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Author Topic: Hoard of the Dragon Queen (ERR DnD Adventure)  (Read 173 times)
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« on: October 23, 2020, 03:07:47 pm »

It is time for another Dungeons & Dragons adventure! For those curious, this adventure is called the Hoard of the Dragon Queen, and Mengeltjes will DM it.

Arkam: Arkham
Warsheep: Orsik
Leyrann: Lilli
TPearce: Duncan
Vlammie: Myev

A party of adventurers has assembled. One of them, Arkham, a human monk, has sought the call of adventure after a lifetime spent in a monastery at the behest of his masters at the monastery. He is still a little hesitant, trying to feel out his new travel companions.

The second, Orsik, is a dwarven fighter, whose clan comes from a small village that was destroyed by orcs several hundred years ago. He is on the search for artefacts and legends about this village, and a rather closed-off individual.

The third, Lilli, is a wizard gnome, who has ventured out in the world after several decades of study to find more knowledge. She is always curious, even when running away would be the smarter option, and despite her outgoing personality, more than a little socially awkward.

The last, Duncan, is a human warlock who grew up near the coast. When he stranded on a ship, he called on the star Hadar to be saved and is now seeking for a deeper understanding of the star that has saved him.

After a few days of traveling, the party arrives at the village of Greenest to find it ablaze, an actual dragon flying above it and attacking it. Arkham quickly notices a lot of humans and creatures running around, some running but others plundering the city.

As they approach the town, they notice a half-orc barbarian woman, however before they even get to exchange any words, they see a group of villagers running at them, chased by a group of what Arkham and the half-orc quickly identify as kobolds.

Orsik, Arkham and the half-orc immediately run forward, charging at the kobolds, but Arkham quickly notices that one of the villagers, who seems to be the father of the family, is hurt. Duncan fires an eldritch blast, grazing one of the kobolds, after which it gets incinerated by Lilli.

The kobolds, undeterred, charge forward, and a stone hurled by a slinger smashes into the half-orcs body, while another hits one of the kids. The half-orc swings her greataxe as soon as the kobolds approach her, but it swings too high, and the kobold ducks under it to slash with it’s dagger, cutting in the half-orc’s skin.

Arkham steps in front of the civilians, and with his unarmed hand, kills another of the kobolds, which shy back for a moment at this display of resistance. Orsik joins him moments later, striking another of the creatures, but he receives a stone in his crotch for his troubles.

Lilli shoots a number of magic missiles, and aided by Duncan’s eldritch blast, kills off two kobolds and hurting a third.

The half-orc utters a powerful roar, showing her rage as she charges forward, catching a kobold on her axe and sending it flying through the air. Arkham steps forward, demanding their surrender in the draconic language, then stuns both, one with his weapon and one with his bare hands.

Lilli notices something shimmering behind a tree, and investigates it to find three healing potions. She immediately takes them with her, checking out the family, who tell her and Duncan – who is tending to them – that they should head to the keep, where they could help defend the city against the kobolds and cultists that are attacking.

The half-orc approaches the party, explaining that she was raised in an orc tribe, born to an orc father and a human mother, and that she has set out to find her own tribe, as she has found that the full orcs she lived with didn’t appreciate her.

After the rather tense introductions, Arkham wakes up one of the kobolds and asks him, in draconic, why the kobold is here. It replies it was sent to kill and plunder by cultists, though it does not know how many cultists – or kobolds – there are. Only that there are a lot of them.

After some discussion on whether to kill the kobolds – with Lilli getting out her sketchbook to draw them – Orsik steps forward, simply going ahead and beheading both. As they go through the kobolds’ possessions, Myev finds a golden ring, and Lilli finds a few coins.

Lilli distributes the health potions, giving one to Orsik and Myev each – despite Orsik’s protestations at sharing with the half-orc – allowing them to heal their wounds, and keeping one health potion behind.
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« Reply #1 on: October 23, 2020, 03:08:03 pm »

After some debate, the party decides to indeed make their way to the keep, moving stealthily to not attract too much attention, north first towards a small stream flowing through the village. Near that stream, they quickly spot several more attackers – two cultists and a kobold, it seems.

They quickly agree on a plan – attack from range from alongside the river to draw them in, then flank them from behind. Myev’s javelin misses, however Duncan, after stepping into the river for a better view, rips apart one cultist with an eldritch blast, and Lilli singed the other cultist’s beard off with a fire bolt.

