Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Story Hour
We D&D- Tyranny of Dragons Part 2: The Rise of Tiamat #24b Strike Team 1 Part 2 A Ton of Undead.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Goonalan" data-source="post: 7620815" data-attributes="member: 16069"><p style="text-align: center"><strong>We D&D.</strong></p><p></p><p><strong>Session #28 Hoard of the Dragon Queen #14 Terror Fungi.</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 #28 of our game but only session #14 of the Hoard of the Dragon Queen scenario.</p><p></p><p>And so, the PCs on the road to Waterdeep, keeping an eye on the Cultist wagons, and at the same time trying to discover the Cultists disguised as passengers et al, while staying undercover themselves.</p><p></p><p>And this is the new/old/updated look 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 + Gamsy (Male Human) Prisoner (100% CULT).</p><p></p><p>Wagon #2 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Dalton Fix (Male Halfling) Teamster + Ren Stubby (Male Halfling) Teamster + Orvustia Esseren (Female Human) Guard + Sulsedeg the Pole (Male Human) Guard (Very Tall) + Dort (Male Human) Passenger (100% CULT) + Chiggly Vonn (Female Human) Passenger (100% CULT).</p><p></p><p>Wagon #3 Owner: Dragon Cult. Cargo: Loot? On board- Rand Dupe (Male Human) Teamster (25% CULT) + Teamster + Cult Guard (x2) + Cult Passenger (x?)- NO PASSENGERS?</p><p></p><p>Wagon #4 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?) - NO PASSENGERS?</p><p></p><p>Wagon #5 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?) - NO PASSENGERS?</p><p></p><p>Wagon #6 Owner: Samardag the Hoper (Male Human). Cargo: Porcelain. On board- Samardag Wagon Master & Watt Samardag’s Old/NEW Bodyguard + Gond Bagshaw (Male Gnome) Teamster + Sgt Harald Guard + Trell (Male Human) (75% CULT) + 3 Passengers (all Male Human Farmers sons, idiots).</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) (100% CULT) + 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) (100% CULT) + Lint Fermund (Male Half-Elf) (75% CULT).</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) (100% CULT) Guard + Radecere (Male Gnome) Passenger (75% CULT).</p><p></p><p>Wagon #10 Owner: Ralf Hopscotch (Male Human). Cargo: Lumber. On board- Ralf Wagon Master + Phineas (Male Human) Guard + Foldor (Male Human) Guard- both somewhat terrified by events.</p><p></p><p>In addition, there are now nine other folk travelling independently, but with the caravan, on their own mounts, including Derek Pilch (Human Druid), Sir Lumsden F’Tang & his two retainers (a Knight and a Wizard)- (all 0% CULT).</p><p></p><p>After the chat at the end of the last session- about how to make thing go quicker by doing less, the Players are keen to get through a big chunk of travel in this session.</p><p></p><p>Also note at the start of each of these roleplay heavy sessions it has become the custom for me to ask the Players what they are seeking to achieve today, I did this for a variety of reasons- to keep them and me on track, to add impetus and/or direction- to get them to set goals or work towards a specific outcome, and also so that I can get a heads up with regard to their latest scheme.</p><p></p><p>They send e-mails between sessions you see, and my spy tells me that the traffic has increased dramatically lately. Some of the Players are itching to get in to action (Pete & Sandy)- by which I mean slay all the Cultists and… well, they’ve not planned that far ahead yet.</p><p></p><p>The compromise option put forward by Rob is a good old-fashioned kidnapping, or perhaps a disappearance. The Players at this point are trying to discover who is leading the Cultists on the caravan, and then borrow him or her and extract information from them.</p><p></p><p>Flaws have already been pointed out with this plan, by other Players via e-mail, like what are the Cultists going to tell us that we don’t already know? Also, I thought we were just supposed to be watching the Cultists? It seems however that Jackie is the only one who is along for the ride, happy to play the waiting game.</p><p></p><p>Just thought I’d let you in on the background noise.</p><p></p><p>And so…</p><p></p><p style="text-align: center">[ATTACH=full]113031[/ATTACH]</p><p></p><p><strong>Day #20</strong></p><p></p><p>Out of the Trollclaws at last, the weather is better- a warm breeze, and no rain- there’s an air of relief about the caravan, they’re through the mountains, although ahead is another ten days or so travelling through the Fields of the Dead.</p><p></p><p>Lux (Human Warlock) makes a new friend, she bewitches one of the could-be Cultists, Lasmeer a Half-Elf also employed as a Guard on Beyd’s Beer Wagon. The two are in cahoots for much of the day, Lux is very interested in everything that Lasmeer mentions, at the end of the day he thinks he’s in with a chance.