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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: 7882175" data-attributes="member: 16069"><p style="text-align: center"><strong>We D&D.</strong></p><p></p><p><strong>Session #49 The Rise of Tiamat #08a Penguin-Slayer!</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 9</strong></p><p><strong>Lux (played by Sandy) Female Human Warlock Lvl 9</strong></p><p><strong>Watt (played by Jackie) Male Human Bard Lvl 9</strong></p><p><strong>Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 9</strong></p><p><strong>&</strong></p><p><strong>Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 9</strong></p><p><strong></strong></p><p><strong>Secondary PCs.</strong></p><p><strong>Left at 8th Level- we’ll get them back if (and when) they’re needed later on.</strong></p><p><strong>Derek Pilch (played by Jackie) Male Human Druid Lvl 8</strong></p><p><strong>Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 8</strong></p><p><strong>Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 8</strong></p><p></p><p>This is session #49 of our game, but only session #08a of The Rise of Tiamat scenario.</p><p></p><p>Last session the Brothers continued to explore the icy lair of Old White Death, the White Dragon, and continued their slaughter- a dozen Kobolds, and half-a-dozen Ice Trolls were all dispatched. The PCs also encountered Marflub, the Ice Toad Senior Accountant, and chatted with the odd fellow for a good long while- alas the strange Ice Toads mostly served to confuse the poor PCs, who decided in the end to leave them be. The last stop on their circuit was the cavernous ice home of Maccath the Crimson, in which another Ice Troll was encountered, and slaughtered before the last session came to an end.</p><p></p><p>The Brothers, you will remember, are searching for Maccath the Crimson (they’ve not encountered the Tiefling as of yet) and also for the odd not-sounding Draakhorn.</p><p></p><p>Oh, but before we begin just to say Orcaheart is played by me (your glorious DM) but sometimes with a little consultation with the Players, I sometimes ask “What do you think Orcaheart would do?”, actually I ask that question a lot with any NPCs I’m playing. I find the Players often have better (or else different) suggestions that are often worthy of consideration. Just wanted to make this clear.</p><p></p><p>And so, to the action…</p><p></p><p>So, the Brothers (at last) remember themselves and send Hotlips (Halfling Rogue) sneaking forward, however stealth is not needed- moments after the Ice Troll falls Maccath the Crimson, and her two very nervous Kobold servitors, step out of the ice tunnel ahead. The Tiefling Wizard is also nervous, frightened for her life, but also excited at the prospect of rescue.</p><p></p><p>"Have you come to save me or to kill me? Not that there will be much difference between the two." Maccath asks.</p><p></p><p>[ATTACH=full]117076[/ATTACH]</p><p></p><p>The chatter begins- and of course, the majority of the talk is done by Watt (Human Bard), Lux (Human Warlock) and Lummins (Half-Elf Cleric) the chatty trio. The threesome quickly persuades Maccath of their identity, and of their intentions, soon after the group head back in to the Tiefling’s chamber, and then from there a short time later in to the nearby Scriptorium.</p><p></p><p>The lengthy conversation encompasses the following-</p><p></p><p>a) Maccath traveled to Oyaviggaton to learn more about Dragonkind, alas her curiosity almost proved her undoing- Old White Death was initially very inhospitable- capturing the Tiefling and killing the crew of her ship (later the PCs are taken to see Maccath’s ship and crew- encased in ice, note this image is a repeat of the PCs strange encounter back in session #37, when they were visited by the Light of Lathander en route to Parnast).</p><p></p><p>b) Maccath however managed to persuade the White Dragon of her worth- the Tiefling has been made to examine and study many items from the Dragon’s hoard, including extensive writings stolen from the Arcane Brotherhood.</p><p></p><p>c) Maccath has been studying these writings and serving the Dragon ever since her capture, alas many of the rituals she has translated have been used by Old White Death to protect the Dragon’s lair and make it more difficult for Maccath to escape, or for observers (Scrying) to detect her presence. She thought she had sealed her own doom… that is until the Brothers of the First Light arrive on the scene.</p><p></p><p>d) Maccath wants to depart the lair and will do all that she can to help the PCs, but… she MUST be allowed to take her work, and the lost lore of the Arcane Brotherhood, with her.</p><p></p><p>At which point the PCs are led in to the Scriptorium, between chatter the more curious members of the Brothers begin their search (with Maccath helping) of the facility.