As intended, the kobold and cultist focus on the half-orc coming from the river, and the kobold’s sling attack strikes Myev, while the cultist only moves forward, but does not seem to have any way to attack from a distance.

Duncan’s eldritch blast goes wide, however Lilli’s next fire bolt incinerates another kobold. Arkham comes around from behind, displaying some impressive acrobatics before hitting the cultist with his staff and stunning him with a kick to the groin.

Arkham interrogates him to find that they’ve been sent here to kill people, however further interrogation does not reveal the name of the cultist’s leader – apparently he doesn’t know. Upon pushing his head underwater for a few more seconds, he explains their leader is the dragon still flying above. This time, it is Myev that executes the enemy.

In the distance, they now see the keep, which appears to be the center of the chaos. However, before they get there, they see two other groups of looters. One of them quickly starts approaching the party, so they take up a defensive position near the river, letting them four cultists and two kobolds come at them.

Duncan shoots an eldritch blast as the fight begins, obliterating a kobold, while Orsik blocks a stone with his shield, and Myev’s javelin spears the other kobold, leaving only the four cultists. The cultists hide behind the bushes, however Lilli’s fire bolt immediately sets one of them on fire.

In response, one of the cultists starts dashing forward, seemingly determined to close the gap as soon as possible. In addition, it appears the other group – which includes three kobolds and two cultists – has noticed the fighting.

Duncan immediately shoots an eldritch blast their way, grievously injuring one of the kobolds. Myev throws another of her javelins, staggering the charging cultist. The rest of the party prepares for the incoming cultists, and Lilli throws out another fire bolt, singing another of the enemies. The first cultist that reaches the party is promptly knocked down by Arkham’s fist.

Duncan’s next eldritch blasts a kobold into tiny smithereens and Orsik charges another cultist, but completely misses his swing. Unimpressed, Myev slams her greataxe into the cultist, cutting him clean in two. The other cultists now come into range to clash with the fighter and the barbarian, exchanging strikes. Lilli steps forward and incinerates yet another cultist.

Arkham attempts to somersault forward, momentarily losing his quarterstaff in the process, but still managing to kick the cultist in his groin as he got out of it. Duncan destroys yet another kobold by an eldritch blast – why change what works, after all?

Orsik wounds another cultist, allowing Myev to finish the kill, all the while carelessly shrugging off the other cultist’s strike moments before he too is burned to a crisp by Lilli – she also doesn’t see the need to change what works.

Arkham dances around the remaining cultist and kobold, but focuses too much on the kobold, obliterating it but missing his strike on the cultist. Duncan then moves forward, finishing the cultist off.

With the way to the keep now free, the party moves into the keep, where the guards are glad to have been given a small reprieve.

(backgrounds will follow!)
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« Reply #2 on: October 23, 2020, 08:05:36 pm »

Story time

  Growing up in a city on the coast, Duncan loved to watch the sailing ships coming in and out of the local port and longed to go to sea. After several unsuccessful stowaway attempts as a child, his parents finally allowed him to become a sailor at the age of fifteen, and he eagerly signed on to a merchant ship and spent several years traveling up and down the coast.
  During one particularly tedious journey he found a small journal among the ship's records that belonged to a past navigator, which detailed many different stars and constellations relating to navigation. One section in particular intrigued Duncan: the author described a dim, cinder-red star that shifted position in the sky nightly, so faint that the author alone could see it among all of the crewmates. Several pages toward the end of the book were dedicated to the drifting positions of the star, though Duncan could see no navigational reason for this.
  That night Duncan went on deck after twilight and turned his gaze to the clear night sky. Immediately his eyes fixed on a dim, cinder-red star...a chill ran down his spine as he stared unblinking at the small point of light until one of the crewmates on night watch shook him from his daze. Night after night he would look for the star, and though it would change position seemingly at random as the book described, he always found it instantly.
  After a fortnight of this a brutal storm battered the ship and it began to break apart in the rough seas. In the chaos Duncan was swept overboard and he desperately held on to a jettisoned barrel amidst the waves and helplessly watched the ship slowly capsize as he drifted further and further away. Clinging to the flotsam he faded into unconsciousness.
  He awoke to the sound of waves breaking, still clutching the barrel, on a sandy beach above the tide where the storm carried him. Looking around he found himself on a small island only a few hundred feet at the widest point, with nothing on it but a few shrubs and some other remnants of the shipwreck. He searched these in vain for any food, and with nothing else to do he sat down, waited for a ship to pass, and prayed for rain to quench his growing thirst.
  As night fell he once again found his attention drawn to the sky, and he fell back on the sand to find the familiar faint star directly overhead. He stared long into the night, and the longer he stared, the larger the star appeared to be, until it nearly filled his vision, until he could almost hear...
  He was jolted awake by the rising tide and abruptly sat up to the twilight of dawn. As he looked out over the ocean in the early morning light he could just make out the outline of a ship on the horizon. His instant joy was quickly overcome by disappointment, for the ship was much too far away and would never see him at this distance.
  Standing on the beach with the vague memories of his dream last night (was it really just a dream...?), he tentatively raised his hand toward the sky, and a name came instinctively to his lips...


