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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: 7885402" 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 #08b Downtime & the Cult in Waterdeep.</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 #08b of The Rise of Tiamat scenario.</p><p></p><p>Old White Death has fled Oyaviggaton, the Brothers of the First Light are victorious again- mostly thanks to Orcaheart who Bravely (it’s a Skill the NPC has) stood in front of the White Dragon and took a thorough beating (the Sgt B role) while slashing the great wyrm repeatedly with Penguin-Slayer.</p><p></p><p>There is talk of PC-onification, Orcaheart may get a Class and Level, we’ll see- actually, you’ll see (I know what goes on).</p><p></p><p>So, Oyaviggaton is taken, the berg is the PCs to explore- this process goes on a while, particularly as several of the Players have been conniving between sessions.</p><p></p><p>Here’s what goes down-</p><p></p><p>First up the Dragon’s treasure pile is chipped from the ice and sorted through, and the good stuff either snaffled by various PCs or else ferried up to the Flying Lighthouse. Lummins (Half-Elf Cleric) gets a pair of Winged Boots, and there’s a Bag of Holding to be found (taken by Lux (Human Warlock)) also a few more potions- but nothing too powerful. They’re kicking my backside as it is…</p><p></p><p>Next up (and believe me when I say that this bit takes a while) the Brothers et al have a chat with Marflub and the Toad Accountants- the PCs have been talking between sessions (as stated previously). They want Marflub to join them on the Flying Lighthouse (no reason particularly- they just like the idea, I think) and so we spend a while negotiating the Ice Toad Accountant’s services. It takes a good twenty minutes to finally thrash out the deal (actually a signed Croaktract of Employment). Marflub and pals are eventually engaged to help with the Brother’s tax situation, and also to research and develop other PC-originated projects, don’t ask because at this stage I had no idea what the Players were up to.</p><p></p><p>The negotiations are repeated with Bonecarver (Shaman/Chief) and the rest of the Ice Hunters and their families- basically, join us aboard the Flying Lighthouse.</p><p></p><p>Note for some of the PCs this is a chance for them to get a few more conversions of faith in (Lummins) for others it’s just a fun/funny part of their story.</p><p></p><p>And so, after at least another forty minutes (real-time) of giggling and deal-making the Flying Lighthouse departs the Sea of Moving Ice- heading back to Waterdeep and the Council of the same name.</p><p></p><p>Just to say the Flying Lighthouse is now more or less fully staffed, obviously Captain of the establishment is Blagothkus (Cloud Giant) and his ‘spirit’ wife, second in command is Lummins. The crew consists of a nearly a dozen Ogres (including Gary the Ogre, Hotlips' (Halfling Rogue) boyfriend), a pair of Stone Giant hippies, a dozen Ice Hunters (lead by Bonecarver) and their families.</p><p></p><p>Along for the ride are also Maccath the Crimson, Tiefling Dragon-expert; Marflub and his Ice Toad Accountants; Orcaheart, the Ice Hunter hero; a pair of Lizardfolk warriors called Gawp & Ping (servants to Lux and Lummins) and finally a pair of, as of yet, untamed Wyverns (Sgt Bobby (Human Fighter) is working on this).</p><p></p><p>So, the Flying Lighthouse is back to full complement, or thereabouts.</p><p></p><p>The PCs (and Players- more so) are overjoyed that they seem to have acquired a fully-staffed secret base, as it were- the Flying Lighthouse is their Tracy Island.</p><p></p><p>So, with about an hour of the session left to play we go for a little more downtime style activities- it takes two days to load and prep the Flying Lighthouse, eight days travelling time back to Waterdeep, and then once back in the City of Splendors the Brothers have another tenday to wait for the next Council of Waterdeep meeting.</p><p></p><p>Also, the PCs are now level 10- so, that comes first.</p><p></p><p><strong>Brothers of the First Light.</strong></p><p><strong>Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 10</strong></p><p><strong>Lux (played by Sandy) Female Human Warlock Lvl 10</strong></p><p><strong>Watt (played by Jackie) Male Human Bard Lvl 10</strong></p><p><strong>Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 10</strong></p><p><strong>&</strong></p><p><strong>Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 10</strong></p><p></p><p>Also note on the way home the Flying Lighthouse passes over several settlements that are either smoking ruins, or else have been decimated in some other manner. The first time the Brothers spot one of these they descend to investigate, the Farseer however shows no signs of life, still the PCs land and spend an hour or two investigating a small settlement called Gawth (south of Luskan and the Blackford Crossing). No survivors are found, and it quickly becomes obvious that this was a Dragon-attack…</p><p></p><p>Over the next few days the Brothers spot more ruined settlements, another one every other day- each is investigated (although at altitude) using the Farseer, all of the places have been attacked by Dragons, or Dragon Cultists- is the (well-founded) presumption.