</p><p></p><p>The chatter however goes on (for bloody ages- it was a very chatty and relaxed session), the Brothers further learn that-</p><p></p><p>e) There is a large chute that leads down from the Scriptorium- easy(ish) to get down but difficult to climb back up- the tunnel descends in to Old White Death’s lair, and near to the spot that the Dragon usually rests. That’s good to know. There are other submerged entry and exit passages in to the Dragon’s lair below. Old White Death has more than one escape route it seems.</p><p></p><p>f) Most of the information that Maccath needs to take with her in order to continue her studies is located in the Scriptorium, although there are also important documents in the Dragon’s lair below (which the Tiefling describes to the PCs- basically, the PCs have to rescue these items to get Maccath to leave with them). In short, the Brothers are going to have to ‘deal with’ the Dragon- I added this last complication because I figured the PCs with the benefit of the Flying Lighthouse could reasonably just convince Maccath that their flying fortress was safe from Old White Death and then just depart with the Tiefling- with no final showdown with the Dragon. I didn’t want that to happen.</p><p></p><p>g) Maccath hands over a Ring of Cold Resistance, and two Arrows of Dragon Slaying- which are taken by Watt, he’s the bow-guy. Ownership of the Ring is disputed for a good long while- Hotlips wants it but several of the PCs argue that it should go to Sgt Bobby (Human Fighter) who is, after all, the front-line guy. Sgt B is going to be the Hit Point soak if and when the final confrontation with the Dragon occurs (they think, how wrong they are/were). In the end Sgt Bobby gets the ring- swapping it out with his Ring of Poison Resistance in the forthcoming Short Rest.</p><p></p><p>I think the Resist Poison Ring was taken by Lux in the end, although I’m not certain.</p><p></p><p>Note, in a touching moment during the Short Rest Sgt Bobby also hands his +1 Longsword over to Orcaheart, they’re friends again, and in each other’s manly arms soon after- big hugs. Obviously Orcaheart doesn’t know how to use the blade very well, he initially thinks it is some kind of spit to skewer and cook food… a little while layer the magical sword is christened by the big man- ‘Penguin-Slayer’, which is suitably niche.</p><p></p><p>h) The Draakhorn is no longer in the lair, it was taken six months ago by a bunch of robed figures that came to treat with Old White Death, from the Tiefling’s description the Brothers quickly work out that these fellows were Dragon Cultists. Eventually, after a million hints from the DM (I exaggerate not), the PCs finally figure out that the leader of the Dragon Cult group was most likely Talis the White, who they encountered in the Hunting Lodge near Parnast a while back.</p><p></p><p>This is good news for Lux because she has (sorta) kept in contact with Talis, actually she has asked various questions of the Dragon Cultist leader but has received only one (useful) reply. Keep in mind that Lux (Sandy) and me regularly exchange e-mails between sessions, in the form of missives and notes exchanged with her various information sources, mostly delivered by her friends in the Black Network.</p><p></p><p>So, the guys have to fight the Dragon- there follows a bit of exploration, mostly done by Hotlips, and also a thorough search of the Scriptorium, and the PCs own backpacks- this in an effort to stumble upon a stray magic item or two that will help their situation.</p><p></p><p>The Players have been fretting over the Dragon fight for the last few sessions- I’ve been trying to build it up a bit you see.</p><p></p><p>The take-away food arrives (early) and the Players break to connive and scheme for a bit (a lot) longer.</p><p></p><p>Note some of the texts in the Scriptorium are quickly identified as containing ‘dangerous lore’, Watt states confidently (after a ‘20’) that continuing to read these texts could implant terrible messages in the reader’s psyche. Hotlips steals one of the ‘naughty’ books, Lux grabs about half-a-dozen- bedtime reading for the Warlock.</p><p></p><p>The PCs do however locate a metric tonne of scrolls (although only about half-a-dozen they can actually use) and so the plotting and planning continues- and the Player’s Handbook spell section (in particular) is pawed over.</p><p></p><p>Hotlips’ scouting session in to the Dragon’s lair is not a great success; the Halfling is roped up and then lowered down the slope from the Scriptorium and in to the massive hollow space below. The place is filled with freezing mist, undulating icy surfaces (difficult terrain, and worse)- and with very little open (and flat) space, and I think I’ve mentioned this already- its massive. At least the Halfling thinks the place is, she doesn’t get to (or dare to) explore far.