Tyranny Of Dragons

The Dragon's in the Details
What has been learned thus far
  • Early on during the raid, the cleric was able to recognize the raiders as members of the Cult of the Dragon. These cultists are members of an evil group which creates dracoliches from killed dragons which are under their control.
  • The dragon attacking the town was neither under the cultists’ control nor dead, it was quite alive and in control of its own actions as it fled the storm which struck the town at the same time as the raiders.
  • From the interrogations of captured raiders they heard that the group has been raiding communities all through the Greenfields for loot and not all of them are cultists, but many are just mercenaries. The cultist turned out to be an initiate and bragged that he was a member of the Cult of the Dragon and that they were collecting loot “for the great hoard that will usher in the reign of the Queen of Dragons.” This cultist also let slip that the cult had a clutch of eggs they were hatching.
  • Because of the failed trap at the mill, the cultists were aware of adventurers getting involved with saving the town.
  • Langdedrosa Cyanwrath is a blue half-dragon serving the cult and has marked the face of the character that fought him in single combat, which also proves the cult know adventurers are involved.
  • Leosin Erlanthar is a monk which had become alarmed at the unusual rise in cult activities in the Sword Coast and took it upon himself to investigate, becoming trapped, though not entirely on accident or unwillingly. His time during captivity was especially brutal, and considered it cut short by his rescue. However he learned much to be cause for great alarm.
  • In the camp, a salute was common, the words “Praise Tiamat’s Glory!” and a handsign of an extended hand with all the fingers outstretched. Though some used a similar handsign with a couple fingers curled under the hand.
  • A large number of kobolds were present because their worship of dragons made them easy to manipulate. An accurate count is impossible but anyone’s best guess is between 80 and 150, although they slightly outnumber the non-kobolds.
  • There were hunters from outside the cult which roamed the grasslands for game to feed the camp, and a portion was stockpiled in the cave.
  • Prisoners were kept for demeaning manual labor and eventually worked to death and then fed to the drakes. Some converted.
  • The cave was referred to as “The Nursery.”
  • A female black half-dragon named Resmir was Leosin’s chief tormentor. It was she that first came to the area and scouted the camp, turning operations over to Frulam Mondath. Langdedrosa Cyanwrath is Mondath’s right hand.
  • The raid on Greenest was the largest settlement the cult attempted to plunder and it was also by far the most successful and richest.
  • Everyone was under orders to loot and noone was permitted to keep any for themselves, it all had to go to the Great Hoard. It is kept in the cave but noone knows how much is there, it surely must be a great heap!
The Mouth, Does It Bite?
Session 2
  • The party comes along a band of stragglers attempting to cook some stolen chickens.
  • The halfling shinnies up a tree to get a better look and sees that it is in fact cultist raiders with a troupe of kobolds.
  • The halfling uses vicious mockery to belittle their cooking skills and immediately draws their ire.
  • The remainder of the party hides in a gully for a moment before realizing the kobolds are backing away and talking amongst themselves.
  • The cultists are handled readily and the kobolds just fade into the scrubland.
  • Chicken is eaten by the party as a few of the “dead” cultists attempt to sneak away.
  • The cultists are re-deaded, then one is saved at the last moment for questioning.
  • The cultist refuses to be intimidated, taking a branding to the cheek from one of the cooking skewers by the halfling.
  • The monk has a bad vision while meditating and slays the cultist.
  • The halfling says he wasn’t done and spares the dying.
  • The cleric removes the prisoner’s boots and plucks a feather from a chicken and proceeds to further the torture, which after a few minutes he cracks and tells them about the rear guard which has fortified itself about two miles down the path.
  • The cleric then persuades the cultist to change his ways, unties his feet, stands him up and points him towards town.
  • The party finishes lunch and continues to the camp, skirting the rearguard by a wide margin.
  • The halfling alters his appearance to that of a kobold, disguises the monk and they strip the cleric of arms and armor and tie him up as a prisoner.
  • The party walks straight into the camp unmolested but has to spend a fair bit of time not getting lost, avoiding direct questions and find where the bosses are camped.
  • The party is firmly threatened upon trying to go to the boss’ tent, but see where the rest of the prisoners are tied up in the process.
  • The cleric is locked up with the other, more malnourished and battered, prisoners, and they see one especially abused half elf dressed in a dirty and torn gi suspended from a St Andrews cross.
  • The halfling knows his spell will wear off so he hides in the bushes with all the gear.
  • The disguised monk fed the prisoners moldy gruel and learns one of the cult’s hand signs in the process.
  • The cleric surreptitiously casts cure wounds on the half elf.
  • Shortly before nightfall the monk challenges the guard to a drinking game, looses and has to stand watch in his place while hungover.
  • The halfling comes out of hiding, gets the key from the monk, and frees the prisoners.
  • The half elf is carefully lowered to the ground.
  • It is decided, that under the cover of darkness the escape would be made by climbing the cliff, traveling along the top of the plateau and descending the south-eastern slop and making a circuitous path back to the trail some miles distant.
  • The monk drinks a spider climb potion and goes to the top with a rope, but can’t tell when it’s time to lower it, so the halfling joins him.
  • A few of the prisoners are too weak to make the climb and fall to their death waking the camp while the party is clinging precariously to the cliff.
  • The escape is effected as the camp is in disarray, but the escaped prisoners are noticed immediately and the search is begun.
  • A four hour brisk hike becomes a multi day ordeal and they are just out of food and exhausted when they come back to the trail near Greenest.
  • The monk runs ahead to town and comes back with a wagon.
  • Governor NIghthill thanks the party and awards them the promised 250gp.
  • Leosin tells the party what he knows and beseeches the party to return to the camp to watch and learn what they can, any changes might be vital. He offers them employment for 150gp each.
  • Leosin is going to rest and recuperate and tells the party to meet him in Elturel if he is no longer in Greenest, and if all else fails to pass on any information to the paladin Ontharr Frume.
Preserve, Persevere!
Session 1