</p><p></p><p>Lummins (Half-Elf Cleric), on the other hand, is having to field questions of his own- when Lasmeer is not making eyes at Lux the Half-Elf Guard is subtly trying to find out about Lummins’ past, present and/or abilities, after witnessing the Priest of Lathander spray around Scorching Rays (vs the Perytons). Once or twice the Cleric gets close to losing his cool, and then foolishly let’s slip the fact he is an ordained Priest of Lathander- which just leads to more questions, like why the hell are you working as a Guard on a merchant caravan?</p><p></p><p>Handily Sgt Bobby (Human Fighter & Guard Master) shows up and talks at the trio (Lux, Lasmeer & Lummins) in an effort to deflect the Cultist’s enquiries, it works- a bit, the guy is still mighty suspicious.</p><p></p><p>That however is the only action (the Players are doing less), the caravan at the end of the day makes it at last to Troll’s Den, a fortified roadhouse and inn, also home to a contingent of Road Wardens. Rest and relaxation at last.</p><p></p><p><strong>Day #21</strong></p><p></p><p>The Troll’s Den.</p><p></p><p>Sgt Bobby (Guard Master) calls a meeting at which all Guards and Teamsters must attend, the topic- protocols if and when the caravan comes under attack, as with the Perytons. The talk is dull, but semi-informative, however the true purpose of the chat doesn’t become apparent until later- first the Guards are dismissed, Bobby (and a couple of the other PCs) want to chat some more with the Teamsters.</p><p></p><p>Then when the meeting with the Teamsters is about done several of the Brother of the First Light make a bee-line for any and all of the Teamsters employed on the Cult caravans. The PCs have brainstormed a new approach, the Teamsters (they presume) are not Cultists, they could however have vital information, things that they have overheard.</p><p></p><p>Again, there are mixed results, Lummins messes up again- frustrated the Priest of Lathander ends up shouting the odds at the Teamster he has paired with, it doesn’t go down well. Lux on the other hand (and again) has her guy eating out of her hands, and with spectacular results.</p><p></p><p>At the end of the rest day the Brothers are certain that the Teamsters are all hired hands, that the Guards on the Cult wagons are all ‘dodgy’ and that a guy called Trodd, a Guard on the first Cult wagon (#3 in the caravan) is in charge. Another Guard called him “Claw” and was reprimanded on the spot for doing so… oh and the Cultists are definitely going all the way to Waterdeep, and possibly beyond.</p><p></p><p>A good day for detectivising, except for Lummins who by the end of the day is now obviously being watched like a hawk by several could-be Cultists.</p><p></p><p>Note, the three traumatised farmer’s kids that were formerly pretending to be experienced adventurers are let off the caravan at the Troll’s Den, as is Gamsy (the Cultist who stole from Sgt Harald (Dwarf Fighter)) who is handed over to the Road Wardens.</p><p></p><p><strong>Day #22</strong></p><p></p><p>On the road again and in to the Fields of the Dead.</p><p></p><p>Or rather the caravan should-be except for the fact that the area surrounding the Troll’s Den, on all sides- and for as far as the eye can see, is covered with small purple fungi, there are actually millions upon millions of them. What’s worse several early risers at the Troll’s Den have been outside and interacted with the fungi- i.e. kicked a few over, the fungi reacted by emitting a moaning and/or screeching noise (although quietly)- as if dying. Worse still all of those that have been outside now find themselves… well, feeling low- teary and depressed, also a bit panicked.</p><p></p><p>News travels fast in the Troll’s Den, soon after all of the inhabitants of the place are atop the walls to witness the terrible sight. Eventually, after much chatter, Sgt Bobby (Guard Master) & Achreny (Caravan Master) head out to examine the phenomena first hand, Derek Pilch (the Druid, remember) tags along.</p><p></p><p>Sgt Bobby repeats the experiment, eventually clearing a swathe of the fungi with a scythe- the fungi do indeed moan a bit, like air-escaping, but Sgt Bobby is ‘not that bothered’. He continues to clear a path, Achreny however is clearly anxious and on-edge, with his hands clamped over his ears he quickly flees the scene.</p><p></p><p>And so, Sgt Bobby cuts a path, right up until the moment that Derek Pilch finishes his examination of the fungi- he is certain that they are highly toxic, and quite possibly magical in nature, he pronounces the land surrounding the Troll’s Den cursed.</p><p></p><p>And so, for all our good intentions to move our journey forward quickly we come very swiftly to a dead halt.</p><p></p><p>And before we start let me just add that Derek rolled a ‘1’ for his Nature check, the DM then rolled his random what happens next D20, and what do you know- me and Derek got snake eyes ‘1’ & ‘1’.</p><p></p><p>Bring on the chaos.</p><p></p><p>This is what happens over the next 8 hours (in game, just over an hour in around-the-table-real-world time)-</p><p></p><p>1) At least half-a-dozen would-be doom-merchants wildly and loudly speculate as to what terror the fungi represent, all of the myriad theories end in the death of all of those within the Troll’s Den.