</p><p></p><p>The Dragon cannot be seen, although the Halfling Rogue is fairly certain she’s spotted Old White Death’s treasure pile… so, there’s that.</p><p></p><p>After an inordinate amount of time a plan of attack (sorta) is decided upon- Lummins uses a bunch of Protection from (Cold) Energy scrolls on himself, Watt & Hotlips. While Lux will make use of a scroll of Fire Shield for the same effect (and more) when she thinks the time is right to do so- Sgt Bobby already has Maccath’s Ring of Cold Resistance. So, the Dragon’s Cold (Breath Weapon) problem is kinda solved.</p><p></p><p>I did say the Players are planning this attack.</p><p></p><p>The next problem is getting about in the chamber below- to this end Lux casts Fly on herself, Sgt Bobby & Hotlips- the three aviators then assist their (roped) comrades down the slope and in to Old White Death’s lair.</p><p></p><p>DMs Interlude- I really wanted to kill at least one of the PCs, there- I’ve said it now. I tried my best.</p><p></p><p>So, the Brothers manage to get down and into the ice cavern, and from the ledge they arrived on down again on to the lowest level of the area- with the flyers keeping watch and also assisting the roped trio safely down.</p><p></p><p>Remarkably, save for a few slips and fumbles (to no great effect) the Brothers get down to the ice quickly and without incident- the Dragon’s treasure (as spotted earlier by Hoptlips) is located, it is however scattered over a large area and mostly sealed in, well… ice. Getting it out will not be easy and will be time consuming… so several of the PCs start at it (the DM decides there are ten items here- mostly old tomes, that Maccath needs to continue her study, soon after the Players know this too).</p><p></p><p>A minute or two later and the PCs have located three items that Maccath needs and have managed to get one of the tomes free of the ice.</p><p></p><p>Still no Dragon.</p><p></p><p>The Brothers therefore continue to chip away at their task, and to find more of Maccath’s (& the Arcane Brotherhood’s) lost tomes. </p><p></p><p>Lux’s Fly spell however is running out, therefore (after a brief chat) all of the flyers ascend- although Lux stays in sight, hovering just above the treasure-recovery trio (Lummins, Watt & the big lad- Orcaheart). Sgt Bobby and Hotlips meanwhile head off in to the icy mists to do a circuit of the cavern- just to see if there’s anything else they’re missing out on (like a big ol’ White Dragon).</p><p></p><p>Obviously soon after the tough guy duo head off Old White Death comes out to play.</p><p></p><p>It goes like this- Lummins, Watt and Orcaheart are chipping away at the ice and recovering lost tomes (and a little side loot- to be determined later). Lux is hovering thirty or so feet above the trio, Old White Death is biding his time in the water beneath the ice… that is until he emerges at a rush from the nearest section of open water and bathes the intrepid trio in his icy breath weapon.</p><p></p><p>[ATTACH=full]117077[/ATTACH]</p><p></p><p>Alas, not quite- the Dragon is spotted moving beneath the ice by Orcaheart (‘20’) who then gets Initiative and charges in to Old White Death as soon it emerges from the water- stabbing its forelegs twice in quick succession with his newly acquired magical longsword, ‘Penguin-Slayer’.</p><p></p><p>Then the breath weapon hits- Watt and Orcaheart are frosted good, while Lummins barely feels the icy blast (Resist Cold & Save).</p><p></p><p>The PCs start screaming for Hotlips and Sgt B to get back to them… Hotlips hears her comrades and the flying pair are soon after heading back- it’ll take them three rounds double-moving to get to the action.</p><p></p><p>Orcaheart meantime attempts to play the hero, keeping Old White Death at bay (he Crits the Dragon but for not much damage) which just makes the wyrm mad- it slams its tail in to Orcaheart (the big lad is bloodied).</p><p></p><p>Watt scrambles back a way, grabs out his bow and fires- an Arrow of Dragon Slaying- and rolls a sodding ‘20’ Crit- for 61 damage.</p><p></p><p>There is whooping.</p><p></p><p>I hate whooping.</p><p></p><p>It’s so… gah!</p><p></p><p>Just to say the module states that when Old White Death takes 100 HP damage, he’s outta there, well, he’s taken just short of 90 HP damage and we’re only in the opening moments of the fight.</p><p></p><p>Bloody dice.</p><p></p><p>Oh yeah…</p><p></p><p>Watt fires again- yeah, the second Arrow of Dragon Slaying- he misses.</p><p></p><p>The whooping stops.</p><p></p><p>Hah!</p><p></p><p>Lux attempts to Banish Old White Death, a Legendary Resistance later and the Dragon is still in the game- the Warlock’s spell fizzles.