</p><p></p><p>I wanted to up the tempo a little, although not too much.</p><p></p><p>Note Lummins uses Sending spells to communicate some of the devastation, and the success of their own mission to the Brothers’ contact Leosin Erlanthar, representative of the Harpers.</p><p></p><p>So, after leveling up their PCs the guys have approx. two tendays worth of downtime activities to get through. The first tenday aboard the Flying Lighthouse, the second in Waterdeep ahead of the next Council of Waterdeep meeting. This is what they get up to-</p><p></p><p><strong>The End of the Party for Hotlips.</strong></p><p></p><p>Hotlips is having her hair done, so the first tenday aboard the Flying Lighthouse is onerous to the Halfling, she wants to be back in Waterdeep and out with Gary the Ogre- Paaaarty! She therefore spends the first tenday travelling and ‘jazzing-up’ her party attire, she convinces (= pays) several of the Ice Hunter women to help with her make-up, give her a new haircut (mohawk-style) and to accessorize. I’m not sure that Hotlips (Sandy) is taking this downtime stuff seriously enough (who am I kidding, I love this).</p><p></p><p>The second tenday spent in Waterdeep is more of the same please- Hotlips infiltrates several social events for the rich and famous of the City of Splendors, only… things are less than splendid- all the rich kids are looking nervous. The older generation of monied folk spend much of their time at these events quizzing the Halfling- the party scene in Waterdeep has all but disappeared. Hotlips is not impressed- play hard, party hard- that’s her (and Gary’s) motto.</p><p></p><p><strong>Watt’s it all about?</strong></p><p></p><p>Watt (Human Bard) tries to learn a little more about the Flying Lighthouse in his first tenday of downtime- he does okay, and by the end of the time has a basic grasp of how everything works- he can fly the ship.</p><p></p><p>The Bard’s second tenday in Waterdeep is much more undercover, Watt the detective gets back to infiltrating the group of Dragon Cultists that are hatching plans in the City of Splendors (as per his last downtime). His great work (and great rolls) comes to fruition a day before the next Council of Waterdeep meeting is set to take place. The Brothers of the First Light attack the Cultists sewer lair- see later for more on this. Note Lux also helps out with this project- see below.</p><p></p><p><strong>Lux hears a whisper.</strong></p><p></p><p>While still aboard the Flying Lighthouse Lux receives a message, a Sending spell from Talis the White (the Dragon Cult boss from the Hunting Lodge near Parnast). Talis shares her concerns- the Dragon Cultists in Waterdeep are plotting a major attack in the city sometime very soon. Lux obviously knows that Watt has infiltrated the Dragon Cult group in Waterdeep. The Brothers of the First Light are therefore in the right place and at right time to stop the Cult attack, by slaughtering the Dragon Cultist bastards- see later. Note Lux spends both tendays contacting her various sources seeking more information, Fast Eddie (her Imp servant aboard the Lighthouse) is also keen for Lux to meet with his boss- Lord Volmer, the Bone Devil diplomat. It seems Lord V has an offer to make, Lux is a little unsure of how to play this because… well, she’s consorting with Devils- and none of the other Players/PCs know this as of yet. How to broach the subject…</p><p></p><p><strong>Let the Light in.</strong></p><p></p><p>Lummins is proselytising up a storm, by which I mean the Cleric of Lathander is out spreading the word to anyone that will listen, and folk can’t get away from him during the first tenday (spent aboard the Flying Lighthouse). By the end of the travelling time the Priest has converted Orcaheart to the Light, even convincing the big feller Ice Hunter that it was Lathander that cured him back in the fight with the Dragon (actually it was an Invisible Watt, but that’s by-the-by). Several other Ice Hunters are also interested in the teachings of Lathander, although Barking Seal (Shaman/Chief) is much less impressed by Lummins’ activities. Finally, the Priest also attempts to convert Marflub and his Ice Toad chums to the cause- the Toads are much less impressed, the Priest’s attempts to convert the amphibians is mainly met with bored shrugs. As Marflub states at the end of the Lummins show- “Religion is all very well, but the bottom line (Chorus from the other Ice Toads- “Bottom Line”) is all that is important!” Basically, the Ice Toads don’t get religion, they believe in the ‘Great Accounting’, and that’s all they need.