</p><p></p><p>2) Mass panic takes hold, briefly… Lux manages to calm a chunk of the populace down with a stirring speech.</p><p></p><p>3) Derek Pilch however is certain and loud- the fungi out there are killers, and Jackie (egged on by the dastardly DM- me) is loving the doomsayer-stuff, and rolling very high on her Persuasion checks, much to the delight (no really) of her fellow Players.</p><p></p><p>4) The panic and the doomsayers crank up the volume again, basically it’s the end of the world- the fungi are coming to get us!</p><p></p><p>5) Sgt Bobby, if anyone is interested, continues to protest (while still clearing a path) that there’s nothing wrong with the fungi, only they just make a funny noise when you uproot/kill them.</p><p></p><p>6) A fight (of sorts) breaks out back at the Troll’s Den, it was inevitable really- just a punch up and a bit of pushing and shoving, accompanied by cries of “We’re all doomed!” Nobody much gets hurt, although Hard Bonk (Half-Orc Monk) roundhouse kicks a couple of stable lads in to early next week.</p><p></p><p>7) I’m laughing like a drain at times, and Jackie is not far behind- several of the other Players (actually just Sandy) have yet to see the funny side of things.</p><p></p><p>8) Lux and Lummins in combo manage to calm the crowd (yet again), it is however agreed that no-one is going outside.</p><p></p><p>9) Four different factions (pick your favourite doom-monger) head off to different areas of the Troll’s Den compound to pump up the panic.</p><p></p><p>10) Note the Cultists effectively constitute one of these factions, they’re mostly sticking together but are also a bit panicked.</p><p></p><p>11) Sgt Bobby eventually convinces a bunch of Road Wardens to help him clear the path, one of the fellows runs back to the Troll’s Den, but the others grab scythes and get on with it- a little later the road-clearers stuff rags in their ears.</p><p></p><p>12) Later still, when nobody Cult-shaped is about to see, Lummins conjures a Flaming Sphere and adopts a scorched earth policy, he enjoys himself immensely. </p><p></p><p>13) Soon after the road ahead is clear, the fungi themselves look to be growing back but…</p><p></p><p>14) More stirring speeches are made to the various groups and factions, basically- the way ahead is clear, let’s get the caravan going again. Not everyone is convinced.</p><p></p><p>15) The above message is given a new twist, let’s get out while we can- which brings new energy to the brand.</p><p></p><p>16) Eight or so hours behind schedule the caravan departs the Troll’s Den, as do the Road Wardens.</p><p></p><p>And, at last, we’re back on the road again.</p><p></p><p>The rest of the day, such as it is, is without incident- everyone, but especially Derek Pilch, keeps very quiet about what just happened.</p><p></p><p>Although Jackie is still laughing about it. How to make a ‘1’ work for you.</p><p></p><p>Eventually…</p><p></p><p><strong>Day #23</strong></p><p></p><p>The Fields of the Dead, the weather is fine and there are no encounters or incidents.</p><p></p><p>The PCs continue to nose around the Cultist wagons, but a sort of truce has been called, the Players just want to get on, to make up time.</p><p></p><p><strong>Day #24</strong></p><p></p><p>The Fields of the Dead and another easy day, and an inn in sight at the end of it- The Red Fox, complete with compound, stables et al- ideal, particularly as it has been raining all day, on and off- more ‘on’ than ‘off’ at the moment.</p><p></p><p>The Red Fox is a big inn, room enough for everyone you would think, which is the case until four boorish tough guys start shouting the odds (four Veterans, they’re harder than you think), Sgt Bobby (obviously) takes exception and reprimands them, this doesn’t go down well. Sgt Harald (also obviously) is quickly to the flash point, he’s particularly assiduous- he brings the flash point with him.</p><p></p><p style="text-align: center">[ATTACH=full]113032[/ATTACH]</p><p></p><p>It gets to a punch up, although (and slightly oddly) the other three PCs in the encounter (Lummins, Watt (Human Bard) & Lux) decide to leave the fighting to the two Sgt’s figuring they can take down the four surly fellows. How wrong they are… thirty seconds of slugfest later and of the four attackers one is about to collapse, another is hurting, while the last two are still as fresh as daisies. The two Sgt’s however are both bruised and bloodied- it’s a proper rumble.</p><p></p><p>Which is why Lummins, Watt & Lux have to help out.</p><p></p><p>Lux, not wanting to use any obvious spells gets her Shillelagh out and starts breaking heads, she’s not a great melee combatant however. Watt settles for insulting the attackers with some of his patented Vicious Mockery (Is that your hair, or is your head unravelling?), while Lummins supplies secret Healing Words.</p><p></p><p>The party of five adventurers are trying desperately not to look like a party of five adventurers.