</p><p></p><p>Old White Death starts off with his Frightful Presence, alas only Lummins is affected, the Priest of Lathander edges away from the great wyrm. Then the Dragon recharges its breath weapon (thank you) and tries again with the frosting- the result of which is Orcaheart is left barely able to stand (approx. 15 HP) while Lummins is bloodied and terrified.</p><p></p><p>The Priest of Lathander continues to back away from Old White Death, although unleashing his Radiance of the Dawn as he retreats- the Dragon barely notices, but Hotlips and Sgt Bobby benefit from the glowing beacon, as does the Priest himself- Lummins is no longer Frightened of the great beast.</p><p></p><p>Old White Death slams Orcaheart with his tail again (and the big lad is on 1 HP)- the (Brave) Ice Hunter fights on- stabbing the Dragon twice more with Penguin-Slayer.</p><p></p><p>Old White Death is officially bloodied and is now over 100 HP down.</p><p></p><p>So, I cheat- and give the Dragon another 50 HP, because… well, too soon.</p><p></p><p>Watt keeps moving, casting a Mass Cure Wounds as he goes for cover, Lux meanwhile continues to hover above the action, the Warlock however is out of powers- she therefore unleashes a pair of Eldritch Blasts, one of which hits the Dragon.</p><p></p><p>At which point I further complicate matters (for the PCs) by having a Scrag emerge from another of the watery pools- the creature bustles to Watt and unleashes heck- three attacks and three hits, the Bard is bloodied (and screaming- as are the Players around the gaming table).</p><p></p><p>Old White Death meantime recharges his breath weapon again (thank you dice gods) and unleashes his freezing fury for the third time in three rounds, and for the third time in a row on Orcaheart and Lummins (Watt only got caught in the first attack). Remarkably both (make their saves and) survive again- Lummins is beyond bloodied while Orcaheart has 3 HP.</p><p></p><p>Old White Death backs up a way, so that Orcaheart can no longer reach the beast.</p><p></p><p>Lummins calmly assesses the situation (by which I mean Rob takes ten minutes to decide what to do this turn) and then fires off a salvo of Scorching Rays- the first fiery missile hits the newly emerged Scrag, alas only one of the other four missiles hits its mark- Old White Death.</p><p></p><p>And now the Dragon has taken over 150 HP damage- Damn!</p><p></p><p>So, time for the finale…</p><p></p><p>Orcaheart takes a couple of steps back, rushes forward and then flings himself straight at Old White Death in the freezing water (using a little Bardic Inspiration- thanks Watt, en route). The big-boned Ice Hunter arrives Penguin-Slayer first, skewering the great wyrm between the eyes (for about 13 damage, but it looked good).</p><p></p><p>The Dragon roars and rages, eventually tossing Orcaheart (and Penguin-Slayer) thirty feet in to the air and away- the big hunter lands hard and then lies motionless on the ice.</p><p></p><p>Old White Death meantime roars once more- loud enough to shake the entire berg and loose a cascade of icicles from the ceiling- and then submerges and gets the hell out of Dodge.</p><p></p><p>Victory!</p><p></p><p>[ATTACH=full]117078[/ATTACH]</p><p></p><p>Then a second Scrag lurches out of another of the watery pools and attempts to tear Lummins apart- the aquatic Troll tries really hard, Lummins is left on 9 HP.</p><p></p><p>Alas it is at this point that a flying Hotlips, crossbow at the ready, hoves in to view- and seconds later buries a crossbow bolt in the nearest Scrag’s back, Watt meantime escapes the other Scrag by turning Invisible and running off. This audacious move however swiftly turns sour- the slightly confused Scrag- now sans adversary, rushes over to join the attack on Lummins. The Priest is being torn apart by two Scrags… seconds later he falls.</p><p></p><p>The still flying Lux hits one of the Scrags now towering over Lummins’ body with a Fire Bolt. Hotlips, also flying, keeps shooting and hitting with her crossbow.</p><p></p><p>The Invisible Watt meantime gets to the fallen Orcaheart and with a Cure Wounds revives the big man- although the Bard quickly scuttles away. Orcaheart later believes he was visited by the one true God and given his life back in exchange for a lifetime of servitude*.</p><p></p><p>*Note this interpretation of events only takes shape a week or so after the session, this after a conversation roleplayed out via e-mail between Orcaheart and Lummins (the Priest of Lathander).</p><p></p><p>Orcaheart later explains that he saw a blinding LIGHT, and then he was back in the world with a whole lot of loving Lathander in his heart. </p><p></p><p>Lux meantime thumps a Fire Bolt in to the other Scrag, she’s alternating, at which point Sgt Bobby flies in to the same beast, avoiding its threshing claws, and Hazirawn’s it to death (with an Action Surge).