Horde of the Dragon Queen

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.

Our last session of 2015

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.

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.

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.

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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