</p><p></p><p><strong>Damn Wyverns.</strong></p><p></p><p>Sgt Bobby spends both tendays attempting to finally master Wyvern-riding, I allow the players to make two rolls (whatever skill they choose, and that fits in with the activity) per tenday of downtime and base their successes on the results.</p><p></p><p>Sgt Bobby makes absolutely no headway with his training- four rolls, highest adjusted is an ‘11’, lowest adjusted roll is a ‘10’- so that’s three ‘10’s and an ‘11’- nice grouping, but no cigar. Wyvern-riding continues to allude the Fighter, and Pete’s not that happy about that.</p><p></p><p>Downtime activities over, we skip to the day before the second Council of Waterdeep meeting, a sudden burst of activity at the Waterdeep branch of the Dragon Cult and the Brothers of the First Light are back in action. Albeit briefly (we went on a while this evening), in to the sewers and against the Dragon Cultists.</p><p></p><p>Note the map used for illustration here was not the map we used at the time, I actually don’t remember which map that was.</p><p></p><p>So, Watt leads the Brothers of the First Light in to the Dragon Cult’s sewer lair, and then… well, it’s a massacre.</p><p></p><p>[ATTACH=full]117195[/ATTACH]</p><p></p><p>And when I say a massacre- Lummins bursts in to the first chamber packed with Cultists and hits the Radiance of the Dawn button- six Cultists die screaming, Watt fires two arrows in to the Cult Fanatic leader (dead). Hotlips assassinates another, Sgt Bobby chops the head off another.</p><p></p><p>Remarkably two Cultists escape the first encounter and go running off in different directions- but Watt knows the way.</p><p></p><p>We play through a second encounter, same as the first- 10 Cultists (maybe 8-10 HP each) and a Cult Fanatic (leader), it quickly becomes apparent- the enemies present are not worthy of the name, the Brothers of the First Light very quickly (the first two encounters are both over in one round each) get to the finale.</p><p></p><p>The Cult leaders.</p><p></p><p>The Brothers are just about to bust in on the bad guys, who have obviously been alerted to the attack, when the session (at last- I had to improvise a bit with this one) comes to an end.</p><p></p><p>[ATTACH=full]117194[/ATTACH]</p><p></p><p>I had a plan however, the PCs are facing subpar enemies for a reason, although this mob- the Cult leaders are a little more threatening. As I said- I had my reasons, which you will find out, next time.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 7885402, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Session #49 The Rise of Tiamat #08b Downtime & the Cult in Waterdeep. 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 #08b of The Rise of Tiamat scenario. Old White Death has fled Oyaviggaton, the Brothers of the First Light are victorious again- mostly thanks to Orcaheart who Bravely (it’s a Skill the NPC has) stood in front of the White Dragon and took a thorough beating (the Sgt B role) while slashing the great wyrm repeatedly with Penguin-Slayer. There is talk of PC-onification, Orcaheart may get a Class and Level, we’ll see- actually, you’ll see (I know what goes on). So, Oyaviggaton is taken, the berg is the PCs to explore- this process goes on a while, particularly as several of the Players have been conniving between sessions. Here’s what goes down- First up the Dragon’s treasure pile is chipped from the ice and sorted through, and the good stuff either snaffled by various PCs or else ferried up to the Flying Lighthouse. Lummins (Half-Elf Cleric) gets a pair of Winged Boots, and there’s a Bag of Holding to be found (taken by Lux (Human Warlock)) also a few more potions- but nothing too powerful. They’re kicking my backside as it is… Next up (and believe me when I say that this bit takes a while) the Brothers et al have a chat with Marflub and the Toad Accountants- the PCs have been talking between sessions (as stated previously). They want Marflub to join them on the Flying Lighthouse (no reason particularly- they just like the idea, I think) and so we spend a while negotiating the Ice Toad Accountant’s services. It takes a good twenty minutes to finally thrash out the deal (actually a signed Croaktract of Employment). Marflub and pals are eventually engaged to help with the Brother’s tax situation, and also to research and develop other PC-originated projects, don’t ask because at this stage I had no idea what the Players were up to. The negotiations are repeated with Bonecarver (Shaman/Chief) and the rest of the Ice Hunters and their families- basically, join us aboard