Live from the Sword Coast – Campaign Summary

Howdy All!

For those who may have been following the Live from the Sword Coast podcast (which features recordings of my gaming group’s sessions playing through the Tyranny of Dragons campaign), I thought I would share a campaign summary document that I recently shared with my players.

I present this for your review with grammatical warts and all and be advised that the following may represent SPOILERS for the Hoard of the Dragon Queen adventure and the Tyranny of Dragons campaign.  If you intend to play the Tyranny of Dragons campaign at some point, please proceed with caution.

dungeons-dragons-presenta-tyranny-of-dragons_27m4

TYRANNY OF DRAGONS CHRONOLOGY

OR

WHAT THE HELL HAPPENED?

  • Diero Dundragon, Malark Buckman, and Maurgoth met up with Kelvalos Stormwind at the Great Library at Candlekeep, on the shores of the Sword Coast.
  • They realize that they have a common foe, the Cult of the Dragon, and their pooled info suggests the Cult may be up to something at the town of Greenest, a town located roughly 200 hundred miles to the East of Candlekeep, in a wild region known as the Greenfields.
  • Our heroes head there, passing through the Amnian town of Nashkel on the way (where Kelvalos, as an obvious mage, is watched very closely).
  • As they arrive in Greenest, they find the find the town under attack by a small army of kobolds, human cultists, mastiff-sized drakes, and an enormous blue dragon.Diving into the fay, they quickly come across Beradin Toraktaalomar, who had arrived in Greenest several days earlier.
  • Our heroes drive off the army and dragon, thanks to a killer combo of Beradin’s divine magic and Malark’s use of a ballista (go team Folk Hero!).Before they depart, one of the army’s leaders, a blue half-dragon named Langdedrosa Cyanwrath challenges our heroes to a duel and adds motivation by threatening to kill a bunch of captured townsfolk.  Malark agrees, but is quickly cut down by the half-dragon’s greatsword.  However, as promised, Langdedrosa releases the prisoners and the Cult’s raiding army departs.
  • The town’s ruler asks our heroes to pursue the Cult’s army to its camp and free the captured townsfolk.
  • After taking a brief rest, our heroes make their way to the camp of the Cult, dealing with a small displacer beast problem along the way.
  • Thanks to some clever work by Maurgoth, our heroes gain disguises and make their way into the Cult’s camp without much fuss.The camp’s inhabitants number in the hundreds, if not thousands.
  • Beradin is brought into the camp as a “prisoner,” who is quickly locked up with other townsfolk from Greenest and other nearby communities.
  • While in the camp, some kobolds recognize Malark as the one Langdedrosa challenged, but quick thinking on his part convinces them that he has come to serve Tiamat now.
  • Diero nearly gets caught when an attempt to steal some of the cultist’s gear goes bad, but he manages to hide himself amongst the large army.
  • Beradin uses his dwarven strength to snap the bonds holding him and he quickly deals with the guards outside the prison tent.While discussing what to do next, they guys are shocked to find that a talking badger has joined them in the tent.
  • The badger turns out to be Wrenn Pock, who is looking for a friend who he believes was taken by the Cult. He tells the guys that a half elf monk is tied to a cross, near the prison tent.
  • The guys free the half elf monk, who turns out to be Brother Leosin Erlanthar, a member of the same order as Malark (the Order of the Sun Soul, devoted to the Morninglord, Lathander). Our heroes also notice a large, well-guarded cave at the back of the Cultist’s camp.
  • With the prisoners in tow, our heroes managed to escape the Cultist’s camp and make their way back to Greenest.
  • Once he has recovered a bit, Brother Leosin asks our heroes to return to the camp and discover what is being done in the cave.He says he say dead bodies being dragged in there (the bodies of townsfolk who were worked to death). Brother Leosin asked that our heroes then meet up with him in Elturel, a trade city to the north of the Greenfields, located on the River Chionthar.
  • While in Greenest, Malark has a prophetic dream that seems to involve a trio of evil gods named Bane (The Tyrant Lord), Bhaal (Lord of Murder), and Myrkul (Lord of Bones).He learns that all three died during an event known as the Time of Troubles, but that at least one has returned to “life” since (Bane hid an essence of himself “inside” his demigod offspring, which eventually allowed him to return to godhood).
  • Returning to the camp at night, our heroes find it mostly deserted, apart from a trio of hunters hunkered down around a campfire.
  • Our heroes explore the Cultist’s Cave, fighting kobolds, human cultists, and pet drakes. In addition, Malark gets to avenge himself against Langdedrosa and Diero finds some measure of vengeance in killing a Priestess of Tiamat named Frulam Mondath (unbeknownst to the rest of our heroes, Diero’s family was killed by Mondath).   Our heroes also smashed a bunch of black dragon eggs.
  • From Mondath’s personal notes, our heroes learn that the leader of the encampment, a Black Half-Dragon named Rezmir (another of the Cultists responsible for the death of Diero’s family), departed with the bulk of the Cult’s army, but he ordered that the loot collected by the Cult in the raids in the Greenfields be taken through Beregost (a town to the West, near Candlekeep) and then north along the Coastal Way, towards Baldur’s Gate, destined for a person or place called Naertyr. Nobody knew who, what, or where Naertyr was, but Kelvalos was sure his friends at Candlekeep could find the answer for him.