</p><p></p><p>The Sgt’s take down two of the four rough men, but then Sgt Bobby is knocked unconscious with a head-butt to the face (although seconds later back he’s on his feet thanks to Lummins). Lux batters Sgt Bobby’s attacker from behind- and sends the fellow running for the door. The last bad guy standing, very soon after, also takes to his heels.</p><p></p><p>The fight is won, and the crowd (mostly) cheers, although…</p><p></p><p>Reg Winkle, the owner of The Red Fox, is not happy and tries to chuck the two Sgt’s out of the inn- Lux comes to the rescue with some fine words, and a fair display of cleavage. Reg Winkle changes his mind, as it turns out there’s room at the inn for all of the Brothers of the First Light, and for the rest of the caravan.</p><p></p><p>A degree of normalcy returns, and everyone gets a good night’s rest, although Sgt Bobby has a sore nose, cheekbone, ear, both fists… he took a spectacular beating.</p><p></p><p><strong>Day #25 to #27</strong></p><p></p><p>Out of the Fields of the Dead, and on to the Trade Way at last, en route to civilisation.</p><p></p><p>We skipped through a few days in double quick time, with no encounters on the road to hamper the PCs, and their investigations are much limited.</p><p></p><p>The Players are still plotting on the other side of the DMs screen, they’ve figured out who the leader of the Cultists is- Trodd, a Dragonclaw (most likely) travelling on the lead Cult wagon. The plan is they’re going to kidnap the guy as soon as they can and pump him for information, if they can do this in a large town or city- best bet being Daggerford, they can also contact some of their faction acquaintances and perhaps even disappear the Cultist.</p><p></p><p>The problem with their plan, which they have (thankfully) already thought of, and are discussing- extensively, is they’re not sure what questions they are going to ask Trodd, or else what information he will have that will be worth their efforts.</p><p></p><p>And so, we go on, on the Trade Way, and all the way to the ruins of Castle Dragonspear and the makeshift settlement that has built up near it. The ruined castle is being repaired, although in a haphazard sort of way, clearly money for the project has ebbed and flowed, rather than being a steady stream.</p><p></p><p style="text-align: center">[ATTACH=full]113033[/ATTACH]</p><p></p><p><strong>Day #28</strong></p><p></p><p>Dragonspear.</p><p></p><p>The caravan makes camp just outside of the settlement and spends a rest day with easy access to a few of the ‘everyday’ facilities they’ve been missing- including a tent tavern, and a small market with a variety of local traders (mostly produce), and a few other amenities.</p><p></p><p>A little light investigation, although we’re skipping forward with our story- the Players spend a bit of coin to acquire much needed luxuries for the road ahead, other than that… time passes swiftly until they’re on the road again.</p><p></p><p>DMs Interlude- I tried to find an up to date internet page to say what exists at Dragonspear, I couldn’t, therefore we’ll skip over this bit- I explained this to the Players. Is there anything out there?</p><p></p><p><strong>Day #29 to #31</strong></p><p></p><p>On the road to Daggerford, investigations continue, the Players have their kidnap plan prepared but are still reluctant to commit.</p><p></p><p>Easy travel, with other caravans and wanderers also using the road, in both directions- the weather is better, and the mood is good. With the PCs investigations reduced to minimal then the Cultists also reduce their watchfulness. Lummins and Hotlips (Halfling Rogue) are no longer being followed everywhere they go.</p><p></p><p>It’s very easy-going, that is until <strong>Day #32</strong>, but that’s in the next session. </p><p></p><p>The caravan at present-</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- Dalton Fix (Male Halfling) Teamster + Ren Stubby (Male Halfling) Teamster + Orvustia Esseren (Female Human) Guard + Sulsedeg the Pole (Male Human) Guard (Very Tall) + Dort (Male Human) Passenger (100% CULT) + Chiggly Vonn (Female Human) Passenger (100% CULT).</p><p></p><p>Wagon #3 Owner: Dragon Cult. Cargo: Loot? On board- Rand Dupe (Male Human) Teamster (0% CULT) + Dirk Trumble (Male Human) Teamster (0% CULT) + Dragonclaw Trodd (Male Human) Cult Guard- in charge + Flerk (Male Half-Orc) Cult Guard - NO PASSENGERS.</p><p></p><p>Wagon #4 Owner: Dragon Cult. Cargo: Loot? On board- Riley Bishoo (Male Half-Elf) Teamster (0% CULT) + Tel Munn (Male Human) Teamster (0% CULT) + Rem (Male Human) Cult Guard + Yad (Male Human) Cult Guard - NO PASSENGERS.</p><p></p><p>Wagon #5 Owner: Dragon Cult. Cargo: Loot? On board- Greg Spockle (Male Halfling) Teamster (0% CULT) + Reg Trotter (Male Human) Teamster (0% CULT) + Gurp (Male Half-Orc) Cult Guard + Grelda (Female Half-Orc) Cult Guard - NO PASSENGERS.</p><p></p><p>Wagon #6 Owner: Samardag the Hoper (Male Human). Cargo: Porcelain. On board- Samardag Wagon Master & Watt Samardag’s Old/NEW Bodyguard + Gond Bagshaw (Male Gnome) Teamster + Sgt Harald Guard + Trell (Male Human) (75% CULT).