Hoard of the Dragon Queen

Session 4: Tracking the Raiders

With the assault on Greenest at an end and the raiders evacuating the town with its riches, Niv and Bossk are still recovering on cots when Alaric approaches. Bossk is unconscious. Introductions are brief. Governor Knighthill approaches our heroes offering 250 gold (per adventurer) to track the raiders back to their base of operations and uncover as much information about them as they can. If they could locate their hideout, Greenest may be able to band together with nearby villages and send out a larger contingent to attempt to reclaim their possessions and extract revenge. The raiders have split into two groups: one headed south and one headed southwest. Alaric and Niv can choose either path to follow but must leave as soon as possible in hopes of catching up to the raiders who are moving swiftly. Mare is sweeping the nearby woods for survivors and any raider spies that might be watching the town. Upon his return he and Bossk will take whichever path the first group does not.

The offer is accepted, but before they leave they are approached by a monk named Nesim Waldara. He reports that his master, Leosin Erlanthar, has disappeared in the fighting during the night. He’s either been captured or he decided to pose as a cultist, hoping to infiltrate the ranks of the raiders. Leosin has been researching the dragon cultist and is an expert. When Nesim went back this morning to look for Leosin, all Nesim found was his broken staff and the leather choker he wore. Nesim emplores you to keep an eye out for his master and help him if you can. Another monk has been dispatched for help from the Berdusk temple but it will be days before he returns with aid.

After traveling some miles Alaric stops and uses his owl familiar (Archie) to scout ahead. Some stragglers are found lagging behind the main group. Three kobols and two humans have stopped to cook a meal. They are dispatched.

Using Archie again, a sizeable contingent of raiders are spotted lying in ambush for anyone who might follow them. Alaric and Niv decide to circumvent the ambush by backtracking half a mile and taking the long way around. They are successful.

Eventually they come upon the raider’s camp, which is in a horseshoe canyon. They spy some prisoners and a number of guard towers but the sun is setting so they decide to make camp for the night in a cave. Alaric sets an alarm spell before they settle in about a quarter mile from the camp. The first 4 hours pass uneventfully, but in the fifth hour his mental alarm is triggered.

There is an intruder.

Session 3: Greenest
Encounters 5-9 :Save the Mill, Prisoners, Dragon Attack, Sanctuary, Half-Dragon Boss Battle

Cygnus and Alarec were drawn away by fate and duty, leaving Bossk alone to meet two other adventures also under siege in the keep: Niv Mizzet & Mare. A dragonborn fighter and elven ranger, they are a unique pair of old friends who have shared many adventures together.

  • Alarec Day was asked by Governer Nighthill to help with defenses and Cygnus wandered off to eat rats or something, he wasn’t clear.
  • Bossk was introduced to Niv & Mare who were in Greenest when the initial attack occurred. Nighthill praises them both as brave souls who risked everything for the town, bringing in a flock of schoolchildren (twenty-two children!!!) to safety. He refers to them almost as sons.
  • From the top of the keep, Governer Nighthill shows our adventurers the nearby mill. They are asked to keep a group of six kobolds from setting it alight, as it would put their local food production back months. The group agrees and finds the kobolds less than a match. An interrogation of one kobold reveals they were sent not to burn the mill, but to draw out the adventurers. There are cultists and guards inside the mill ready to ambush any who enter it. The heroes leave without entering, letting the city guard take care of it (who arrives at the mill just a few minutes after they return to the keep).
  • Upon returning to the keep the blue dragon, Lennithon, abandons his passive flybys and engages the archers at the top of the keep. Over 1/4 are lost to the dragon’s ice breath but he is eventually injured enough that continuing the attack is not worth his effort. He looks to the purple-clad leader of the dragon cult, turns away from her, and flies off into the night. Everyone inside the keep rejoices
  • The high-priestess knowing Bossk from thier earlier encounters, pulls him aside and relays rumors that have been coming in about missing townspeople. They are thought to have barricaded themselves inside the local temple. There is no confirmation and she wishes only to ascertain if they are safe. She asks him to consider a reconnaissance mission to the temple and he accepts. Upon reaching the temple, Niv is able to draw a majority of the forces into a wild goose chase in the woods. Bossk and Mare attempt to encourage the townspeople to make a run for it but those inside the temple are distrustful. Only when the dragonborn returns and with a marvelous persuasion check, the doors are open and all 50 townspeople emerge. They are escorted back to the keep without incident.