Immediately a brilliant beam of light shot from his fingertips high into the sky as the air crackled around him and the recoil of the blast knocked him back onto the sand into blackness.
  He regained consciousness aboard the fishing vessel he had seen from the island, and within a week he was on the docks at the next port, where he learned he was the only known survivor of the shipwreck. Shaken by the loss, he now found a new hunger inside him, not for the sea, but for the sky, and a thirst for knowledge driven by that mysterious name.
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« Reply #3 on: October 24, 2020, 10:12:29 am »

Story Time

Monk, a way of life more than anything else, it means a lifetime spent honing your body and your mind, becoming the perfect martial artist and being the the fist of Torm on this plane. You order is your family, your monastery your whole world behind whose walls life is marked by precise moments and infinite training. Your small cell is the only place where you are allowed to dream, about what's outside, about the mysteries that awaits your eyes, about the enemies that awaits to meet your fists.
When you sleep, on the cold floor, you sometimes dream about mythical creatures and adventures, the same you secretly read in the books inside the huge library, but then you wakeup at the noise of the gong, ready for another day of training with a single goal in your mind: becoming the strongest.
But then your Master summons you to the main chamber and few minutes later you are outside the walls, in the world that you longed for and where you are now walking alone, because part of the training is now adventuring to Greenest and meet three other strangers along the way, because your Master has heard worrying voices and a letter from Baldurs Gate asked the Monastery for help, because now this is your trial.
With you, your vestments, your bamboo headpiece, a cloak, a backpack and your favorite weapon: a Quarterstaff. Not that you really need a weapon, you could kill a man in hundred different ways just using your hands, what you really need is time to realize that you know more ways to kill, than words you'll need to introduce yourself to whom will be your companions. Only two things are certain now, the teachings, and the name they gave to you, Arkham.
« Last Edit: October 24, 2020, 10:37:55 am by Arkam » Logged

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« Reply #4 on: November 13, 2020, 02:02:28 pm »

Once in the keep, the party seeks out the man in charge, Governor Nighthill, who himself is patched up, with his left arm in a swing and bandages on his face. Next to him stands Castellan Escobert the Red, the Master of the Keep who is in charge of the defense.

The two men thank the party for their efforts, and explain that they have a request, namely for the party to clear out a tunnel that would allow them to rescue people from secret locations. In addition, they ask whether the party can bring back one or more prisoners for them to interrogate.

Before leaving, the first-aid division of the keep patches the group up, and Lilli lights up Orsik’s shield before he descends into the small tunnel first. Small enough, in fact, that no two people fit next to each other. In second position, Arkham hears some sounds, deducting that there are hostile entities ahead.

However, for now the party is stuck at a steel door. After some unsuccessful attempts to open the door by Orsik hitting it with an axe, they realize there is probably a key for the door, so Arkham goes back to the surface to ask about that, and is indeed given two keys, one of which easily opens the door.

Beyond it are mostly cobwebs and a bunch of rodents, who are quickly identified as angry, charging squirrels that attempt to bit Orsik, but they don’t get through his armor. Lilli immediately throws a firebolt, incinerating a number of them, and Arkham shoots a dart, however it flies just over the rodents in his attempts to avoid hitting Orsik. Moments later, some of the creatures slip past Orsik, attacking Arkham, though he too shrugs off their bites.

Orsik swings his axe at the rodents and kicks around him, successfully slaughtering several more. Duncan’s eldritch blast killed yet another few, and as the first pack squirrels start running, Orsik cuts down yet another six. Myev manages to spear six squirrels on a single thrown javelin, herself, and Lilli’s firebolt goes wide, hitting the wall a few feet further and singeing away a few cobwebs. Arkham, between his staff and foot, takes care of another dozen squirrels, and these squirrels too run away, though Orsik manages to cut most of them down.