</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) (100% CULT) + 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) (100% CULT) + Lint Fermund (Male Half-Elf) (75% CULT).</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) (100% CULT) Guard + Radecere (Male Gnome) Passenger (75% CULT).</p><p></p><p>Wagon #10 Owner: Ralf Hopscotch (Male Human). Cargo: Lumber. On board- Ralf Wagon Master + Phineas (Male Human) Guard + Foldor (Male Human) Guard- both somewhat terrified by events.</p><p></p><p>In addition, there are now nine other folk travelling independently, but with the caravan, on their own mounts, including Derek Pilch, Sir Lumsden F’Tang & his two retainers (a Knight and a Wizard)- (all 0% CULT).</p><p></p><p>More next time.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 7620815, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Session #28 Hoard of the Dragon Queen #14 Terror Fungi. 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 #28 of our game but only session #14 of the Hoard of the Dragon Queen scenario. And so, the PCs on the road to Waterdeep, keeping an eye on the Cultist wagons, and at the same time trying to discover the Cultists disguised as passengers et al, while staying undercover themselves. And this is the new/old/updated look 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 + Gamsy (Male Human) Prisoner (100% CULT). Wagon #2 Owner: Achreny Ulyeltin (Male Human). Cargo: Furs & Hides. On board- Dalton Fix (Male Halfling) Teamster + Ren Stubby (Male Halfling) Teamster + Orvustia Esseren (Female Human) Guard + Sulsedeg the Pole (Male Human) Guard (Very Tall) + Dort (Male Human) Passenger (100% CULT) + Chiggly Vonn (Female Human) Passenger (100% CULT). Wagon #3 Owner: Dragon Cult. Cargo: Loot? On board- Rand Dupe (Male Human) Teamster (25% CULT) + Teamster + Cult Guard (x2) + Cult Passenger (x?)- NO PASSENGERS? Wagon #4 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?) - NO PASSENGERS? Wagon #5 Owner: Dragon Cult. Cargo: Loot? On board- Cult Teamster (x2) + Cult Guard (x2) + Cult Passenger (x?) - NO PASSENGERS? Wagon #6 Owner: Samardag the Hoper (Male Human). Cargo: Porcelain. On board- Samardag Wagon Master & Watt Samardag’s Old/NEW Bodyguard + Gond Bagshaw (Male Gnome) Teamster + Sgt Harald Guard + Trell (Male Human) (75% CULT) + 3 Passengers (all Male Human Farmers sons, idiots). 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) (100% CULT) + 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) (100% CULT) + Lint Fermund (Male Half-Elf) (75% CULT). 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) (100% CULT) Guard + Radecere (Male Gnome) Passenger (75% CULT). Wagon #10 Owner: Ralf Hopscotch (Male Human). Cargo: Lumber. On board- Ralf Wagon Master + Phineas (Male Human) Guard + Foldor (Male Human) Guard- both somewhat terrified by events. In addition, there are now nine other folk travelling independently, but with the caravan, on their own mounts, including Derek Pilch (Human Druid), Sir Lumsden F’Tang & his two retainers (a Knight and a Wizard)- (all 0% CULT). After the chat at the end of the last session- about how to make thing go quicker by doing less, the Players are keen to get through a big chunk of travel in this session. Also note at the start of each of these roleplay heavy sessions it has become the custom for me to ask the Players what they are seeking to achieve today, I did this for a variety of reasons- to keep them and me on track, to add impetus and/or direction- to get them to set goals or work towards a specific outcome, and also so that I can get a heads up with regard to their latest scheme. They send e-mails between sessions you see, and my spy tells me that the traffic has increased dramatically lately. Some of the Players are itching to get in to action (Pete & Sandy)- by which I mean slay all the Cultists and… well, they’ve not planned that far ahead yet. The compromise option put forward by Rob is a good old-fashioned kidnapping, or perhaps a disappearance. The Players at this point are trying to discover who is leading the Cultists on the caravan, and then borrow him or her and extract information from them. Flaws have already been pointed out with this plan, by other Players via e-mail, like what are the Cultists going to tell us that we don’t already know? Also, I thought we were just supposed to be watching the Cultists? It seems however that Jackie is the only one who is along for the ride, happy to play the waiting game. Just thought I’d let you in on the background noise. And so… [CENTER][ATTACH type="full"]113031[/ATTACH][/CENTER] [B]Day #20[/B] Out of the Trollclaws at last, the weather is better- a warm breeze, and no rain- there’s an air of relief about the caravan, they’re through the mountains, although ahead is another ten days or so travelling through the Fields of the Dead. Lux (Human Warlock) makes a new friend, she bewitches one of the could-be Cultists, Lasmeer a Half-Elf also employed as a Guard on Beyd’s Beer Wagon. The two are in cahoots for much of the day, Lux is very interested in everything that Lasmeer