Tyranny of the Dragon Queen

how watching can feel dirty even when clean

The governor requested that we seek out further information about the activities of the raiders and after a good rest, we embarked on a quest for knowledge. Riding along the bootworn path, we encountered a small group of raiders. This was obviously not who we were looking for and instead of risking events turning against us, we bypassed the heathen oafs. This might have been a mistake as a bit further down the path, we were beset by cultists hidden in the rocks. Though they proved to be easily dispatched, turning an ambush upon the ambushers would have been appropriate justice. Regardless, after a brief skirmish and chase, these rear-guards were dispatched. The remainder of the journey to the camp was uneventful.

Arriving at the camp, the army seemed to have found an easily defended position inside a curved butte. However, their security was poor and we walked into the camp unnoticed. Once inside the camp our group split up to gather information. The rogue and monk watched the main tent while the seductress spell-caster and silver-tonged bard conversed with various cultists and guard. Eventually, we found the location of the prisoners, camp supplies, dragon eggs, and leaders. A brief discussion was had with one of the prisoners, a half-elven monk who apparently was something of an expert in dragon cultist activities. As the night wore on, our movements were noticed and the powerful barbarian was recognized as the Cyanwrath slayer. We quickly played this off as capturing her and proceeded to string her up with the rest of the slaves.

We waited until early in the morning, just before the cult was preparing to leave to rescue the half-elf and barbarian from what was surely certain death. The ever-useful Bard cast an illusion of them still imprisoned and we made our way quickly and quietly out of the camp. Returning to Greenest, we relayed a good bit of information to the governor and retired for a needed rest.

Bard's Inspiration
Barbarian's Fury

’Neath the smoke and moonlit sky
A challenge came to end the fight.
A solemn threat of death and blood
Unless a solo fighter should
Tame the boastful, scaly one.

Despite the long and frightful night
Gunnhild grips her weapon tight.
Without fear she marches down
To save the burnt and tortured town
From the evil dragon son.

Axe raised high, she swings wide
But recklessly, makes another try,
Landing squarely on his head.
The blood pours down a sickly red.
His haughty, arrogance is gone.

She spins again and slices deep
He screams in pain, he won’t be beat.
His great sword lands with little force
Lightening from his mouth springs forth
The damage rent is almost none.

She twirls again in barbaric fury
inflicting another powerful injury.
One last turn, her axe lands squarely
His head is gashed most severely.
His evil days, forever done.

The people saved and enemy fleeing
She stands her ground and hears their cheering.
Her amber eyes brightly glinting
Many more dragonkin need hitting.
But this night’s battle is now won.

Taking Fate by the Reins
Or how dragon slaying items are awesome

As we awoke to the news of the mills destruction, our hearts were sad at the thought of those who would go hungry this winter. But first, the towns folk must survive until the winter to go hungry and word that many were hiding within the shielding confines of the temple gave us direction and purpose. Our illustrious bard, ever glib of tongue, volunteered to provide a distraction to a rather large band of roaming mercenaries and cultists. This move allowed the remainder of us to sneak up to the small band of foes guarding the back entrance to the temple. Dispatching the inept fools in short order, we proceeded into the temple wherein we found 30+ townsfolk hiding. Our alluring sorcerer proceeded to convince them to exit out the back while the monk, fighter and barbarian reinforced and supported the front door.

Upon returning to the keep, a single foe emerged from the enemy ranks to challenge, in solo combat, any champion of the Greenest forces. Being of draconic nature, the barbarian felt compelled to accept this challenge. After a brief hesitation, to ensure no outside influences occurred, the challengers squared off. Initially the barbarian seemed to be over-zealous as her attack landed ineffectively upon the dragon’s armor. This turned out to only be a measuring shot, as her next two attacks landed squarely into the center mass of the blue-scaled monster. As it screamed in agony and revenge, it’s attacks landed accurately but with limited effect upon the enraged Axe-Queen. Maneuvering into position for her most powerful strike yet, the frenzied berserker landed a heaven’s-inspiring death blow to her scaly foe, rendering it most completely dead before the body had hit the ground. The army’s the dragon began to flee at the sight of their demolished leader and it would seem that the gods themselves approve of the manner with which this creature was dispatched.