the Flying Lighthouse. Note for some of the PCs this is a chance for them to get a few more conversions of faith in (Lummins) for others it’s just a fun/funny part of their story. And so, after at least another forty minutes (real-time) of giggling and deal-making the Flying Lighthouse departs the Sea of Moving Ice- heading back to Waterdeep and the Council of the same name. Just to say the Flying Lighthouse is now more or less fully staffed, obviously Captain of the establishment is Blagothkus (Cloud Giant) and his ‘spirit’ wife, second in command is Lummins. The crew consists of a nearly a dozen Ogres (including Gary the Ogre, Hotlips' (Halfling Rogue) boyfriend), a pair of Stone Giant hippies, a dozen Ice Hunters (lead by Bonecarver) and their families. Along for the ride are also Maccath the Crimson, Tiefling Dragon-expert; Marflub and his Ice Toad Accountants; Orcaheart, the Ice Hunter hero; a pair of Lizardfolk warriors called Gawp & Ping (servants to Lux and Lummins) and finally a pair of, as of yet, untamed Wyverns (Sgt Bobby (Human Fighter) is working on this). So, the Flying Lighthouse is back to full complement, or thereabouts. The PCs (and Players- more so) are overjoyed that they seem to have acquired a fully-staffed secret base, as it were- the Flying Lighthouse is their Tracy Island. So, with about an hour of the session left to play we go for a little more downtime style activities- it takes two days to load and prep the Flying Lighthouse, eight days travelling time back to Waterdeep, and then once back in the City of Splendors the Brothers have another tenday to wait for the next Council of Waterdeep meeting. Also, the PCs are now level 10- so, that comes first. [B]Brothers of the First Light. Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 10 Lux (played by Sandy) Female Human Warlock Lvl 10 Watt (played by Jackie) Male Human Bard Lvl 10 Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 10 & Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 10[/B] Also note on the way home the Flying Lighthouse passes over several settlements that are either smoking ruins, or else have been decimated in some other manner. The first time the Brothers spot one of these they descend to investigate, the Farseer however shows no signs of life, still the PCs land and spend an hour or two investigating a small settlement called Gawth (south of Luskan and the Blackford Crossing). No survivors are found, and it quickly becomes obvious that this was a Dragon-attack… Over the next few days the Brothers spot more ruined settlements, another one every other day- each is investigated (although at altitude) using the Farseer, all of the places have been attacked by Dragons, or Dragon Cultists- is the (well-founded) presumption. I wanted to up the tempo a little, although not too much. Note Lummins uses Sending spells to communicate some of the devastation, and the success of their own mission to the Brothers’ contact Leosin Erlanthar, representative of the Harpers. So, after leveling up their PCs the guys have approx. two tendays worth of downtime activities to get through. The first tenday aboard the Flying Lighthouse, the second in Waterdeep ahead of the next Council of Waterdeep meeting. This is what they get up to- [B]The End of the Party for Hotlips.[/B] Hotlips is having her hair done, so the first tenday aboard the Flying Lighthouse is onerous to the Halfling, she wants to be back in Waterdeep and out with Gary the Ogre- Paaaarty! She therefore spends the first tenday travelling and ‘jazzing-up’ her party attire, she convinces (= pays) several of the Ice Hunter women to help with her make-up, give her a new haircut (mohawk-style) and to accessorize. I’m not sure that Hotlips (Sandy) is taking this downtime stuff seriously enough (who am I kidding, I love this). The second tenday spent in Waterdeep is more of the same please- Hotlips infiltrates several social events for the rich and famous of the City of Splendors, only… things are less than splendid- all the rich kids are looking nervous. The older generation of monied folk spend much of their time at these events quizzing the Halfling- the party scene in Waterdeep has all but disappeared. Hotlips is not impressed- play hard, party hard- that’s her (and Gary’s) motto. [B]Watt’s it all about?[/B] Watt (Human Bard) tries to learn a little more about the Flying Lighthouse in his first tenday of downtime- he does okay, and by the end of the time has a basic grasp of how everything works- he can fly the ship. The Bard’s second tenday in Waterdeep is much more undercover, Watt the detective gets back to infiltrating the group of Dragon Cultists that are hatching plans in the City of Splendors (as per his last downtime). His great work (and great rolls) comes to fruition a day before the next Council of Waterdeep meeting is set to take place. The Brothers of the First Light attack the Cultists sewer lair- see later for more on this. Note Lux also helps out with this project- see below. [B]Lux hears a whisper.