mentions, at the end of the day he thinks he’s in with a chance. Lummins (Half-Elf Cleric), on the other hand, is having to field questions of his own- when Lasmeer is not making eyes at Lux the Half-Elf Guard is subtly trying to find out about Lummins’ past, present and/or abilities, after witnessing the Priest of Lathander spray around Scorching Rays (vs the Perytons). Once or twice the Cleric gets close to losing his cool, and then foolishly let’s slip the fact he is an ordained Priest of Lathander- which just leads to more questions, like why the hell are you working as a Guard on a merchant caravan? Handily Sgt Bobby (Human Fighter & Guard Master) shows up and talks at the trio (Lux, Lasmeer & Lummins) in an effort to deflect the Cultist’s enquiries, it works- a bit, the guy is still mighty suspicious. That however is the only action (the Players are doing less), the caravan at the end of the day makes it at last to Troll’s Den, a fortified roadhouse and inn, also home to a contingent of Road Wardens. Rest and relaxation at last. [B]Day #21[/B] The Troll’s Den. Sgt Bobby (Guard Master) calls a meeting at which all Guards and Teamsters must attend, the topic- protocols if and when the caravan comes under attack, as with the Perytons. The talk is dull, but semi-informative, however the true purpose of the chat doesn’t become apparent until later- first the Guards are dismissed, Bobby (and a couple of the other PCs) want to chat some more with the Teamsters. Then when the meeting with the Teamsters is about done several of the Brother of the First Light make a bee-line for any and all of the Teamsters employed on the Cult caravans. The PCs have brainstormed a new approach, the Teamsters (they presume) are not Cultists, they could however have vital information, things that they have overheard. Again, there are mixed results, Lummins messes up again- frustrated the Priest of Lathander ends up shouting the odds at the Teamster he has paired with, it doesn’t go down well. Lux on the other hand (and again) has her guy eating out of her hands, and with spectacular results. At the end of the rest day the Brothers are certain that the Teamsters are all hired hands, that the Guards on the Cult wagons are all ‘dodgy’ and that a guy called Trodd, a Guard on the first Cult wagon (#3 in the caravan) is in charge. Another Guard called him “Claw” and was reprimanded on the spot for doing so… oh and the Cultists are definitely going all the way to Waterdeep, and possibly beyond. A good day for detectivising, except for Lummins who by the end of the day is now obviously being watched like a hawk by several could-be Cultists. Note, the three traumatised farmer’s kids that were formerly pretending to be experienced adventurers are let off the caravan at the Troll’s Den, as is Gamsy (the Cultist who stole from Sgt Harald (Dwarf Fighter)) who is handed over to the Road Wardens. [B]Day #22[/B] On the road again and in to the Fields of the Dead. Or rather the caravan should-be except for the fact that the area surrounding the Troll’s Den, on all sides- and for as far as the eye can see, is covered with small purple fungi, there are actually millions upon millions of them. What’s worse several early risers at the Troll’s Den have been outside and interacted with the fungi- i.e. kicked a few over, the fungi reacted by emitting a moaning and/or screeching noise (although quietly)- as if dying. Worse still all of those that have been outside now find themselves… well, feeling low- teary and depressed, also a bit panicked. News travels fast in the Troll’s Den, soon after all of the inhabitants of the place are atop the walls to witness the terrible sight. Eventually, after much chatter, Sgt Bobby (Guard Master) & Achreny (Caravan Master) head out to examine the phenomena first hand, Derek Pilch (the Druid, remember) tags along. Sgt Bobby repeats the experiment, eventually clearing a swathe of the fungi with a scythe- the fungi do indeed moan a bit, like air-escaping, but Sgt Bobby is ‘not that bothered’. He continues to clear a path, Achreny however is clearly anxious and on-edge, with his hands clamped over his ears he quickly flees the scene. And so, Sgt Bobby cuts a path, right up until the moment that Derek Pilch finishes his examination of the fungi- he is certain that they are highly toxic, and quite possibly magical in nature, he pronounces the land surrounding the Troll’s Den cursed. And so, for all our good intentions to move our journey forward quickly we come very swiftly to a dead halt. And before we start let me just add that Derek rolled a ‘1’ for his Nature check, the DM then rolled his random what happens next D20, and what do you know- me and Derek got snake eyes ‘1’ & ‘1’. Bring on the chaos. This is what happens over the next 8 hours (in game, just over an hour in around-the-table-real-world time)- 1) At least half-a-dozen would-be doom-merchants wildly and loudly speculate as to what terror the fungi represent, all of the myriad theories end in the death of all of those within the Troll’s Den. 2) Mass panic takes hold, briefly… Lux manages to calm a chunk of the populace down with a stirring speech. 