Horde of the Dragon Queen

Two in one
Combining our last two adventures into one log

The early morning fog made the streets of Baldur’s Gate a near silent and hidden place. The party roused before sunrise to meet their employer Enom Tobun at the wagon departure. The group had prepared for the four to six month journey on the road that would ultimately take them to Waterdeep.

The caravan headed out – 8 total wagons in all. Three were clearly the cultists although the only indicator that something was different between them and the others was the distance they kept from the caravan in general – often pulling pretty far ahead on the road and then at night keeping a fire to themselves a bit of the way off.

The early days of travel were through possibly the most dangerous area – The Fields of the Dead. An incredibly old battle happened here and now the region was haunted by all manner of undead. These were the same fields that bordered Elturel and thus why the ever burning light had been created over the town.

The days were quiet and reflective – as if to make too much noise would attract the dead. A level of tension hung over the group every night, mild but ever present.

One evening while sitting around the fire Raziel struck up a conversation with a woman who was completely green, head to toe, teeth, eyes, everything – green. Her name was Imsa. Everyone called her Green Imsa. Raziel spent the next few nights talking to her and learned that she was traveling to Waterdeep to see if there was a wizard or priest who could remove this malady from her. While she felt no pain, and was not inhibited in any way by the color of her skin, the sheer fact that she did not fit in at all to human society was clearly a detriment. Needless to say, Raziel could understand her plight. They talked of his upbringing in Menzoberranzan and his trials in escaping his evil kin.

Each of the party decided to while away the boredom of the days by focusing on self improvement. Ellenora decided to teach a stash of exotic birds – being transported by Own Evenmor – to speak crude and lewd remarks on cue, under the guise of admiring the birds of course. Eöl Lang has decided to befriend the horse of Tobun and is improving his animal handling of such a creature having spent little time with pack horses such as this. Torrin is learning to play an instrument??? (Need to confirm) and Raziel is making friends (No idea what you were working on?)

Over the course of a few nights Ellenora sees the budding relationship between Raziel and Imsa (who he has nicknamed Emerald [Emmy?]). And being someone who never lets an opportunity pass her by decides to get back at Raziel for his attempted “help” in dealing with her grief of losing Shimara.

She and Torrin plan to get Isma and Raziel raging drunk and then (somehow) get them to wake up next to each other the following morning – implying that they perhaps slept together. The plan is rough-shod and per usual will be improvised as it goes. The drinking commences and Torrin and Raziel actually compete in a drinking contest. The two proceeded to get highly intoxicated (although Raziel fared much better due to his Elven race). Through some delicate navigation of charisma Ellenora was able to get Isma to drink and yet what started as a prank become a fascination as Isma opened up about her story.

The youngest of five sisters, her family lived on the outskirts of Baldur’s Gate, her father was a coal miner fueling the industry of the city with raw materials. One day while Isma was home with her father (her mother had taken the other four girls to Baldur’s gate to attempt to trade goods) an older woman arrived and spoke to Isma’s father. Isma didn’t hear the whole conversation but the words that stood out were “you’ll pay” and “you’ve been warned”. Isma looked out her window to see the woman leaving the house heading toward Baldur’s Gate. They never saw her again. However, the next morning when Isma awoke she found herself in her current “green” state. Her family was incredibly upset and at first thought she was responsible – perhaps dabbling in some kind of witch craft, but her sincerity came through and eventually her parents spent their little savings trying to find a cure for her from those in Baldur’s Gate, but to no avail. And so now she has been shipped from home – it was her idea – alone to find help in Waterdeep.

While the plan worked somewhat (people got drunk) the plan never got the two of them actually to sleep next to each other. But Ellenora is a patient one.

Surprisingly the caravan made it through the field of the dead with zero incidents. They were less lucky as they came upon the Trollbark forrest. While passing through a relatively narrow area the party was ambushed by Ettercaps and Giant Spiders. These two creatures often work together to snag horses from the passing caravans and haul them off to eat them. A battle ensued and the heroes dispatched the creatures with minimal complication, a guard of another caravan was killed unfortunately but such is life on the road. Torrin made a fiend of the other guard (Jake) who had jumped into the fray to fend off the creatures.