[/B] While still aboard the Flying Lighthouse Lux receives a message, a Sending spell from Talis the White (the Dragon Cult boss from the Hunting Lodge near Parnast). Talis shares her concerns- the Dragon Cultists in Waterdeep are plotting a major attack in the city sometime very soon. Lux obviously knows that Watt has infiltrated the Dragon Cult group in Waterdeep. The Brothers of the First Light are therefore in the right place and at right time to stop the Cult attack, by slaughtering the Dragon Cultist bastards- see later. Note Lux spends both tendays contacting her various sources seeking more information, Fast Eddie (her Imp servant aboard the Lighthouse) is also keen for Lux to meet with his boss- Lord Volmer, the Bone Devil diplomat. It seems Lord V has an offer to make, Lux is a little unsure of how to play this because… well, she’s consorting with Devils- and none of the other Players/PCs know this as of yet. How to broach the subject… [B]Let the Light in.[/B] Lummins is proselytising up a storm, by which I mean the Cleric of Lathander is out spreading the word to anyone that will listen, and folk can’t get away from him during the first tenday (spent aboard the Flying Lighthouse). By the end of the travelling time the Priest has converted Orcaheart to the Light, even convincing the big feller Ice Hunter that it was Lathander that cured him back in the fight with the Dragon (actually it was an Invisible Watt, but that’s by-the-by). Several other Ice Hunters are also interested in the teachings of Lathander, although Barking Seal (Shaman/Chief) is much less impressed by Lummins’ activities. Finally, the Priest also attempts to convert Marflub and his Ice Toad chums to the cause- the Toads are much less impressed, the Priest’s attempts to convert the amphibians is mainly met with bored shrugs. As Marflub states at the end of the Lummins show- “Religion is all very well, but the bottom line (Chorus from the other Ice Toads- “Bottom Line”) is all that is important!” Basically, the Ice Toads don’t get religion, they believe in the ‘Great Accounting’, and that’s all they need. [B]Damn Wyverns.[/B] Sgt Bobby spends both tendays attempting to finally master Wyvern-riding, I allow the players to make two rolls (whatever skill they choose, and that fits in with the activity) per tenday of downtime and base their successes on the results. Sgt Bobby makes absolutely no headway with his training- four rolls, highest adjusted is an ‘11’, lowest adjusted roll is a ‘10’- so that’s three ‘10’s and an ‘11’- nice grouping, but no cigar. Wyvern-riding continues to allude the Fighter, and Pete’s not that happy about that. Downtime activities over, we skip to the day before the second Council of Waterdeep meeting, a sudden burst of activity at the Waterdeep branch of the Dragon Cult and the Brothers of the First Light are back in action. Albeit briefly (we went on a while this evening), in to the sewers and against the Dragon Cultists. Note the map used for illustration here was not the map we used at the time, I actually don’t remember which map that was. So, Watt leads the Brothers of the First Light in to the Dragon Cult’s sewer lair, and then… well, it’s a massacre. [ATTACH type="full" alt="27 Cult Sewers 1.jpg"]117195[/ATTACH] And when I say a massacre- Lummins bursts in to the first chamber packed with Cultists and hits the Radiance of the Dawn button- six Cultists die screaming, Watt fires two arrows in to the Cult Fanatic leader (dead). Hotlips assassinates another, Sgt Bobby chops the head off another. Remarkably two Cultists escape the first encounter and go running off in different directions- but Watt knows the way. We play through a second encounter, same as the first- 10 Cultists (maybe 8-10 HP each) and a Cult Fanatic (leader), it quickly becomes apparent- the enemies present are not worthy of the name, the Brothers of the First Light very quickly (the first two encounters are both over in one round each) get to the finale. The Cult leaders. The Brothers are just about to bust in on the bad guys, who have obviously been alerted to the attack, when the session (at last- I had to improvise a bit with this one) comes to an end. [ATTACH type="full" alt="28 Cult Sewers 2.jpg"]117194[/ATTACH] I had a plan however, the PCs are facing subpar enemies for a reason, although this mob- the Cult leaders are a little more threatening. As I said- I had my reasons, which you will find out, next time. [/QUOTE]
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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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