The session opened with discussion about which was going to be better for the well being of the townspeople, a secured food supply or the emotional support that the temple of Chauntea represents. It was decided that if the mill was unable to be saved, that by preserving the temple and priest Chauntea would bless the town with recovery. Thus the adventurers headed to the temple.

  • The old tunnel needed to be opened. Fortunately the Castilian was present and had the key. * After removing piles of barrels and crates from the gates leading below, the long unused lock gave in to the persistence of the key and revealed a damp, web choked tunnel leading nearly straight to the creek.
  • Swarms of rats were surprised and nibbled at the adventurers in defense of their home.
  • Finally at the end of the tunnel the key was nearly broken in the neglected lock, which yielded with a groan which the patrols of raiders seemed not to hear.
  • Sneaking along the high creek banks the party made it to the rear of the temple just in time to see a large group walking around the temple, beating on the walls and throwing debris through already broken windows.
  • A smaller group was stacking burning bales of straw against the back door.
  • The boom of a battering ram could be heard from the far side of the temple.
  • The monk sneaks up close using the noisy armor of the cleric as a distraction.
  • The storm knocks down a tree narrowly missing the cleric.
  • The raiders tending the fire are handled swiftly and a survivor is chosen to be taken back to the keep for interrogation.
  • The pile of straw bales is only smoldering and easily removed from the door.
  • The terror stricken commoners are herded out by the Priest and the adventurers as large cracks appear in the front door.
  • The adventuring party swiftly returns to the tunnel passage narrowly avoiding discovery.
  • A short rest is taken and the adventurers hurry to save the mill.
  • As they near it, they surprise a few raiders outside, and on further inspection none of the fires surrounding the mill are particularly dangerous.
  • Upon investigating the mill interior, the insightful cleric says it feels like a trap and the party avoids being surprised by the group lurking in the shadows.
  • The mill is saved and another prisoner is taken in for questioning.
  • Upon returning to the keep they hear that the raiders are members of the Cult of the Dragon, a fanatical group which hunts dragons, slays them, raises them as dracoliches under cult control. Which does not seem to jive with the very much live dragon circling the town. Further they are under instruction to gather as much loot and treasure as possible and are forbidden to loot for themselves, only for “The Great Hoard.”
  • The sally port on the side of the keep, usually for sending out counter attacking parties, is suddenly broken through as it was in poor repair as had been the tunnel gates.
  • Intruders were repelled and a mage was found to repeatedly cast Mending on the doors.
  • As the dragon swooped low the dragonfear overwhelmed many, including the mage which stopped mid-spell and ran into the darkness to be slain by the raiders.
  • The dwarven Castilian and cleric used their skill to reset the door, but not before a second group tried to break through, which was also repelled.
  • Several guardmen are slain as the dragon breathed lightning as he passed overhead.
  • Suddenly everything got quiet, then there were shouts as a tornado came through, the dragon departed to safety.
  • The tornado ripped up part of the town and as it dissipated, pulled a few people and items out of the keep.
  • The bard snared the airborne cleric with an arrow to which had been affixed a rope but was ultimately unable to fully reel him in before the tornado moved on dropping him some 50 feet in the air, to drop over the side of the keep dangling on the end of the rope.
  • As the sun comes up a blue half dragon hails the keep offering an exchange of prisioners for honorable single combat.
  • The monk steps forth and with his flurry of blows knocks the half dragon down, but then makes the mistake of striking him while he was down.
  • The half dragon then handily kills the monk, and deals a second intentional killing strike before commanding the remaining prisoner to be set free and departing with the rest of the raiders.
  • The monk is saved by experienced medics and is rewarded two healing potions by the Governor.
  • The adventurers choose to take a long rest after their grueling night.
  • Governor Nighthill approaches the party and asks them to scout the raider’s camp to ascertain the future risk t the town and the real purpose of the raid.
  • The acolyte of a missing monk also approaches the party and asks them to seek for his sensei in the camp.
  • A few miles outside of town one of the adventurers falls though the crumbling roof of a buried chamber which turns out to be some of the remnants of an earlier civilization.
  • Riddling columns are discovered and most of the riddles are answered.
  • Undead are found lurking in the corners, perhaps former guards or other servants.
  • Several items are found, including potions, one for each properly answered riddle.
The Keep Besieged
Prelude to Session 1