The time passed as it does on the road with stories at night, Raziel and Ellenora becoming increasingly interested in Isma, and days traveling along. About two months into the trip the caravan pulled up short as they found a man buried in the middle of the road up to his neck. The word “OATHBREAKER” written on his forehead. The caravan, including Ellenora and Torrin, say leave him for dead, but Raziel refuses and eventually convinces a few, including Tobun, to dig him up. The caravan wants nothing to do with him and say his is Tobun and the crew’s problem now. As Raziel walked him back to the wagon Eöl Lang noticed that he had the sign of the Harpers tattooed on his upper shoulder. Once they get him settled and rested Eöl shows him his carved necklace of the Harper order.

The man’s name is Carlos Amoffel and he explains that he was on a nearly same mission as they are, tracking the stolen loot north. Unfortunately, the cultists became suspicious of him. Amoffel passed information to another Harper at a roadside inn, and members of the caravan witnessed the meeting. The cultists manufactured a story that he was passing information to bandits. The merchants were unwilling to kill him outright, but they’re willing to leave him buried in the road and “let providence decide the man’s fate”.

A few days later the caravan awoke to terrible weather. Brutal rain pouring down all day and completely slowing progress to a crawl. Luckily by that night the caravan was able to reach an inn. The heroes and Tobun went in to secure rooms for the caravan while the rest of the caravan prepped for an overnight stay. Unfortunately they were told there was not room. However, looking around the rather small inn, the group only saw four individuals – who looked to be a judge and clerks from either Waterdeep or Baldur’s Gate. This group of four kept snickering and laughing and suggesting that the groups enjoy their sleep on the wet ground outside. Torrin, in no mood for this level of bullshit, made the judge smell as if he shit his pants. Things escalated quickly and the group found themselves fighting not a judge and three clerks but a group of skilled assassins.
With Eöl and Raziel outside and the door barred they used their powers to blast it open and draw out two of the assassins. Just as things were starting to look bad inside, Jake came running to help.

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The Druid
Sometimes the best laid plans...

The morning brought with it a hunt. Bright and early. The party set out with Ontharr to hunt elk. All three noticed that Ontharr brought no bow, no weapons in fact other than a hunting knife.

Sure enough once the hunt was on it was apparent that Ontharr intended to grapple an elk and kill it by hand. Which he did.

The part headed back with Ontharr to discuss meeting that evening about serious business. When they arrived Loesin showed them into a nondescript back room where food and many carafes of red wine awaited along with a much less jovial Ontharr.

Getting straight to the point Ontharr and Loesin encouraged the party to work with both their orders (the Harpers – Loesin / Order of the Gauntlet – Ontharr). Their goal was simple – the understanding and ultimately elimination of the cultists and their summoning of Tiamat.

Your exploits in saving Leosin and retrieving the map/manifest have shown that you are adept at infiltrating their organization and dealing with them. And so they have asked that you help their cause.

The characters begrudgingly agreed and were surprised when they were told that a fourth member would be joining their ranks. Loesin introduced Eöl Lang a druid whose family was massacred by kobolds. As a member of the Harpers he brings potential resources and allies necessary for your tasks.

The party was instructed take the boat to Baldur’s Gate along the Chrointhar river. It was a three day trip with little fanfare. Once arriving at Baldur’s gate they were to make contact with an Order of the Gauntlet member and get themselves onto whatever caravan the cultists were also heading north with.

Concocting a plan to send Eöl into the thick of it, after days went by the group finally got their chance to send him to the cultists who were seen loading cargo in the northern section of the city. Meanwhile Torrin was able to establish work for pay with a taskmaster heading out with the next day with the same caravan.

Unfortunately things did not go as planned as Eöl was unable to keep his story straight and although he looked the role of cultist aroused suspicion from the other members who sent him packing. He headed back to the group and was able to have Torrin add him to the cadre as hired muscle for the what was probably a six month trip north to Waterdeep.

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The long walk to Greenest and eventual departure.
Taking over a city ain't all its cracked up to be.

Waking to find that the caves were not in fact a nightmare and that indeed Shimara was no more, the group of adventurers began the slow walk back to Greenest.
Upon their arrival Mayor Nighthill informed them that Leosin Erlanthar was no longer in the town and had traveled north to Elturel.

But Nighthill would speak no more of it until the group was rested. He was deeply saddened by the loss of Shimara and in a potentially desperate move to not seem impotent as a mayor, declared a celebration in his honor that evening. But before that he wished to meet with the adventurers and learn of both their exploits and what information they uncovered in the caves.