</p><p></p><p>Orcaheart then staggers to his knees, then up to his feet- grabs up Penguin-Slayer and (retrofitted) yells out, “For the Light of Lathander!” and charges the last remaining Scrag which is going to grab Lummins’ body (the Priest of Lathander).</p><p></p><p>The Scrag has had enough (and is only one hit away from death) it flees, diving back in to the water.</p><p></p><p>The fight is over.</p><p></p><p>The interminable whooping begins again- there’s a new hero in the pack- Orcaheart!</p><p></p><p>The rest of this session in the next section.</p><p></p><p>Apologies for a few weeks off but work is busy-busy and there’s been a whole lot of Christmas going on.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 7882175, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Session #49 The Rise of Tiamat #08a Penguin-Slayer! Brothers of the First Light. Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 9 Lux (played by Sandy) Female Human Warlock Lvl 9 Watt (played by Jackie) Male Human Bard Lvl 9 Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 9 & Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 9 Secondary PCs. Left at 8th Level- we’ll get them back if (and when) they’re needed later on. Derek Pilch (played by Jackie) Male Human Druid Lvl 8 Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 8 Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 8[/B] This is session #49 of our game, but only session #08a of The Rise of Tiamat scenario. Last session the Brothers continued to explore the icy lair of Old White Death, the White Dragon, and continued their slaughter- a dozen Kobolds, and half-a-dozen Ice Trolls were all dispatched. The PCs also encountered Marflub, the Ice Toad Senior Accountant, and chatted with the odd fellow for a good long while- alas the strange Ice Toads mostly served to confuse the poor PCs, who decided in the end to leave them be. The last stop on their circuit was the cavernous ice home of Maccath the Crimson, in which another Ice Troll was encountered, and slaughtered before the last session came to an end. The Brothers, you will remember, are searching for Maccath the Crimson (they’ve not encountered the Tiefling as of yet) and also for the odd not-sounding Draakhorn. Oh, but before we begin just to say Orcaheart is played by me (your glorious DM) but sometimes with a little consultation with the Players, I sometimes ask “What do you think Orcaheart would do?”, actually I ask that question a lot with any NPCs I’m playing. I find the Players often have better (or else different) suggestions that are often worthy of consideration. Just wanted to make this clear. And so, to the action… So, the Brothers (at last) remember themselves and send Hotlips (Halfling Rogue) sneaking forward, however stealth is not needed- moments after the Ice Troll falls Maccath the Crimson, and her two very nervous Kobold servitors, step out of the ice tunnel ahead. The Tiefling Wizard is also nervous, frightened for her life, but also excited at the prospect of rescue. "Have you come to save me or to kill me? Not that there will be much difference between the two." Maccath asks. [ATTACH type="full" alt="24 Maccath At Last.jpg"]117076[/ATTACH] The chatter begins- and of course, the majority of the talk is done by Watt (Human Bard), Lux (Human Warlock) and Lummins (Half-Elf Cleric) the chatty trio. The threesome quickly persuades Maccath of their identity, and of their intentions, soon after the group head back in to the Tiefling’s chamber, and then from there a short time later in to the nearby Scriptorium. The lengthy conversation encompasses the following- a) Maccath traveled to Oyaviggaton to learn more about Dragonkind, alas her curiosity almost proved her undoing- Old White Death was initially very inhospitable- capturing the Tiefling and killing the crew of her ship (later the PCs are taken to see Maccath’s ship and crew- encased in ice, note this image is a repeat of the PCs strange encounter back in session #37, when they were visited by the Light of Lathander en route to Parnast). b) Maccath however managed to persuade the White Dragon of her worth- the Tiefling has been made to examine and study many items from the Dragon’s hoard, including extensive writings stolen from the Arcane Brotherhood. c) Maccath has been studying these writings and serving the Dragon ever since her capture, alas many of the rituals she has translated have been used by Old White Death to protect the Dragon’s lair and make it more difficult for Maccath to escape, or for observers (Scrying) to detect her presence. She thought she had sealed her own doom… that is until the Brothers of the First Light arrive on the scene. d) Maccath wants to depart the lair and will do all that she can to help the PCs, but… she MUST be allowed to take her work, and the lost