Meanwhile, in the distance the party hears some indistinct cries, that they suspect to be cries for help. As they make their way through the tunnel, the cries increase in volume. They come across a second door, made of wood and iron, however the key is corroded and breaks as Orsik tries to unlock it. Myev steps forward and kicks down the door, smashing it to smithereens.

The party once again enters daylight to the southeast of the keep, and manage to locate the cries as coming from the north, where a humanoid creature seems to be standing guard at a building by himself. The party quickly decides on a course of action, and Duncan fires an eldritch blast to get his attention, though it also severely wounds him. As he charges forward, Lilli steps ahead of the group, quickly channeling her magic to charm him.

The party approaches the building, and Arkham sneaks forward to scout inside, noticing two cultists and a kobold. Silently, he conveys this information to the rest of the party. The party gets in position, and when one of the cultists leaves the building, he immediately receives a roundhouse kick from Arkham. Duncan sends another eldritch blast, putting a big gaping hole in his chest. With a surprised look on his face, the cultist falls to the ground.

Myev leaps over him with a warcry, rushing into the building and cleaves the other cultist in half with one strike from her greataxe, blood splattering all around. The kobold strikes her with a dagger before trying to run away, however Myev’s next swing swept away the creature, and it quickly bled out.

With their opponents dead, the party moves inside, and they hear some moans coming from the other side of the building. Arkham quickly locates from which room the sounds originate and opens the door, finding two cultists and an acolyte who are attempting to perform a ritual on an unwilling elf. Orsik was already charging forward and slashes one cultist in the face, badly wounding him.

Meanwhile, Duncan is a little too quick on the draw this time, and his purple blast goes wide. Arkham uses Orsik’s strike to bounce over the wounded cultist, propelling himself to the other side of the room while swinging his quarterstaff at the acolyte. As soon as the strike connects, his leg swings upwards, kicking him in the ribs and propelling him to the bed, where he lies motionless.

The cultists attempt to return the attacks, however they only land one superficial cut on Orsik. Lilli sneaks up behind the cultist, slipping a firebolt past the dwarf that sears a cultist’s head clean off, setting the robes on fire as he falls to the ground. Myev muscles Orsik aside, however she completely fumbles her attack, hitting only the door. Duncan’s eldritch blast is more successful and takes down the last cultist.

With the hostile forces down, they quickly unbind the elf, who seems to be somewhat out of it, and has a hard time conveying what has happened. After some discussion, they decide to take the elf along with them back to the keep.

However, they first look through the other rooms, and quickly find a hostile drake, which tries to bite Arkham – who opened the door – but misses, and is kicked in the stomach in return. Once again, the drake tries to bite, and once again, he misses. Lilli sends a firebolt through the doorway, burning off most of the creature’s non-functional wing, and Myev muscles herself forward once again, but barely misses the opponent. Duncan’s eldritch blast, predictable as always, blows off the other wing and some of the tail, but still the drake won’t go down, and Orsik is no more successful. Arkham steps forward, kicking him in the face with his heel, and the drake goes down.

They check the other rooms, and in the last room find three more kobolds. Lilli is the first to react, burning one kobold to a crisp. However, the sling attack from another kobold hits her right in the face, sending her stumbling. Orsik kills the third kobold with his battleaxe, and Arkham somersaults over the bed in the room and, as he jumps, brings his staff down on the kobold’s head with a resounding crack, and delivers a powerful kick as the body already goes limp.
With the house now properly emptied, the party goes back through the tunnel to the keep with their prisoner and the elf they found.
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« Reply #5 on: January 08, 2021, 01:42:15 pm »

Lilli starts to interrogate the prisoner, asking who is attacking the city. The prisoner tells her that they, the dragon cultists, are attacking the city, led by the woman called Frulam Mondath. Arkham asks where she is, and the prisoner replies that she is in a camp to the south-east. When he asks how many cultists were sent to the city, the prisoner tells them that he only knows there are dozens of them. Myev asks him why they are attacking the city, but the prisoner only knows they are looking for some sort of relic.

In the camp, about a hundred more cultists and kobolds are present. The party quickly agrees that if the dragon cultists want a relic, the party probably wants it too. One of the guards of the city is questioned, but he does not know what or where this artifact is, or whether it is even in the city.