Having rested the group met with Nighthill in is quarters where they revealed the map and the manifest found Frulam Mondath‘s quarters in the cave. Nighthill understood that the map showed the cult moving West and then North to Baldur’s Gate. He informed the group that Leosin Erlanthar requested the group travel with haste to Elturel to meet him. Horses, tack and harness, had already been paid for and prepared in advance. Reticent but not seeing a way out of helping the group agreed to travel the 200 mile, 6 day journey north after resting and honoring their friend that night.

In a ploy to ingratiate himself to the local populace Torrin went out to the town and began handing out money to families to help rebuild. Never a selfless action, the money was mostly earned from bets placed on Shimara’s original fight with Langdedrosa Cyanwrath at the Keep. Additionally Torrin knew that if his merchant contacts arrived the money would ultimately be used to purchase supplies from them, of which he would inevitably get a cut.

Like all good plans sometimes things go awry. Torrin’s benevolent actions led the townsfolk that night to foist upon Torrin mug after mug full of ale to the point of inebriation that a Dwarvern bar wench would find insulting. Nighthill announced that a statue of Shimara would be erected in the town square and he was named The Hero of Greenest. Ellenora took the opportunity to bring the crowd to tears with a heartfelt song of remembrance that was extra personal.

Never the one to turn down an opportunity for mischief, she had her brother stripped and tossed in jail for the night. When he finally awoke everyone had a good laugh at his expense and just as he thought it couldn’t get worse the sounds of his merchant contacts’ wagons was heard in the distance. With the cosmic joke coming to conclusion, Torrin was ushered by his sister and Raziel back to the room to sleep off the alcohol.

As Elenora lay sleeping Raziel cast an illusion on her attempting to soothe her pain over Shimara’s loss, but by next morning it was clear that it had the opposite effect and only created a rift between the Drow and Half-Orc.

Torrin, despite an amazing hangover, haggled with his contacts over the percentage of his take of the con. They landed on 80% (to Torrin) of all merch sales on this first round of goods sold
90% (to Torrin) of all merch sales on 2nd round when it would be clear more supplies were needed.

And with that the group put their backs to Greenest and set out towards Elturel.

Surprisingly, the group encountered little to nothing on the six day journey and so the time was spent with Elenora making Raziel’s trip as uncomfortable as possible.

As the 5th day came to a close the ever burning light of Elturel came into view. A singular star / sun like glow over the city that radiated at all hours of the day to keep back the undead who populated the lands to the north.

Upon arrival the group immediately proceeded to the town’s major church, to inquire about the Paladin Ontharr Frume, whom Nighthill had said was the reason for Leosin’s leaving Greenest.

The group is encouraged to look at the gnome graft, as Ontharr could usually be found there. The adventurers set out, and while bigger than Greenest, Elturel was still a small town compared to the larger costal cities. They found the tavern easy enough and upon entering had no problem locating Ontharr – a ring of townsfolk gathered around him as he held “court”. With him was Leosin, who took the time to introduce Ontharr and to provide you with lodging via the tavern. You each took to your rooms to dust off the road from your backs and then coming back down to the main tavern were invited to participate in some “games” with Ontharr.

An arm wrestling match between Ontharr Frume and Ellenora was the first. Always the opportunist, Torrin, quickly dispatched the potion of giant strength into Ellenora’s drink and then proceeded to work the crowd with a game of odds knowing full well that it was certainly rigged in his favor at this point. Sure enough Ellenora made short work of Ontharr easily besting him with her right and left arm.

Ontharr took it in great stride and clearly enjoyed the game more than than the outcome. He turned to Torrin and, brining in a proxy named Vincent, led the entire congregation to an archery training area just behind the tavern. While Torrin attempted to best Vincent, his sister worked her skill and tried to drudge up some bets amongst the townsfolk. Unfortunately, Torrin didn’t fare as well as his sister in his challenge.

Having enjoyed some games Ontharr, the group, and the townsfolk headed back to the Tavern to spend the rest of the night swapping tales of adventure and learn of the groups recent exploits – edited of course by Elenora so as to be seen in the most flattering possible light.

With that the hour grew late and the adventurers headed to bed, not certain of what the next day would bring, but sure that that Ontharr would make it interesting.