Governor Knighthill and Castilian Escobar, his shield dwarf who is head of keep defense, are overjoyed when the remaining townsfolk enter the through the secret tunnel to the river. They believe they have the entire town safe when they hear a draconic command from outside.

  • A blue half-dragon with four hostages demands that the keep send out their greatest fighter to face him. He promises to release all hostages regardless of how the confrontation ends, even if he is killed in battle. Through some clever negotiation, he allows two fighters to emerge as Mare takes up his place in the woods nearby, bow ready. The blue half-dragon quickly dispatches our adventurers but releases the hostages as promised. The priestesses run to aid our adventures and they wake up the next day wounded, but alive.

All players not at level 2 should level their characters.

Session 2: Greenest
Encounters 3 & 4: The Old Tunnel & Sally Port

The Old Tunnel

Governor Nighthill has asked the adventurers to help clear an old tunnel used during times of siege for gathering water and allowing secret entrances into the keep by townsfolk under the cover of darkness. Opening this tunnel will help save lives.

  • The adventurers help open the rusted locked to the tunnel, almost breaking the lock, but not quite.
  • Before entering Bossk ask if they have a spear he can use. They do.
  • Alaric asks if they have a small hand crossbow. They do not.
  • They fail multiple attempts at stealth.
  • Bossk farts and they decide, “Fuck it, there’s no one here anyway.” They increase their speed away from the stinky.
  • Encounter with a Swarm of Rats
  • Tunnel has a locked gate at the end of it. Alaric fails at finding the key to open it. Cygnus succeeds in breaking off the key in the lock. Bossk fails thrice to kick it open. Cygnus and Bossk (with Alaric’s moral support) succeed in kicking it open.
  • All of this made a lot of noise.
  • They are ambushed by three kobolds and a cultist. They win the day but are badly hurt.
  • Cygnus does unspeakable things to the body of one of the kobolds.
  • Alaric takes the robes of the cultist and his scimitar.
  • People begin filtering out of the forest, into the secret tunnel.
  • The adventurers return to the keep for healing.

The Sally Port

After re-entering the cellar of the keep from the tunnel and being healed by a local cleric woman (who was not at all interested in Cygnus, not even a little bit, because he gave her the creeps and her spider-sense was going off like crazy), a commotion was heard up above in the courtyard. Governor Nighthill drew his sword and charged up the stairs without a thought to his own safety. The adventurers followed at a moderate pace.

  • An acolyte, an ambush drake, and two kobolds had broken into the sally port on the southern side of the keep. Most of the soldiers were up in the tower defending against the blue dragon. The courtyard was full of defenseless townsfolk.
  • Cygnus, in a fit of rage over the incompetence of leaving them unprotected, shouted up to the top of the keep for some kind of backup, but seemingly to no avail.
  • A battle ensued, with the Governor being badly hurt, but still heroicly striking the death blow to the ambush drake, who was attacking Cygnus and Bossk and almost certainly would have killed them both without the Governor’s selfless actions.
  • A lone, young archer, having heard Cygnus’ enraged cry for help, managed to strike two enemies with two shots, dealing the deathblow to the bewildered acolyte, whose powers seemed to have failed him.
  • Alaric also appeared in this adventure and killed a kobold.
  • Cygnus, must to the dismay and disgust of the onlooking adventures, the Governor, and the many townspeople and soldiers looking down from the keep tower above, one again did unspeakable acts, defiling the body of the acolyte in a way unknown to civilized societies.
  • Alaric took the acolytes robes and cleaned the blood using prestidigitation, because of the unwholesome acts Cygnus has wrought.
Session 1: Greenest
Arrival / Seek the Keep
  • Our adventures arrived as a part of a caravan carrying provisions.
  • The town of Greenest was being looted by a group of human cultists and kolbolds…. and a blue dragon.
  • After sneaking to the edge of the town by way of the stream, they saw a family chased out from a house by 8 kolbolds. Initiative was rolled.
  • The mother, Linan (NOT LILIAN), sees her family is safely away and escorts our adventurers to the keep, where Governor Nighthill was keeping order.
  • Above on the battlements, Castellan Escobert the Red was directing the defense of the keep.

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.