A very long night
The unending battle

As midnight closes in we head back outside to kill more bad guys, save more townspeople, and bring back as many hostages as possible. The chaos is everywhere. We skip some dragon dogs who are simply looting and keep searching. We come upon some cultists with two prisoners, just as they behead one. We eliminate the vermin, saving one person and continue on. We skip some cultists painting vulgarities on buildings, and continue on killing more cultists, dragon dogs, mercenaries, and other monsters. We also save about fifteen villagers and take at least five prisoners. In the distance, we notice a dragon cultist mage ordering the large dragon to attack the keep. The dragon clearly does not want to, but does so anyway. We decide to return to the keep to help fight off the dragon. Heading back, we go ahead and wipe out both the vandals and the looters, as well as save a couple people who were being raped. Closing in on the tunnel back into the keep, we spy a large ambush waiting for us, before they see us. Our wizard eliminates the twenty or so combatants with a single, well-placed fireball.

We run up to the top of the keep, and wait for the dragon’s next fly by the fighter puts an arrow in it, and I banish to another realm for three rounds. We prepare the guards and two ballistas for his return. As he pops back into our dimension, he is blasted with two powerful ballista bolts and several arrows. Shocked by this turn of events, the dragon turns around and flies away, northwest, leaving the city.

Back inside the keep, the mayor finds us and asks for help fighting back an intrusion through a breach in one of the passageways. Running to their aid, we see about thirty evildoers attacking a small number of guards and the two clerics who helped us earlier. A few area of effect spells later, we’ve got the situation under control. The breached doorway must now be magically mended. As the mender sets to work, the fighter and barbarian check out the hallway on the other side, just in time to see four grappling hooks appear at the end of the passageway leading out. The fighter knocks one off, dropping two mercenaries into the moat. Four flying dragon dogs appear and spray him with acid. The monk pushes one of the guards backward into the most below. The barbarian cleaves another guard. The fighter eliminates the last one, and everyone backs up. The dragon dogs land in the passage. We manage to kill all of them, just as the door is mended with us safely back inside the keep. Now for a quick rest, then back into the fray to live up to our growing reputation as valiant heroes…


vaj veng SuvwI’ mej ‘ej yIjaH ’op latlh Daq Hop Ha’ maH wuq SuvwI’ Doqqu’ ‘ej wov DIr. paw ’ej SuD dragon legh. qaStaHvIS qa’pu’ vImoj involve, bIH’e’ interject SabtaHbogh combatants wuq chaH. poStaHvIS wholesale vay’ ngoQ chavlaHbe’ puq wej Qutlh jIH, Dop wutlh vaj nom brash. tlhe’ decision ‘e’ lugh ta’ Hoch Dev pol je lutu’lu’bej contact. SuH, vo’ DaQaHlu’meH laH ‘ej mIw dragon Cultist eradicating Hoch laH tagh maH jIQochbe’ maH.

Dragon Dogs
A city under siege

Wrapping up two years of training and preparations in the ever-growing town of Phandelver, we gathered all our belongings and headed south. At the behest of our respective factions, we traveled through the great portal toward the town of Greenest. Following some momentary nausea while passing through the portal, we found ourselves amidst a green field beneath a brilliant sky painted with the first hues of a fiery sunset. The warm weather, singing birds, and busy insects come as a shock after the past several years spent surviving in a frozen tundra.

Stripping off our winter gear, we begin the five-mile hike to Greenest. Looking down from the top a rolling hill about halfway to our destination, our expectations are shattered. Greenest is under attack. Billowing, black smoke rises from the devastation and ruin being inflicted by an enormous blue dragon lazily raining lightening down upon the already burning city. Closer inspection reveals the dragon is only the start of Greenest’s problems. The city is under siege by an army of smaller creatures and humanoids.

Running toward the fight, we begin to see refugees fleeing the battle. We also notice a Mage in a blue cloak casting spells from a tall tower in the middle of town against the great dragon. Moments later the wing of the great serpent hits the edge of the tower toppling it along with the mage. Determined to reach him, we enter the outskirts of town. A panic-stricken limping man and three children run by seeking shelter under the ledge of a building about a hundred feet away. They are closely followed by a haggard woman bravely clutching a broken sword and simple shield. It is then that we notice the cause of their alarm. Two pony-sized, blue dragon-like creatures encroach upon the woman with fangs bared. Another two top the building and begin slithering down the roof tiles toward the man and three children. Seeking to save the children from certain death, the barbarian flies into a rage and charges toward the children with me, the bard, just behind her. The swift rogue covers the entire distance and manages to conceal the children under her cloak of Elvenkind before the monsters reach the roof’s eave. Four more of the beasts begin to surround our party. The Mage casts a fireball incinerating these four; however, the two dragon-dogs behind the woman overtake her and rip her apart. The two beasts atop the roof, reach the cowering man, and disembowel him. Too slow to save them, we do manage to slaughter the remaining foes.