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Plumbing the depths...
... but not without loss

Having made it back to Greenest with Leosin Erlanthar in tow and much worse for wear the party is only given hours to recover from their escape.
Leosin and Gov. Nighthill send for the group. Their request is that they head back to the camp of the cultists to watch and investigate. Leosin in particular wants to know if they pack up and leave where they are headed, he also wants confirmation of what he suspects is going on in that encampment.

Torrin suggests it is a bad idea and that the party should simply be on its way. But the group is persuaded by Leosin and Nighthill, 150gp a piece helps convince the group that it is worth their time.

Ellenora decides to dress them all as women and march them straight into camp. When they arrive however, they find that there isn’t really much of a camp left. The group encounters some hunter mercenaries who are heading out on daily runs to capture game and bring it back. They seem to have no affiliation with the cultists and basically ignore the party until directly confronted. At which time they revealed that they care very little what the group does so much as they leave the mercs alone.

A large cave opening is the only area not explored by the party during their first round at the encampment. And so it is with a bit of trepidation they head into the maw.

The group quickly dispatches two sentries guarding the entryway. They head down a set of stairs only to come upon a room filled with fungus. The fungus is nearly waist high and as Shimara heads down the stairs he triggers a trap that dumps him to the bottom of the stairs and right into a set of purple fungus. These barely intelligent creatures begin to attack but the party handles them and after surveying for more heads through the room.

A large cavern opens up with high ceilings. The group sees that there are hundreds of bats in this room. Everyone attempts to move quietly through so as not to disturb the colony but Raziel trips and sequels as he hits the ground sending the bats into a frenzy. Unfortunately for the party hidden among the bats were blood sucking stirges. The stirges latch onto the adventurers and despite their efforts they are difficult to remove because of the chaos of the bats. The party crawls back the way they came getting separated for just a moment when Torrin realizes that heading down the stairs no one is with him.
As the group reunites they are able to get the blood suckers off them and killed. Only to realize that right around the corner is a large contingent of kobolds and flying kobolds. Apparently the party came upon the kobold barracks as some are sleeping and they all appear to be lazing about. That all changes as the players engage in battle with them. Becoming overrun and needing a new tactic Ellenora holds up her arms and shows the (fake) cultist tattoos that she applied to her and the parties arms. The moment of truth of her art skills comes true as she and Raziel negotiate a cease battle and the party is able to retreat from the room and try to head somewhere they can lick their wounds.

As the crest another stair well they are greeted by more kobolds and a significant pit from which they hear growling. The party attempts to pull another fast one on the dim-witted kobolds but unfortunately it doesn’t pan out. One of the kobolds attempts to take off and only through Freyr does Raziel realize that he is going for Langdedrosa Cyanwrath who must be somewhere in the caves. The steely nerve of Torrin manages to pull off an amazing bow shot taking down the Kobold before he can alert their nemesis. The party dispatches the remaining three kobolds quickly and tucking into the corner of the room beds down as best they can posting watch while they get some much needed rest.


The group pulled themselves up and feeling slightly more mended, but not necessarily fully recovered, prepared to continue exploring the caves searching for indication of what was, or is, going on. Ellenora tried to convince the party (mostly her brother) that it would be a good idea to take the time to train the Guard Drakes to see if they could use them against the kobolds. The room they were in contained loops on poles, chains, and a gate to keep the drakes down below. It suggested that these drakes were being trained in just this way but of course to serve the cultists needs. Ellenora she could accomplish the same task but the group decided to press on and leave the drakes for someone else to deal with.

Raziel sent Freyr down the hallway through the bat room to another room to scout ahead but unfortunately Freyr ceased communication after coming in contact with something. The party moved quickly to see what had happened and upon inspection discovered that what appeared to be a curtain made of large leather strips was in fact a trap. Barbed hooks had been sewn on the insides of the leather and coated with a mild poison. Freyr, while not dead, was badly injured and would need time to recover. The group found a battered pole arm that the kobolds must use to move the curtain when passing through. The room beyond was nothing more than a cold cellar. Dead carcasses hung on hooks around the room and some had fallen to the ground. Much of the meat was either past its prime or nearing that state. However, there were some more recent kills that had been stored here. And needing no more inspiration than that, Ellenora lugged a small elk carcass over her shoulder and headed back the way she came determined to train the guard drakes. The party given little incentive to refute her now followed.