As you catch your breath after the harrowing dash up the hill to the keep of Greenest, the heavy doors clang shut. The sound still ringing in your ears, a male human of post middle years approaches. His fine clothes bloodstained, his right arm in a sling and the right side of his head and face is bandaged. He stops to speak with a few of the commoners you rescued. One of those commoners points you out and he turns to you.

“Well met adventurers. I am Tarbaw Nighthill, and at the behest of the citizens I am Governor. I bid you welcome to our town of Greenest. Unfortunately our accommodations are rather sparse at the moment. I assume you understand our present difficulties. Linan tells me you happened along just in the nick of time and saved her and her family. I also saw others come along with you when you entered the keep. For this allow me to express our gratitude in the name of the town of Greenest. Please join me upon the parapet, we can get the best view from up there.”

Part way up the steps to the parapet the wind begins to rise and it stirs your hair and ash drifts over the edge. You can see the storm is almost upon you, and whirling overhead is a great blue dragon. Chanting from below rises to your ears and you can make out a name, Lennithon. Spears clash on shields below creating a dissonant noise which makes it hard to think.

“This is our castellan, Escobert.” Introduces Governor Nighthill, “he is master of the keep and in charge of its defense.”

“Well met,” replies Escobert. He is a stout dwarf with wind tangled bright red hair. On his belt is an enormous iron ring laden with many keys of brass and iron.

A sudden crescendo of noise from below triggers a feeling of deep dread. Pressure in the air above you seems to build, your skin begins to prickle. You can see Escobert’s hair begin to float and stick out. Surveying through the gloom and smoke, the clearing around the keep swarms with raiders. A small group is promenading around the keep yelling, and beating on shields.

“If only I had someone to question!” Bemoans Governor Nighthill, “then we might know their true motives. They haven’t made much of an attempt to take the keep. They seem to be content with us bottled up here, but I fear for those that have not made it to safety.”

“Seems to me we might have a few enterprising individuals,” says Escobert sizing you up. “There is the sally port a few brave souls could run out through to brave their way through the lines. We’ve never had a siege, but there is an old tunnel that reaches to the creek. It might be in a sorry state but shouldn’t take too much work.”

Just then someone in robes embroidered with sheaves of wheat runs up the stairs. “Governor! I can’t find Father Falconmoon anywhere! I fear he must still be at the temple!”

“The temple is a stout building but not one made to resist something like this.” Says Governor Nighthill, his brow furrowing. “And I wonder how many more people are also sheltering there, doomed to slaughter.”

“Governor, look!” Exclaims Escobert, “there’s raiders at the mill with torches! They’ll burn it and all our flour and feed stores!”

Governor Nighthill speaks, “We must gather guards to send to the mill. Of all the town, that loss would be sore. It’ll take some time to gather enough men to deter the raiders. Someone must go now or we’ll only be guarding ashes.” Governor Nighthill turns towards you. “We are in a sorry state this night for visitors and I fear our entertainment must be self provided. On behalf of Greenest I would request your aid. No promise of reward can I offer with the sacking of the town happening around us.”

The wind begins to pick up and a few fires below begin to smolder less, the smoke starting to clear.

  • Go to the forum The Keep Besieged for any questions and comments about the prelude.
Greenest in flames!
Opening adventure post-session zero
  • Greenest is seen from a distance, burning buildings are initially thought to be chimney smoke due to distance.
  • A blue dragon is spotted gliding overhead.
  • A bad thunderstorm is brewing on the horizon complete with thunderhead clouds and tornado funnels.
  • Upon closer inspection the Party sees the town is being raided and commoners are being chased and slain.
  • Time is of the essence to get as many people away from the raiders and under cover before the storm hits.
  • The first group of commoners the Party discovers is a family of five and there is no time for introductions.
  • Several more townspeople are saved by character heroics and guided to the town’s fortified keep.
  • With kobolds and cultists hot on their heels, they run into the keep and bar the gates.

Opening adventure ends here.


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