3) Derek Pilch however is certain and loud- the fungi out there are killers, and Jackie (egged on by the dastardly DM- me) is loving the doomsayer-stuff, and rolling very high on her Persuasion checks, much to the delight (no really) of her fellow Players. 4) The panic and the doomsayers crank up the volume again, basically it’s the end of the world- the fungi are coming to get us! 5) Sgt Bobby, if anyone is interested, continues to protest (while still clearing a path) that there’s nothing wrong with the fungi, only they just make a funny noise when you uproot/kill them. 6) A fight (of sorts) breaks out back at the Troll’s Den, it was inevitable really- just a punch up and a bit of pushing and shoving, accompanied by cries of “We’re all doomed!” Nobody much gets hurt, although Hard Bonk (Half-Orc Monk) roundhouse kicks a couple of stable lads in to early next week. 7) I’m laughing like a drain at times, and Jackie is not far behind- several of the other Players (actually just Sandy) have yet to see the funny side of things. 8) Lux and Lummins in combo manage to calm the crowd (yet again), it is however agreed that no-one is going outside. 9) Four different factions (pick your favourite doom-monger) head off to different areas of the Troll’s Den compound to pump up the panic. 10) Note the Cultists effectively constitute one of these factions, they’re mostly sticking together but are also a bit panicked. 11) Sgt Bobby eventually convinces a bunch of Road Wardens to help him clear the path, one of the fellows runs back to the Troll’s Den, but the others grab scythes and get on with it- a little later the road-clearers stuff rags in their ears. 12) Later still, when nobody Cult-shaped is about to see, Lummins conjures a Flaming Sphere and adopts a scorched earth policy, he enjoys himself immensely. 13) Soon after the road ahead is clear, the fungi themselves look to be growing back but… 14) More stirring speeches are made to the various groups and factions, basically- the way ahead is clear, let’s get the caravan going again. Not everyone is convinced. 15) The above message is given a new twist, let’s get out while we can- which brings new energy to the brand. 16) Eight or so hours behind schedule the caravan departs the Troll’s Den, as do the Road Wardens. And, at last, we’re back on the road again. The rest of the day, such as it is, is without incident- everyone, but especially Derek Pilch, keeps very quiet about what just happened. Although Jackie is still laughing about it. How to make a ‘1’ work for you. Eventually… [B]Day #23[/B] The Fields of the Dead, the weather is fine and there are no encounters or incidents. The PCs continue to nose around the Cultist wagons, but a sort of truce has been called, the Players just want to get on, to make up time. [B]Day #24[/B] The Fields of the Dead and another easy day, and an inn in sight at the end of it- The Red Fox, complete with compound, stables et al- ideal, particularly as it has been raining all day, on and off- more ‘on’ than ‘off’ at the moment. The Red Fox is a big inn, room enough for everyone you would think, which is the case until four boorish tough guys start shouting the odds (four Veterans, they’re harder than you think), Sgt Bobby (obviously) takes exception and reprimands them, this doesn’t go down well. Sgt Harald (also obviously) is quickly to the flash point, he’s particularly assiduous- he brings the flash point with him. [CENTER][ATTACH type="full"]113032[/ATTACH][/CENTER] It gets to a punch up, although (and slightly oddly) the other three PCs in the encounter (Lummins, Watt (Human Bard) & Lux) decide to leave the fighting to the two Sgt’s figuring they can take down the four surly fellows. How wrong they are… thirty seconds of slugfest later and of the four attackers one is about to collapse, another is hurting, while the last two are still as fresh as daisies. The two Sgt’s however are both bruised and bloodied- it’s a proper rumble. Which is why Lummins, Watt & Lux have to help out. Lux, not wanting to use any obvious spells gets her Shillelagh out and starts breaking heads, she’s not a great melee combatant however. Watt settles for insulting the attackers with some of his patented Vicious Mockery (Is that your hair, or is your head unravelling?), while Lummins supplies secret Healing Words. The party of five adventurers are trying desperately not to look like a party of five adventurers. The Sgt’s take down two of the four rough men, but then Sgt Bobby is knocked unconscious with a head-butt to the face (although seconds later back he’s on his feet thanks to Lummins). Lux batters Sgt Bobby’s attacker from behind- and sends the fellow running for the door. The last bad guy standing, very soon after, also takes to his heels. The fight is won, and the crowd (mostly) cheers, although… Reg Winkle, the owner of The Red Fox, is not happy and tries to chuck the two Sgt’s out of the inn- Lux comes to the rescue with some