The group spent the next few hours as Ellenora worked her animal handling and musical prowess on the guard drakes, taking each through a series of tasks to instill trust and understanding between her and the beasts. The rest of the party maintained a high state of tense alertness, watching for any sign to put the beasts down. After a few hours Ellenora was able to control the drakes and summoned one out of its cage. With the beast in tow the group set themselves back down the stairs to the kobold barracks determined to finish the job they started and find out what was in the treasure chest they’d spied in the room.

The encounter now found the party with the upper hand as they unleashed a guard drake into the fray, and taking a more cautious approach, found a battle formation that favored them (put the tank in front instead of the drow). The made short work of the kobolds with the guard drake at one point laughing itself into a kobold and eviscerating it on contact. Ellenora sensing the beasts blood lust commanded it to sup on the remains of the kobolds while Torrin looted the chest. While nothing glamorous the party was now in possession of the kobolds’ entire savings and earnings from the raid on Greenest and likely other small towns the cult had sacked.

The adventurers left the guard drake to its feast and headed back to grab another of the indispensable creatures before heading down the set of stairs Torrin had nearly gone down when the party was under stirge siege. At the bottom of the stairs opening into a decorated and minimally furnished room stood Langdedrosa Cyanwrath. He actually seemed overjoyed at the chance encounter especially because of Shimara still being alive.

Cyanwrath was flanked by two humans who at first glance looked highly primitive but turned out to simply be berserkers like Shimara. Acting quickly Raziel launched a mental phantasm at Cyanwrath and managed to hold the Dragonborn at bay in a state of fear as his mind was assaulted by a banshee. This gave the others the chance to dispatch the berserkers who put up quite a fight landing multiple blows on Shimara. When Cyanwrath broke the mental illusion his rage was profound and he immediately tried to take out Raziel. But again the Drow came through and shattering the crystal they had found on the road together prior to arriving near Greenest, he summoned an air elemental who pummeled Cyanwrath and together with the party felled the foe.

Upon inspection of the room, the party realized it was a mini shrine to the five headed dragon goddess Tiamat. The art was crude and further inspection revealed a swath of primarily black dragons which upon speculation made sense as Rezmir who the party had seen commanding forces outside of Greenest’s keep during the raid was a black dragon born. One large chest sat near the shrine and being no fool Torrin used his mage hand to disarm the trap and open the chest revealing pearls, a ring, and a pouch with masterfully cut and polished gems.

The party, now on high alert searched the room only to find a hidden tunnel in the south west corner of the room leading straight up. A ladder was attached to the tunnel allowing Torrin to climb up and see what was there (after Freyr, who had recovered enough to scout said it was “soft”). A rug sat on top of a trap hole. As Torrin lifted it just an inch he could see feet walking out of vision. He came back down and the party decided to try their luck heading east.

In the largest room they had encountered thus far the party found another caged pit. In the caged pit they discovered were three what appeared to be eggs. Dragon eggs. Raziel without hesitation destroyed one. This angered Ellenora as she felt that the group, emboldened by her success with the guard drakes, should take the eggs and raise the dragons as their own to fight on their behalf. Shimara warned against it and as they were arguing Raziel was hit with a rock followed by a glue and fire bomb lobbed from some kobolds hiding in the far eastern part of the room. The group also realized that in the pit were more guard drakes and what appeared to be a Roper. Ellenora communicated with the Roper who was mostly bored by the ongoing skirmish but did snap out a tendril to kill and eat Ellenora‘s guard drake. After taking out some of the kobolds Shimara headed into the pit to try and deal with the guard drakes. However, just as the party was attempting to help him the Roper grabbed him and in a burst of speed fled the room through what could only have been a magical portal. The roper’s words “this has all been interesting but now it is time for me to go and I’m taking this one with me” echoed in the now silent chamber.

