Jump to content

Darcstaar

Tyranny of Dragons: Hoard of the Dragon Queen

Recommended Posts

The secret tunnel, down to the creek, and use that to screen your comings and goings.  You still have to try to be stealthy, but it gives you your best shot.

Share this post


Link to post
Share on other sites

Can I get a heal when we get back or is the keep to busy? If not then I'll use second wind, but I'd rather keep it handy.

 

Also are there other routes to the temple besides the front gate? Also where did the secret tunnel/gate lead out too? (Where we fought the kobolds & bandits)

Share this post


Link to post
Share on other sites

I have Lay on Hands if need be, too.

 

And from atop the keep, Daton should be able to see the path from the tunnel to the temple better than straight out the creek, no?

Share this post


Link to post
Share on other sites

"I say we use the secret tunnel. Make our way along the creek & then towards the temple."

 

"If anything at least they won't see make our way out of the fortress."

Share this post


Link to post
Share on other sites

"That much is obvious, we're not going to charge out the main door into the siege. But I'm trying to spot some patterns in the patrols so we can find a well-timed path to the temple without alerting the invaders... Maybe you can put your mercenary knowledge to use and give me a hand?"

Share this post


Link to post
Share on other sites

It becomes clear very soon that there is a lot going on.  Because there are at least 4 factions, they may stick to their own habits, but the overlap would make it hard to nail down any patterns.  Combine that with potential order-givers, and you get some back and forth too.

 

What you do see are some much bigger patrols on occasion than you have faced yet.  Also, it really seems like thugs are going door to door looting whatever they can find.

Share this post


Link to post
Share on other sites

I will help any I can.

 

"Thou the longer we linger here, the more time these raiders, thugs, scum, have time to assault the temple."  I mutter as I look upon the town, trying to get any kinda of bearing on the bandits.

Share this post


Link to post
Share on other sites

"And if we rush in blind, we risk getting slaughtered and then we'll be no help to the temple OR anyone else. Either way I'm not seeing any good unity. Too many splintered merc groups... Unless you spot something good, we should just proceed with care."

Edited by BlazingTornado

Share this post


Link to post
Share on other sites

Do you want me to make the same checks? Also I'm trying to see if I can spot anything that might indicate where the leaders might be. Basecamps that sorts thing. 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Darcstaar
      Here is the next project for “Try to paint all the things!”
       
      I plan to paint her as a very light skinned elf.  I might try an Autumnal color scheme.
       

       

    • By vutpakdi
      Traveling Encounters volume 1
      Compelling 5th Edition Challenges For CR1 to CR5
       
      This small project is to fund a collection of little encounters that can be dropped into an existing adventure for low level adventurers.  I backed his previous project for alternate character backgrounds, and he delivered the PDFs early.
       

       

       
    • By ChaoticBlues
      The Grand Duchy of Reme awaits!
      Starting in 2002 Necromancer Games began populating its Lost Lands campaign setting one adventure at a time. The Grand Duchy of Reme is the region home to classic adventures released by Necromancer Games for D20/3.x and Frog God Games for Pathfinder, Swords & Wizardry and Fifth Edition. 
      More than 10 adventures have brought life to the Grand Duchy of Reme. The Lost Lands Campaign Sourcebook funded in January is expected to be over 700 pages and all of them are full of information. By necessity each region was described broadly, but there are still a wealth of history, politics and other details to be explored, experience and expanded in the Grand Duchy of Reme. 
      The Grand Duchy of Reme is a system neutral hardcover volume designed to be useful for campaigns independent of system preference. Specific details that affect the characters in the Lost Lands there are System Encounter Books. These companion volumes are softcover (or PDF), that contain reference stats for use with the Region book along with detailed encounter tables for the region.
      Additionally, 3 classic adventures previously unavailable for Pathfinder, Swords & Wizardry, and Fifth Edition are back. These are offered as either softcover add-ons in backerkit or as free stretch goals in PDF (see reward sidebar).
      Mock-up of Grand Duchy of Reme. Final release will differ slightly The city of Reme itself is ancient, with world-spanning trade — the eternal citadel of the Loreclans, where the ashes of legendary barbarian kings reside. This land lies near the slow collapse of the nearby Empire of Foere, and the rise of Bard’s Gate to the East. The Rhemish watch these events with cold eyes rather than concern, for they live in vast regions that devour invaders. Their land is eternal; their people can be forced back to the plains, but in the plains they can abide for as long as need be. They are — as a people — the ultimate hunters. The fall of Foere is like the fall of an antelope upon the plains; the rise of Bard’s Gate is little more than the stepping-up of jackals before the body. The Grand Duchy of Reme simply waits and watches — for Reme is the dwelling-place of the world’s wolves.
      Reme is a unique fantasy civilization whose structure is determined by the one overriding fact of its geography — the country is a vast, grassland plain. The realm is dominated by the culture of the ancient Loreclans: the urbanized and settled ones, and the nomadic clans of the interior. The Loreclans owe a certain fealty to the Dukes of Reme, who are the final arbiters of the ancient law of the plains, but between the Loreclans and the Dukes there are also the mysterious Pashtars: arbiters, judges, and mediators who roam the plains where their service takes them.
      The city of Reme, of course, is one of the wonders of the world of the Lost Lands, home of powerful spell-casters and perhaps the greatest mercantile and war fleets of the Crescent Sea. It is also, however, steeped in the culture of the vast plains of the interior. It is a place where assumptions are dangerous, for it is no standard fantasy environment — it is a culture that will be entirely new and foreign to your players, a place to truly explore as well as adventure.
       
       
       
      https://www.kickstarter.com/projects/froggodgames/the-lost-lands-grand-duchy-of-reme/description
    • By Lidless Eye
      Here's some shots from the penultimate session of our D&D game.
       
      The party finally confronts the Sewn Sisters.
      The tiles are from "Dwarven Forge" and "Secret Weapon".  The tables, chairs, and most props are from "Mantic:Terrain Crate", with the cauldron being from an Old Glory Crones set.  
      The Scarecrow & Leomon (Half-Elf Paladin) are from "Reaper Bones".
      The rest of the party are 3D prints, from HeroForge, Desktop Hero, and Miguel Zavala.
      The Sewn Sisters are 3D prints from DarkRealms.
      Everything was hand painted by myself.
       


       
      Cradle of the Death God.
      The tiles are Dwarven Forge.
      The party are 3D prints, with designs from Hero Forge, Desktop Hero, and Miguel Zavala. (One is a Reaper Bones piece)
      The Soulmonger is a 3D print designed by Miguel Zavala.  The God That Never Was is a 3D design by Duncan "Shadow" Louca.
      Everything was painted by myself.  I also added LEDs.
       

       
       
       
  • Who's Online   38 Members, 3 Anonymous, 196 Guests (See full list)

×