The eldest child is near fourteen, and I calm her enough to learn that their parents were taking them to shelter in the keep at the center of town. We resolved to finish this task. On the way, we encounter many more dragon-dogs and mages directing them before we reach the keep and collect one more villager for escort to the keep. We also spy an entire troupe of dragon cultists singing of the glory of their conquest. Sneaking up behind them, we simultaneously wipe them all out with three concurrent shatter spells.

Reaching the keep, we are taken inside to a brave, but injured mayor busily directing the flow of people. He greets us and says, if we are willing, we may use the long-abandoned tunnels at the back of the keep to return to the battle in hopes of saving more of the town’s people from the relentless attack. He also would like to have a living dragon mage for interrogation if the opportunity should arise.

We immediately rush down the tunnels, but run into six giant rat swarms in a room just to the side of the exit door. Thinking quickly, the monk sculpts the stagnant water on the floor into a six-inch-thick wall of ice blocking in the rats off and eliminating their threat. Quickly, we try the key on the door finding it rusted shut. Using a crowbar, we manage to pry the metal door open, but unfortunately, we attract the attention of three dragon mages and their eight dragon-dog pets. The dragon-dogs breathe acid upon both the barbarian and fighter nearly killing her. Close to death, the barbarian still knocks one of the dragon mages unconscious while the fighter and monk kill one and incapacitate another. Our magic wielders and able to eliminate the dragon-dog threat. We opt to take our prisoners back inside the keep and get our barbarian healed by one of the clerics inside. We must now prepare for another perilous trek into the chaos beyond the walls of this keep.

The Phandalin Feud
Not bloody enough for me

On our approach to town, our party spotted smoke rising from the North. I groaned. It seems we can’t catch a break. We have so much to get down and so little time to do it. How am I to help my clan if I fall victim to this werey disease? Curse my battle lust. I can’t help my people if I am dead…or worse. Despite my reluctance to veer off course, we proceed in the direction of the smoke trails. Arriving at the scene, we converse with Sildar and he explains that we have need of some paper and other such formal things to declare that we are Adventurers. Foolish man. I was born an adventurer. No paper can change that. I learn that we need this charter to continue with our plans. More money must be spent, of course. At least, we won’t end up in the gaol for hauling dragon carcasses into town now. I become distracted and miss some of what the bumbling man has to say, but my party members inform me that we now have to prepare for battle. I am not surprised. You kill things…people get angry. Ah well. I don’t mind. Our group decides to prepare as much as possible for this battle. We must be smart if we are to be successful. After much digging and dousing, our traps are laid and we ready ourselves for battle. I will be leading the town archers. I am nervous to be in charge of these people. I do not know them. I do not trust them. But, as my actions have brought this upon them, I must do my best to lead them and help protect them from harm.

I am not good at waiting. I will wait. I am not good at waiting. I will wait. Where are these vengeful foes?! I will not wait. I will hunt them down and…. A cry goes up. I hear a voice in my head tell me that the army is in sight. I will have to remember to tell that bard that I do not appreciate her in my head. To battle!

I come to my senses standing over a huge Goblin King prone on the ground. I must have gone into a reckless rage in battle, for I do not remember much more than Images of arrows and fire and slashing with my axe.

A cheer goes up among the remaining fighters. We have won. The bard tells me that the man leading the enemy has escaped without trace. I am….frustrated. Damn those wily magical types. I’d much rather I clamp my hands on his throat and be done with it. We haven’t seen the last of him, to be sure. Eh. Another day, another battle.

An unexpected war
I didn't know they could do that!!