Ellenora went into a state of shock as she screamed and battered the wall trying to get to Shimara. Neither Raziel nor Torrin could snap her out of it. Unfortunately for the now diminished party Elenora’s wails did not go unnoticed and a pack of kobolds came storming into the room to asses the situation. Torrin and Raziel managed to bring some of them down and eventually Ellenora was able to pull herself together and help the group. With the loss of their friend the party decided to expedite their search for information and proof on what was occurring in the camp. They doubled back hoping to head up to the hidden tunnel only to find Frulam Mondath waiting for them in Cyanwrath’s chamber. She had little to say as did the party, their emotions still raw over the loss of Shimara. Mondath took a few big hits right off the bat but managed to summon a spectral blade that worked its way through the party eventually cutting down Torrin who fell to a heap unconscious. Elenora and Raziel were able to take down Mondath and Elenora managed to heal her brother and bring him back to consciousness. She then proceeded to take Cyanwrath’s dagger and deface the body of Mondath in a gruesome display of violence.

Meanwhile Torrin snuck up to Mondath’s chambers and managed to pocket a map and numbers ledger proving the work of the cultists and showing where they are headed. Peeking around the corner Torrin discovered 15 soldiers, clearly the human barracks and adhering to the Rogue’s credo snuck away to fight another day.

The party worked their way back through through the tunnels and despite hearing noises didn’t encounter any additional creatures before making it out of the caves and into the former encampment.

Weary and with heavy spirits the group pushed through until sunrise putting as much distance between the caves and themselves as they could. Exhausted the collapsed on a sparse mound that provided some cover and good visuals so they could rest before heading back to Greenest one member less than they set out with…

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Infiltration and Extraction
When in doubt throw the dragonborn under the caravan.

In our last episode, our heroes, having easily dispatched the party of Kobolds and Humans, continued toward the encampment of the raiders. As they neared the camp they were quick to catch on that a rearguard had been established outside of the camp boundaries. They were able to take down the rearguard with little trouble and decided to don cultist outfits in order to infiltrate the camp.

Their camp was sent into the basin of a depression. It was high rock walls on the North, South, and East sides. The ground sloped upward however the further East into the depression one went. Clearly moving further in also revealed a certain hierarchy to the raiders camp. Kobolds and peons worked the outer western edge while presumably the captains camp (and perhaps Langdedrosa Cyanwrath) occupied the highest eastern-most point.

The parties entrance was going smoothly until Shimara was spotted as the solo battler of Cyanwrath. Ever quick with her mouth Ellenora called out that she was bringing this prisoner in and offered up Shimara to the raiders. Torrin and Raziel were told to report to the barracks while Ellenora was brought to Frulam Mondath’s tent. Shimara meanwhile was brought before Mondath at the commanders tent. Shimara tried to smooth talk his way out of it but unfortunately was sentenced to death.

As night began to set Torrin and Raziel catch wind on the rumor mill that the big half dragon is tied up with the other important prisoner on the south bluff. They head off to save their friend while Ellenora charms her way out of Mondath’s tent and meets up with them. The important prisoner is none other than their quarry Leosin Erlanther, the half elf monk, who is looking much worse for wear. He informs the party that he deliberately got captured to learn more about what the raiders were up to. The party manages to dispatch the guards and free both Shimara and Leosin. However a patrol group discovers the guards bodies and sounds the alarm. Torrin however manages to steer the party up the bluffs and out of the camp and sets a quick pace back for Greenest.

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Our last session of 2015
Transitions

Our last session four our four adventurers persuaded into seeking out the speculated camp of the raiders. After provisions had been made, they set forth Southeast toward rockier terrain. The raiding party was easy to track. By midday the adventurers had stumbled upon a small group of kobolds and humans and decided to eliminate them. Easily dispatched the adventurers discovered little about what lay ahead.

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Hells Bells
or Potions of Invulnerability FTW!