lore of the Arcane Brotherhood, with her. At which point the PCs are led in to the Scriptorium, between chatter the more curious members of the Brothers begin their search (with Maccath helping) of the facility. The chatter however goes on (for bloody ages- it was a very chatty and relaxed session), the Brothers further learn that- e) There is a large chute that leads down from the Scriptorium- easy(ish) to get down but difficult to climb back up- the tunnel descends in to Old White Death’s lair, and near to the spot that the Dragon usually rests. That’s good to know. There are other submerged entry and exit passages in to the Dragon’s lair below. Old White Death has more than one escape route it seems. f) Most of the information that Maccath needs to take with her in order to continue her studies is located in the Scriptorium, although there are also important documents in the Dragon’s lair below (which the Tiefling describes to the PCs- basically, the PCs have to rescue these items to get Maccath to leave with them). In short, the Brothers are going to have to ‘deal with’ the Dragon- I added this last complication because I figured the PCs with the benefit of the Flying Lighthouse could reasonably just convince Maccath that their flying fortress was safe from Old White Death and then just depart with the Tiefling- with no final showdown with the Dragon. I didn’t want that to happen. g) Maccath hands over a Ring of Cold Resistance, and two Arrows of Dragon Slaying- which are taken by Watt, he’s the bow-guy. Ownership of the Ring is disputed for a good long while- Hotlips wants it but several of the PCs argue that it should go to Sgt Bobby (Human Fighter) who is, after all, the front-line guy. Sgt B is going to be the Hit Point soak if and when the final confrontation with the Dragon occurs (they think, how wrong they are/were). In the end Sgt Bobby gets the ring- swapping it out with his Ring of Poison Resistance in the forthcoming Short Rest. I think the Resist Poison Ring was taken by Lux in the end, although I’m not certain. Note, in a touching moment during the Short Rest Sgt Bobby also hands his +1 Longsword over to Orcaheart, they’re friends again, and in each other’s manly arms soon after- big hugs. Obviously Orcaheart doesn’t know how to use the blade very well, he initially thinks it is some kind of spit to skewer and cook food… a little while layer the magical sword is christened by the big man- ‘Penguin-Slayer’, which is suitably niche. h) The Draakhorn is no longer in the lair, it was taken six months ago by a bunch of robed figures that came to treat with Old White Death, from the Tiefling’s description the Brothers quickly work out that these fellows were Dragon Cultists. Eventually, after a million hints from the DM (I exaggerate not), the PCs finally figure out that the leader of the Dragon Cult group was most likely Talis the White, who they encountered in the Hunting Lodge near Parnast a while back. This is good news for Lux because she has (sorta) kept in contact with Talis, actually she has asked various questions of the Dragon Cultist leader but has received only one (useful) reply. Keep in mind that Lux (Sandy) and me regularly exchange e-mails between sessions, in the form of missives and notes exchanged with her various information sources, mostly delivered by her friends in the Black Network. So, the guys have to fight the Dragon- there follows a bit of exploration, mostly done by Hotlips, and also a thorough search of the Scriptorium, and the PCs own backpacks- this in an effort to stumble upon a stray magic item or two that will help their situation. The Players have been fretting over the Dragon fight for the last few sessions- I’ve been trying to build it up a bit you see. The take-away food arrives (early) and the Players break to connive and scheme for a bit (a lot) longer. Note some of the texts in the Scriptorium are quickly identified as containing ‘dangerous lore’, Watt states confidently (after a ‘20’) that continuing to read these texts could implant terrible messages in the reader’s psyche. Hotlips steals one of the ‘naughty’ books, Lux grabs about half-a-dozen- bedtime reading for the Warlock. The PCs do however locate a metric tonne of scrolls (although only about half-a-dozen they can actually use) and so the plotting and planning continues- and the Player’s Handbook spell section (in particular) is pawed over. Hotlips’ scouting session in to the Dragon’s lair is not a great success; the Halfling is roped up and then lowered down the slope from the Scriptorium and in to the massive hollow space below. The place is filled with freezing mist, undulating icy surfaces (difficult terrain, and worse)- and with very little open (and flat) space, and I think I’ve mentioned this already- its massive. At least the