Dragging the body of our fallen fighter, we made our way back to town. The thick, dark smoke rising over the horizon was visible first. We made our way through the scattered town buildings toward the source, and were stopped by the man who sent us out to kill the orcs. Apparently, the town had just survived another attack from a presumed scouting party. A true, much larger attack is expected within the next 48 hours. Having intended to stop by only long enough to restock for the journey to Neverwinter, we are now left with a decision. With one fallen comrade we hope to resurrect and two infected with lycanthrope. We have less than ten days to find a highly skilled healer. Neverwinter is only two days journey away, but through very dangerous territory into a war zone. We visit Halia who is able to help us with the resurrection. In exchange for only 500g, she will have him transported to a healer and restored. We hand over the coin, and decide to risk the time delay as we are certain the town will be annihilated otherwise. We immediately begin preparing for battle: organizing the militia, digging a pit trap, constructing palisades, and pouring oil every location we will want to set on fire during the battle. Then we wait. Almost three days later, just before nightfall, we see the enemy approaching from the tree line. Around 50 goblins rush forward. Just as they enter range, the closest ones stop and begin coalescing into a giant 14’ tower before our eyes. This goblin king then launches a massive tree toward our defenses narrowly missing it’s target. Two hobgoblins, two bugbears, an ogre and nearly twenty goblins charge toward our location. I cast Tasha’s Hideous Laughter on the goblin king knocking him prone. The wizard casts shatter on the hobgoblins, eliminating one. The ogre charges right though out barricades. A blue-robed, maniacal wizard becomes visible at the edge of the battlefield and casts a massive fireball at my location, downing four guards and our new warlock recruit. I cast shatter removing six goblins from the battle. The goblin king suddenly stops laughing. As the remaining hobgoblin rushes though one of our fire traps, the archers set it alight. Bright orange flames light the darkening night fueled by the 40mph winds. The wizard and sorcerer cast spells at the evil wizard, Glasstaff, leaving him singed and bloodied. The goblin king launches another tree at our defenses again missing his target. I shatter again, removing most of the remaining goblins. The Barbarian takes down the one remaining hobgoblin in a single blow and then destroys the goblin king. Glasstaff has again gone invisible and has levitated away making him impossible to follow. We remove the remaining threat, heal our downed comrades and wonder how we are going to track down and destroy Glasstaff once and for all.

Indecision may or may not be my problem
Uhhhh...well that sucked

So we decided to go to Wyvern Tor. We looked around, saw and killed an orc, then killed like 20 orcs and an ogre, then at the entrance to the cave, we decided to go to Old Owl Well instead. When we arrived we checked out a derelict excavation site with nothing of interest, then thought we stop in and quickly check out a stone tower that looked abandoned. We walked in carefully, but soon heard groaning like the day after a frat party. Our fighter, of course, says something insulting, and the five disgusting men in the room morph into 5 menacing were-boars. As the fight commences, the brutes prove immune to normal weapons and of a strong constitution. The monk nearly dies, then the rogue receives a devastating blow. The three were-boars on the fighter manage to trip him, leaving him prone on the floor. Trying to regain his footing, a fatal blow is landed. The rest of us manage to finish off the orcs, using most of our resources. Our rogue and barbarian have been bitten by these were-beasts. The next full moon is in ten days. We decide to hole up here and take a long rest to recover. We now have another decision to make: continue on to Owl Well or try to make the perilous journey north to find a healer capable of restoring both our fighter and cure the disease coursing though the veins of our remaining melee combatants. We decide to quickly scout out the well then head north. Looking over the ridge, we see twenty zombies excavating something. Their necromancer is absent, but undoubtedly nearby. Another decision must be made. Make more enemies or start the arduous and undoubtedly dangerous journey north.

Fools Rush In
Reasons Not To Make Friends - Part 2

Standing amidst a pile of bodies, we debate our options: rush into a room sure to be full of seriously challenging foes or leave our former employer to die. A quick heal later, and the barbarian throws open the door. The bugbear leader makes good in his threat and stabs our employer dropping him. Our barbarian runs in attacking the two dire wolves at the door. Also in the room are two beings with flaming heads standing at the far side if the room. That makes two casters, two melee, and a bugbear boss. We might survive this. We start laying into the wolves, when suddenly an exact copy of our barbarian shows up and attacks her mirror image landing a massive blow. Things are starting to look grim then a massive owlbear runs up from the side room being goaded on by a couple hobgoblins, which it smashes alon the way. It delivers a devastating blow to our fighter, nearly downing him. Still hasted from the dragon heart I consumed earlier, I simultaneously use the ioun stone to exile the doppelgänger to another plane and cast dissonant whispers on the owlbear causing him to flee. The barbarian takes down a wolf. I heal the barbarian and take out one of the burning-face creatures. The other burning creature paralyzes our fighter. The barbarian quickly cuts him down followed by the second wolf. We lay into the bugbear with the wizard finally taking him down. We gather in the room and wait for the exiled doppelgänger to return. He reappears landing a blow on me, but we manage to cut him down. Exhausted and barely alive we check on our employer and miraculously find him still alive. The best option seems to be to to lock ourselves into this room and rest for the night to recover. The next morning we search the rest of the castle to find we had indeed fought the entire castle in one giant bloody battle. We demolish the offensive altar I came here to destroy, loot the rooms, and head back to town grateful to have survived.


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