fine words, and a fair display of cleavage. Reg Winkle changes his mind, as it turns out there’s room at the inn for all of the Brothers of the First Light, and for the rest of the caravan. A degree of normalcy returns, and everyone gets a good night’s rest, although Sgt Bobby has a sore nose, cheekbone, ear, both fists… he took a spectacular beating. [B]Day #25 to #27[/B] Out of the Fields of the Dead, and on to the Trade Way at last, en route to civilisation. We skipped through a few days in double quick time, with no encounters on the road to hamper the PCs, and their investigations are much limited. The Players are still plotting on the other side of the DMs screen, they’ve figured out who the leader of the Cultists is- Trodd, a Dragonclaw (most likely) travelling on the lead Cult wagon. The plan is they’re going to kidnap the guy as soon as they can and pump him for information, if they can do this in a large town or city- best bet being Daggerford, they can also contact some of their faction acquaintances and perhaps even disappear the Cultist. The problem with their plan, which they have (thankfully) already thought of, and are discussing- extensively, is they’re not sure what questions they are going to ask Trodd, or else what information he will have that will be worth their efforts. And so, we go on, on the Trade Way, and all the way to the ruins of Castle Dragonspear and the makeshift settlement that has built up near it. The ruined castle is being repaired, although in a haphazard sort of way, clearly money for the project has ebbed and flowed, rather than being a steady stream. [CENTER][ATTACH type="full"]113033[/ATTACH][/CENTER] [B]Day #28[/B] Dragonspear. The caravan makes camp just outside of the settlement and spends a rest day with easy access to a few of the ‘everyday’ facilities they’ve been missing- including a tent tavern, and a small market with a variety of local traders (mostly produce), and a few other amenities. A little light investigation, although we’re skipping forward with our story- the Players spend a bit of coin to acquire much needed luxuries for the road ahead, other than that… time passes swiftly until they’re on the road again. DMs Interlude- I tried to find an up to date internet page to say what exists at Dragonspear, I couldn’t, therefore we’ll skip over this bit- I explained this to the Players. Is there anything out there? [B]Day #29 to #31[/B] On the road to Daggerford, investigations continue, the Players have their kidnap plan prepared but are still reluctant to commit. Easy travel, with other caravans and wanderers also using the road, in both directions- the weather is better, and the mood is good. With the PCs investigations reduced to minimal then the Cultists also reduce their watchfulness. Lummins and Hotlips (Halfling Rogue) are no longer being followed everywhere they go. It’s very easy-going, that is until [B]Day #32[/B], but that’s in the next session. The caravan at present- 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- Dalton Fix (Male Halfling) Teamster + Ren Stubby (Male Halfling) Teamster + Orvustia Esseren (Female Human) Guard + Sulsedeg the Pole (Male Human) Guard (Very Tall) + Dort (Male Human) Passenger (100% CULT) + Chiggly Vonn (Female Human) Passenger (100% CULT). Wagon #3 Owner: Dragon Cult. Cargo: Loot? On board- Rand Dupe (Male Human) Teamster (0% CULT) + Dirk Trumble (Male Human) Teamster (0% CULT) + Dragonclaw Trodd (Male Human) Cult Guard- in charge + Flerk (Male Half-Orc) Cult Guard - NO PASSENGERS. Wagon #4 Owner: Dragon Cult. Cargo: Loot? On board- Riley Bishoo (Male Half-Elf) Teamster (0% CULT) + Tel Munn (Male Human) Teamster (0% CULT) + Rem (Male Human) Cult Guard + Yad (Male Human) Cult Guard - NO PASSENGERS. Wagon #5 Owner: Dragon Cult. Cargo: Loot? On board- Greg Spockle (Male Halfling) Teamster (0% CULT) + Reg Trotter (Male Human) Teamster (0% CULT) + Gurp (Male Half-Orc) Cult Guard + Grelda (Female Half-Orc) Cult Guard - NO PASSENGERS. Wagon #6 Owner: Samardag the Hoper (Male Human). Cargo: Porcelain. On board- Samardag Wagon Master & Watt Samardag’s Old/NEW Bodyguard + Gond Bagshaw (Male Gnome) Teamster + Sgt Harald Guard + Trell (Male Human) (75% CULT). 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) (100% CULT) + 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) (100% CULT) + Lint Fermund (Male Half-Elf) (75% CULT). 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) (100% CULT) Guard + Radecere (Male Gnome) Passenger (75% CULT). Wagon #10 Owner: Ralf Hopscotch (Male Human). Cargo: Lumber. On board- Ralf Wagon Master + Phineas (Male Human) Guard + Foldor (Male Human) Guard- both somewhat terrified by events. In addition, there are now nine other folk travelling independently, but with the caravan, on their own mounts, including Derek Pilch, Sir Lumsden F’Tang & his two retainers (a Knight and a Wizard)- (all 0% CULT). More next time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
We D&D- Tyranny of Dragons Part 2: The Rise of Tiamat #24b Strike Team 1 Part 2 A Ton of Undead.
Top