… as we part the veil of reality

Our heroes having just pushed a blue dragon from its prey find themselves begged by governor Nighthill to head back out into Greenest to rescue villagers trapped in the sanctuary of Chauntea.
Reluctant to help after sticking out their necks already, but even more reluctant to sit by and let innocents be slaughtered, the groups heads back through the secret passage and follows the river southeast.
The Sanctuary sits on a small rise and as the heroes approach they observed three patrols. One working a battering ram on the front doors, one group patrolling around the building looking for weaknesses, and a final group trying to force their way in the back door.
With little time for planning the group considers a desperate hail mary move to put Torrin up on the roof hopefully taking out cultists with arrows aplenty.
However, no sooner does Torrin try and scale the building he finds it impossible to climb. In an act of selflessness rarely seen by his sister, he downs a potion of invulnerability, then using the bottle and some oil creates a molotov cocktail and launches it at the squad battering down the front door.
This certainly gets their attention and with some luck also pulls the patrol group circling the building. Torrin takes off running back into town luring as many baddies as he can knowing that they can’t hurt him for at least a minute.
Meanwhile Ellenora, Raziel, and Shimara try to take out the patrol working the back door. They also stumble onto a bit of luck when the supposed leader of this raiding group turns the corner and pulls the bulk of the group around to the front of the building. Using a little known kobold lullaby she picked up years ago, Ellenora manages to pull the stray kobolds within range of Shimara and Raziel who handily dispatch them.
Things look good for Torrin when he trips up a bunch of pursuers with a bag of marbles but turn for the worse when two ambush drakes get him on the heels. While it doesn’t hurt he does trip and finds his foes amassing around him. He quickly gets out of the situation and makes it into a ransacked home. A little more home made pyrotechnics and some ninja like timing lets him leap out the back window while his pursuers earn 3rd degree burns for their poor house call.
Having cleared the way Ellenora manages to entice those inside the sanctuary to open the back door. With the help of Eadyan Falconmoon, a half elf priest of Chauntea, the three are able to usher the hostages out of the back of the building while the recollected group of cultists begin battering the front door down yet again.
As Torrin returns battered and tired, he and Shimara quickly eliminate the battering ram threat at the front door. Finally losing morale for this fight the few stragglers attempt to flee only to be done in by Shimara‘s skill with power tossing large objects.
The heroes usher the hostages through the river and back into the secret passage where they are added to the safety of those in the keep.
Just as they are looking to take a seat and catch their breath a horn sounds from outside the keep’s walls. Rushing to the upper walls the heroes, Escobert the Red, Nighthill, and the collected guard see the cultists amassing outside of the gates. What is first taken as a possible attack on the keep is quickly transformed into something darker as a 7’ Blue Dragonborn called Langdedrosa Cyanwrath emerges from the crowd.
He calls to the keep to send out the best warrior they have or he will murder in front of them three children and a woman, all of whom are the family of one of the guards. No sooner is the call for a duel made then all eyes turn to Shimara. Except for Ellenora who in a desperate move to shift the odds in the party’s favor tries to intimate Cyanwrath, but to no avail.
As Shimara makes for the gates Ellenora gives him the potion of giant strength and inspiration with a kiss on the cheek.

Cue AC/DC’s Hells Bells

Shimara steps out to the field in front of the keep ready to do battle. Cyanwrath in a show of good faith releases the children but holds the woman hostage until the battle is over. He is given his great sword, a hulking two handed blade of death. His eyes turn to Shimara and the battle begins.
Both combatants land significant strikes but Cyanwrath pulls his ace out of when he doubles down on his turn and having landed two swings with his sword opens his mouth and blasts Shimara with a bolt of lighting in the center of the chest. Shimara falls unconscious and lays still on the ground.
The woman is released as Cyanwrath is a “man” of his word.
With that he turns and he and all of the raiders leave Greenest. Priests rush out to grab Shimara‘s body but are clearly pushed aside as Ellenora gets to him first and pulls him back into the keep.
The keep’s clerics set to work on him and after a few minutes Shimara’s eyes flutter open and he says one word “Quiklana”, before passing out again.
As the sun rose Ellenora drags all of the party into a single room, lays everyone down, and locks the door.

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Our story thus far

The adventurers find themselves happening upon the town of Greenest in the southern part of the Forgetten Realms. The town is in flames and clearly a blue dragon is circling the town. It isn’t clear at first look if the dragon has attacked or if something else is going on.

The adventurers (goaded by the DM) choose to explore and investigate further what might be happening at Greenest. Their curiousity leads them to the edge of town where they skirmish with some kobolds, only to be thurst into helping a family make an escape for the keep at the center of town. Along the way they see hooded figures of all kinds working in tandem with kobolds as well as crocodile like dragons. All of these figures appear to be looting and pillaging the town.

The adventurers manage to make it to the keep, saving the family, just as the gate comes crashing down. Now inside the keep they see the situation isn’t much better. All hands have been put to helping injured and dying citizens of the town of Greenest. While guards have been stationed on the walls of the keep to try and hold the dragon at bay. Tensions are high and no one seems to know why they are being raided and if this raiding party will eventually seek access to the keep.

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Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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