, with the help of Ackyn, the PCs attempt to hire on to the same caravan as the Cultists, and again all of the PCs are going on the trip. And so, here’s how the hiring goes… Lummins- hired as a bodyguard for Beyd Sechepol, a Male Half-Elf Merchant with a wagon full of Beer, Lummins is overjoyed at the prospect- free ale! Lux- tries her best to get hired on with the Cultists but it all comes to naught, in the end she is hired as a Guard on Beyd’s Beer Wagon, her duties include keeping the ruffians from the ale, and to sell and serve the beer- she’s a barmaid, and she’s not happy. Watt- hired as a bodyguard for Samardag the Hoper, a Male Human Merchant transporting precious (and fragile) porcelain. Samardag seems to be a very pleasant man, Watt is happy in his employ. Sgt Harald Hardaxe- is also hired by Samardag the Hoper, as a Guard. Sgt Bobby Markguth- the big man’s skills are immediately obvious, he lets people know that he has served in a variety of guard-type positions, and also rolls a ‘20’, after some discussion amongst the Merchants he is hired as the Guard Master for the entire caravan. He will probably ride up front with Achreny Ulyeltin (Male Human Merchant) who is the senior Merchant and Caravan Master for this journey. Sgt Bobby is as happy as Larry. Hotlips Houlihan- the Halfling dandy decides to travel independently, as a passenger, she pays for a birth on Lasfelro the Silent’s wagon. Lasfelro is a Male Human Merchant transporting… well, no-one knows for sure and Lasfelro isn’t saying. What is known is that Lasfelro has a Gargoyle perched on the top of his wagon, the winged beast is chained to the vehicle- guarding whatever he’s transporting. Hotlips is very keen to find out… Derek Pilch- like Hotlips, Derek is travelling independently only he has gone one stage further, he will make the journey on his own pony (the redoubtable, but old, slow etc.) Moss. Hard Bonk- hired as a Guard by Oyn Evenmor, a Male Human Merchant who is carrying dozens (if not hundreds) of exotic birds. Hard Bonk’s duties include cleaning and feeding the birds... which later in the journey he will actually start to enjoy. Oyn is a bit boorish however. And so, the next day, and with the PCs in their new positions, the caravan heads off for Waterdeep- will the Cultists go the full distance, let’s find out. There are nine wagons in the caravan, they travel (mostly) in the following order- Wagon #1 Owner: Achreny Ulyeltin. Cargo: Furs & Hides. On board- Achreny (Caravan Master) & Sgt Bobby (Guard Master) + Teamster + Guard (x2) + Passenger. Wagon #2 Owner: Achreny Ulyeltin. Cargo: Furs & Hides. On board- Teamster (x2) + Guard (x2) + Passenger (x2). Wagon #3 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?). Wagon #4 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?). Wagon #5 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?). Wagon #6 Owner: Samardag the Hoper. Cargo: Porcelain. On board- Samardag (Wagon Master) & Watt (Samardag’s Bodyguard) + Teamster + Guard (Sgt Harald + 1). Wagon #7 Owner: Lasfelro the Silent. Cargo: Unknown? On board- Lasfelro (Wagon Master) + Gargoyle + Teamster + Guard (x2) + Passenger (Hotlips + 1). Wagon #8 Owner: Oyn Evermor. Cargo: Exotic Birds. On board- Oyn (Wagon Master) + Teamster + Guard (Hard Bonk + 1) + Passenger (x2). Wagon #9 Owner: Beyd Sechepol. Cargo: Beer. On board- Beyd (Wagon Master) & Lummins (Beyd’s Bodyguard) + Teamster + Guard (Lux + 1) + Passenger (x2) In addition, there are nine other folk travelling independently, but with the caravan, on their own mounts, one of these is Derek Pilch. DMs Interlude, the mechanics of the journey are- each day a maximum of five PCs (the Players decide which five) get to do one thing, maybe to find someone or something out? To investigate or else use some other skill or take part in some other activity in order to learn information. Obviously, there may be other encounters along the way that are extra to the activities the PCs get up to. On rest days (every 7th day of travel) five PCs can do two things each. Furthermore, it will take approx. 