Halfling thinks the place is, she doesn’t get to (or dare to) explore far. The Dragon cannot be seen, although the Halfling Rogue is fairly certain she’s spotted Old White Death’s treasure pile… so, there’s that. After an inordinate amount of time a plan of attack (sorta) is decided upon- Lummins uses a bunch of Protection from (Cold) Energy scrolls on himself, Watt & Hotlips. While Lux will make use of a scroll of Fire Shield for the same effect (and more) when she thinks the time is right to do so- Sgt Bobby already has Maccath’s Ring of Cold Resistance. So, the Dragon’s Cold (Breath Weapon) problem is kinda solved. I did say the Players are planning this attack. The next problem is getting about in the chamber below- to this end Lux casts Fly on herself, Sgt Bobby & Hotlips- the three aviators then assist their (roped) comrades down the slope and in to Old White Death’s lair. DMs Interlude- I really wanted to kill at least one of the PCs, there- I’ve said it now. I tried my best. So, the Brothers manage to get down and into the ice cavern, and from the ledge they arrived on down again on to the lowest level of the area- with the flyers keeping watch and also assisting the roped trio safely down. Remarkably, save for a few slips and fumbles (to no great effect) the Brothers get down to the ice quickly and without incident- the Dragon’s treasure (as spotted earlier by Hoptlips) is located, it is however scattered over a large area and mostly sealed in, well… ice. Getting it out will not be easy and will be time consuming… so several of the PCs start at it (the DM decides there are ten items here- mostly old tomes, that Maccath needs to continue her study, soon after the Players know this too). A minute or two later and the PCs have located three items that Maccath needs and have managed to get one of the tomes free of the ice. Still no Dragon. The Brothers therefore continue to chip away at their task, and to find more of Maccath’s (& the Arcane Brotherhood’s) lost tomes. Lux’s Fly spell however is running out, therefore (after a brief chat) all of the flyers ascend- although Lux stays in sight, hovering just above the treasure-recovery trio (Lummins, Watt & the big lad- Orcaheart). Sgt Bobby and Hotlips meanwhile head off in to the icy mists to do a circuit of the cavern- just to see if there’s anything else they’re missing out on (like a big ol’ White Dragon). Obviously soon after the tough guy duo head off Old White Death comes out to play. It goes like this- Lummins, Watt and Orcaheart are chipping away at the ice and recovering lost tomes (and a little side loot- to be determined later). Lux is hovering thirty or so feet above the trio, Old White Death is biding his time in the water beneath the ice… that is until he emerges at a rush from the nearest section of open water and bathes the intrepid trio in his icy breath weapon. [ATTACH type="full" alt="25 Old White Death.jpg"]117077[/ATTACH] Alas, not quite- the Dragon is spotted moving beneath the ice by Orcaheart (‘20’) who then gets Initiative and charges in to Old White Death as soon it emerges from the water- stabbing its forelegs twice in quick succession with his newly acquired magical longsword, ‘Penguin-Slayer’. Then the breath weapon hits- Watt and Orcaheart are frosted good, while Lummins barely feels the icy blast (Resist Cold & Save). The PCs start screaming for Hotlips and Sgt B to get back to them… Hotlips hears her comrades and the flying pair are soon after heading back- it’ll take them three rounds double-moving to get to the action. Orcaheart meantime attempts to play the hero, keeping Old White Death at bay (he Crits the Dragon but for not much damage) which just makes the wyrm mad- it slams its tail in to Orcaheart (the big lad is bloodied). Watt scrambles back a way, grabs out his bow and fires- an Arrow of Dragon Slaying- and rolls a sodding ‘20’ Crit- for 61 damage. There is whooping. I hate whooping. It’s so… gah! Just to say the module states that when Old White Death takes 100 HP damage, he’s outta there, well, he’s taken just short of 90 HP damage and we’re only in the opening moments of the fight. Bloody dice. Oh yeah… Watt fires again- yeah, the second Arrow of Dragon Slaying- he misses. The whooping stops. Hah! Lux attempts to Banish Old White Death, a Legendary Resistance later and the Dragon is still in the game- the Warlock’s spell fizzles. Old White Death starts off with his Frightful Presence, alas only Lummins is affected, the Priest of Lathander edges away from the great wyrm. Then the Dragon recharges its breath weapon (thank you) and tries again with the frosting- the result of which is Orcaheart is left barely able to stand (approx. 