Moments after, the dwarven city guard walks up to the party, explaining that he wishes to send Orsik on a personal quest, meaning he won’t be remaining with the others. He also explains that the watermill seems to be under attack, and asks us to go there and help any possible defenders.

They turn to the elf, who has been patched up by the healer of the keep while the party was interrogating the prisoner, and ask him if he could introduce himself. He introduces himself as Woveliss, a cleric with healing abilities, and requests to join the party.
Together, they make their way to the mill. Arkham scouts ahead, noticing seven cultists attempting to set the mill on fire. They devise a battle plan, to attack the cultists from multiple sides. Myev charges forward, slashing one dragon cultist straight through the waist as she enters the fray, the two halves of his body falling lifeless to the ground.

Arkham moves forward with some of his fancy ninja moves, hitting a cultist with a quarterstaff and then kicking him in the torso, audibly breaking some bones. The cultist does not get up. Lilli throws a firebolt, but only singes the clothes of the cultist she is aiming for. Woveliss throws a sacred flame, severely wounding the same cultist, but Duncan’s eldritch blast passes him by.

The cultists react quickly, one of them rushing forward and slashing Arkham’s chest. Another attacks Myev, cutting her arm. The wounded cultist tries to run away, but is cut down by Myev, who soon finds herself fighting a second cultist, but she dodges his scimitar. Duncan fires another eldritch blast, wounding the cultist fighting Arkham, and giving the human a chance to turn the fight, and kill the dragon cultist that had wounded him.

He runs forward, putting himself within range of the last cultist, but barely dodges the attack. Myev slashes forward, cutting another cultist, though not mortally wounding him. Lilli shoots another fire bolt, burning - but not killing - another of the remaining cultists. Woveliss speaks his words of healing, closing Arkham’s wounds.

Two of the cultists are still fighting Myev, however she blocks the first strike with her axe and dodges the second. Duncan fires yet another eldritch blast, but it passes over the cultists’ heads.

Arkham swings his quarterstaff, cracking the skull of one cultist and sending his body flying, then plants his face into the sand attempting to kick another cultist in the same move. The cultist takes advantage of that, slicing Arkham’s chest deeply and incapacitating him. Myev immediately steps forward, drawing attention away from Arkham and cutting the offending cultist in half. Lilli throws a fire bolt at the last cultist, but misses, while Woveliss heals Arkham, allowing him to return to the fight.
Myev blocks another strike with her axe, and Duncan, once again, misses an eldritch blast. The reinvigorated Arkham, however, kicks the last cultist in the gut, finishing him off.

The party makes their way to the mill, carefully checking inside. After some deliberation at the door, Duncan rushes in, who immediately gets hit by a spear.

To be continued...
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« Reply #6 on: January 15, 2021, 01:11:57 pm »

[Note: Ark wasn’t playing because he was ill, but the enemy numbers were lowered a bit in compensation.]

Duncan immediately backs out, while Lilli hands Myev a healing potion so she can go into battle fresh. As the first guard appears in front of the door, Lillian hits him with a point blank firebolt, badly scorching him. Woveliss aims a sacred flame at the guard, who nimbly dodges it - only to get hit by Duncan’s eldritch blast.

Myev catches a spear thrown at Lilli, immediately throwing it back at the frontmost cultist. Another spear is thrown from inside, but it hits the wall instead. A cultist steps forward, hitting Lilli with his scimitar. Her return firebolt is dodged, leaving her unable to step away from the door safely.

Woveliss’s sacred flame is enough to finish him off, however, and Duncan’s eldritch blast wounds the next guard. The other guard steps forward, piercing Myev’s arm with his spear and dodging her counterattack. Lilli’s fireball, too, misses, as did Woveliss’s sacred flame.

Finally, Duncan’s eldritch blast hits, and it hits hard, almost killing the guard, who does get a counterattack on Myev in before she chops off his head. The last guard moves in, but Lilli dodges his spear and then incinerates him with a firebolt. The last opponent, a cultist, steps forward, cutting Lilli and wounding her further. Woveliss’s sacred flame is dodged, but Duncan’s eldritch blast is not, though it does not finish off the cultist, and neither does Myev’s axe. Finally, Lilli’s firebolt is enough.

The party takes a short rest in the mill, and when defenders arrive. They decide to go back to the keep, while the dragon is still flying overhead.

[We’ve decided to cut this session a little short because Ark isn’t there]
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