50 days to get to Waterdeep, if that’s where the Cult are heading- all the way. The Players understand the rules and so we begin- [B]Day #1 [/B] The caravan spends the day passing through a variety of villages outside of Baldur’ Gate, heading for the Fields of the Dead, which is rumoured to be not nice at all, and probably the hardest (and most dangerous) part of the journey (except for the Trollclaws). The PCs spend the time getting to know the other NPCs on the carts they are travelling on. Remembering that for those PCs with jobs (all of them except Hotlips & Derek) then their duties take up 10-12 hours each day, and then there’s guard duty at night when the caravan stops to camp (with more guards needed for the duty when they are in the wilds). The guard rota is done by Sgt Bobby (Pete has to do admin, I gave him a list of names for all of the guards- he had to draw up the rota- Hah!). Sgt Bobby does however get to know the names of all of the guards, and personal bodyguards on the caravan. Note the Cultists refuse to have anything to do with Sgt Bobby’s rota, they will set their own guards. [B]Day #2[/B] Bad news already. Watt & Sgt Harald, at the end of the second day, are sacked (fired) by Samardag the Hoper. This after the he hires a bunch of very tough looking adventurers in the last village before the Fields of the Dead. Watt is unhappy, he tries to convince Samardag to change his mind but instead just gets a few extra coins (as a pay-off) and a sincerer ‘sorry’, Samardag is however certain of his choice. Sgt Harald (yeah, Pete) however is furious- apoplectic, he almost gives the game away by mouthing off about his heroics in Greenest but manages to shut up at the very last moment (Lux threatens to remove the Dwarf’s balls a little later if he tries that again). The newly unemployed pair take to their mounts and join the independent travellers, to say they're pissed off... Also, Hard Bonk is certain that one of the passengers on the wagon he’s on is a Cultist (the PCs hadn’t thought about that possibility), in fact the guy is one of the fellers that he spent an afternoon on watch with- he’s also fairly certain that the Cultist is trying to figure out exactly where he has seen Hard Bonk previously. Remember the Half-Orc Monk has shaved his head and face, and scruffied himself up a bit. [CENTER][ATTACH type="full"]113026[/ATTACH][/CENTER] And so, at the end of the first session, which is now, the PCs have figured out a few more details about the inhabitants of the caravan- Wagon #1 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Achreny Caravan Master & Sgt Bobby Guard Master + Ralph Little (Male Halfling) Teamster + Eldkin Agetul (Female Dwarf) Guard + Leda Widris (Female Human) Guard + Aldor Urnpolehurst (Male Human) Passenger- a dodgy lawyer? Wagon #2 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Teamster (x2) + Orvustia Esseren (Female Human) Guard + Sulsedeg the Pole (Male Human) Guard (Very Tall) + Passenger (x2). Wagon #3 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?). Wagon #4 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?). Wagon #5 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?). Wagon #6 Owner: Samardag the Hoper (Male Human). Cargo: Porcelain. On board- Samardag Wagon Master & Drek ‘the Magnificent’? (Male Human) Samardag’s NEW Bodyguard + Teamster + 4 NEW Guards (all Male Humans), one called ‘Badda’, another called ‘Morbadd’, maybe. Wagon #7 Owner: Lasfelro the Silent (Male Human). Cargo: Unknown? On board- Lasfelro Wagon Master + Gargoyle + Wererond (Female Human) Teamster + Tyjit (Female Dwarf) Guard + Tardol (Male Half-Orc) Guard + Hotlips Houlihan Passenger + Green Imsa (Female Human) Passenger- with green skin! Wagon #8 Owner: Oyn Evermor (Male Human). Cargo: Exotic Birds. On board- Oyn Wagon Master + Enom Dark (Male Halfling) Teamster + Hard Bonk Guard + Garlik (Male Human) Guard + Passenger (x2)- one of these guys is a Cultist. Wagon #9 Owner: Beyd Sechepol (Male Half-Elf). Cargo: Beer. On board- Beyd Wagon Master & Lummins Beyd’s Bodyguard + Losvius Dark (Male Halfling) Teamster + Lux Guard + Lasmeer (Male Half-Elf) Guard + Radecere (Male Gnome) Passenger + Gamsy (Male Human) Passenger. In addition, there are NOW eleven other folk travelling independently, but with the caravan, on their own mounts, including Derek Pilch, Watt & Sgt Harald Hardaxe. The above list was the Player’s creation- Sandy (playing Lux) the school teacher insisted that the sheet was kept up to date, and she can be pretty insistent, ask around. Lots of chatter and lots of admin this week, it’s a different kind of game… [/QUOTE]
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