15 HP) while Lummins is bloodied and terrified. The Priest of Lathander continues to back away from Old White Death, although unleashing his Radiance of the Dawn as he retreats- the Dragon barely notices, but Hotlips and Sgt Bobby benefit from the glowing beacon, as does the Priest himself- Lummins is no longer Frightened of the great beast. Old White Death slams Orcaheart with his tail again (and the big lad is on 1 HP)- the (Brave) Ice Hunter fights on- stabbing the Dragon twice more with Penguin-Slayer. Old White Death is officially bloodied and is now over 100 HP down. So, I cheat- and give the Dragon another 50 HP, because… well, too soon. Watt keeps moving, casting a Mass Cure Wounds as he goes for cover, Lux meanwhile continues to hover above the action, the Warlock however is out of powers- she therefore unleashes a pair of Eldritch Blasts, one of which hits the Dragon. At which point I further complicate matters (for the PCs) by having a Scrag emerge from another of the watery pools- the creature bustles to Watt and unleashes heck- three attacks and three hits, the Bard is bloodied (and screaming- as are the Players around the gaming table). Old White Death meantime recharges his breath weapon again (thank you dice gods) and unleashes his freezing fury for the third time in three rounds, and for the third time in a row on Orcaheart and Lummins (Watt only got caught in the first attack). Remarkably both (make their saves and) survive again- Lummins is beyond bloodied while Orcaheart has 3 HP. Old White Death backs up a way, so that Orcaheart can no longer reach the beast. Lummins calmly assesses the situation (by which I mean Rob takes ten minutes to decide what to do this turn) and then fires off a salvo of Scorching Rays- the first fiery missile hits the newly emerged Scrag, alas only one of the other four missiles hits its mark- Old White Death. And now the Dragon has taken over 150 HP damage- Damn! So, time for the finale… Orcaheart takes a couple of steps back, rushes forward and then flings himself straight at Old White Death in the freezing water (using a little Bardic Inspiration- thanks Watt, en route). The big-boned Ice Hunter arrives Penguin-Slayer first, skewering the great wyrm between the eyes (for about 13 damage, but it looked good). The Dragon roars and rages, eventually tossing Orcaheart (and Penguin-Slayer) thirty feet in to the air and away- the big hunter lands hard and then lies motionless on the ice. Old White Death meantime roars once more- loud enough to shake the entire berg and loose a cascade of icicles from the ceiling- and then submerges and gets the hell out of Dodge. Victory! [ATTACH type="full" alt="26 Scrags.jpg"]117078[/ATTACH] Then a second Scrag lurches out of another of the watery pools and attempts to tear Lummins apart- the aquatic Troll tries really hard, Lummins is left on 9 HP. Alas it is at this point that a flying Hotlips, crossbow at the ready, hoves in to view- and seconds later buries a crossbow bolt in the nearest Scrag’s back, Watt meantime escapes the other Scrag by turning Invisible and running off. This audacious move however swiftly turns sour- the slightly confused Scrag- now sans adversary, rushes over to join the attack on Lummins. The Priest is being torn apart by two Scrags… seconds later he falls. The still flying Lux hits one of the Scrags now towering over Lummins’ body with a Fire Bolt. Hotlips, also flying, keeps shooting and hitting with her crossbow. The Invisible Watt meantime gets to the fallen Orcaheart and with a Cure Wounds revives the big man- although the Bard quickly scuttles away. Orcaheart later believes he was visited by the one true God and given his life back in exchange for a lifetime of servitude*. *Note this interpretation of events only takes shape a week or so after the session, this after a conversation roleplayed out via e-mail between Orcaheart and Lummins (the Priest of Lathander). Orcaheart later explains that he saw a blinding LIGHT, and then he was back in the world with a whole lot of loving Lathander in his heart. Lux meantime thumps a Fire Bolt in to the other Scrag, she’s alternating, at which point Sgt Bobby flies in to the same beast, avoiding its threshing claws, and Hazirawn’s it to death (with an Action Surge). Orcaheart then staggers to his knees, then up to his feet- grabs up Penguin-Slayer and (retrofitted) yells out, “For the Light of Lathander!” and charges the last remaining Scrag which is going to grab Lummins’ body (the Priest of Lathander). The Scrag has had enough (and is only one hit away from death) it flees, diving back in to the water. The fight is over. The interminable whooping begins again- there’s a new hero in the pack- Orcaheart! The rest of this session in the next section. Apologies for a few weeks off but work is busy-busy and there’s been a whole lot of Christmas going on. [/QUOTE]
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