  • Our heroes returned to Greenest to rest up.
  • When they return to Greenest, they meet a moon elf sword mage named Carrick Moonwhisper, who also has concerns about the Cult of the Dragon’s activities.
  • While in town, Beradin is informed that the townsfolk wish to erect a shrine to his goddess, Berronar, in recognition of the “miracle” she performed when Beradin smote the blue dragon.
  • They then used the horses left for them by Brother Leosin to being the journey north across the teeming grasslands of the Greenfields, towards Elturel.
  • Along the way, Pock met up with a wemic (a kind of lion centaur) druid named Greymane who represented a group called the Emerald Enclave, who were concerned about the growing power of Tiamat. He asks Pock to assist maintaining the balance and agrees to see if he can located Pock’s half-elf friend.
  • Also along the way, our heroes are attacked by a Land Shark (a bulette), which devours one of their horses. Fortunately, our heroes prevailed and took a trophy from the beast in the form of its tough dorsal fin.
  • On the final night before arriving in Elturel, Beradin has a dream in which his dead mother provides a warning that, “They are trying to kill death. If you do not permit this, then death will come for us all.”
  • Roughly 25 miles outside of Elturel, our heroes are met by members of the Hellriders, the mercenary group that protects Elturel.
  • While in Elturel, our heroes meet up Brother Leosin, who introduces them to Sir Ontharr Frume, a paladin of the god Helm, and grandmaster of a group called the Order of the Gauntlet. Frume is initially unimpressed with our heroes.
  • Sir Ontharr challenges our heroes to catch a thief he spies in the tavern (a tavern called the Pair of Black Antlers, incidentally), but thanks to some overindulgence at the tavern, the thief manages to slip away. Beradin learns from the tavern’s owner that the assorted items on the walls of the Black Antlers are trophies donated by adventurers.   It turns out that the knife was something recovered from a Cult of Myrkul, centuries ago.
  • The night ends with the patrons of the Black Antlers singing an old tavern song called the Knights of Dragon’s Down.Unfortunately, Malark commits a faux pas when he sings that final verse of the song, which is said to be cursed.  That night, Malark dreams of the Knights of Dragon’s Down coming to him on an abandoned, river borne ship.
  • The following day, Malark, Diero, and Carric begin investigations to try and track down the thief.Since there is not official “Thieves Guild” in Elturel, they try gathering information from a local contact he knows by reputation, a smuggler named Mither Mandaroze.  Mandaroze tips the guys off that they may find what they’re looking for in the dockworker’s tenement slums, in a northeastern neighbourhood.
  • Maurgoth is mysteriously absent for the next few days.
  • Beradin joins our heroes in the investigations and the four managed to discover that the neighbourhood is being, essentially, held hostage by a cell of worshipers of the god of murder and lies, Cyric. They discover that the cultists have two children who they have threatened to murder if they are revealed to the Hellriders or the Church of Helm (which is powerful in this town).
  • Tracking down the Cyricists to an old leatherworker’s shop, Carric rescues the children, while Beradin, Diero, and Malark kill the cultists, and disrupt a bizarre ritual that they Cyricists were performing involving a rune-etched corpse.
  • After the Cyricists were slain, our heroes looked through their belongings, trying to decipher what it was they were doing.After reviewing religious and philosophical texts found in the cultists’ lair, Beradin guesses that they were trying to trap and destroy/steal the lingering divine essence of Myrkul.
  • Malark finds the stolen dagger amongst the remains of one of the fallen Cyricists (a powerful, undead warrior), but feels faint and drops the dagger to the ground. Beradin then says some protective prayers over the dagger.
  • Beradin brings the dagger to the Church of Helm for protection (it turns out there is an extensive vault of forbidden items hidden beneath the temple in Elturel) while the rest of our heroes celebrate with the inhabitants of the neighbourhood.
  • Sir Ontharr meets up with the characters in the dockside neighbourhood. He apologizes for his earlier behaviour and invites them to dinner with members of his Order and with Brother Leosin.
  • Diero meets up with Mandaroze, to thank him for the info. Mandaroze asks Diero to repay the debt by delivering a package to someone in Baldur’s Gate.
  • At dinner, our heroes are asked to travel to Baldur’s Gate, a massive city two days West along the River Chionthar, to try and intercept the Cult of the Dragon’s caravan, which they believe is heading north, for Waterdeep. They are to meet up with a local caravan outfitter who will help them join the northbound caravan, once it reaches Baldur’s Gate (it is not expected in Baldur’s Gate for another 14 days).
  • They are also asked to meet with Duke Abdel Adrian, one of the four members of Baldur’s Gate’s ducal council, and try to convince him to help discover and prevent whatever the Cult has planned. Duke Abdel is an ex-adventurer and is quite influential in both Baldur’s Gate and the Sword Coast in general.
  • Finally, our heroes were invited to join the Harpers or the Order of the Gauntlet, two organizations that are working together to oppose the Cult of the Dragon.Malark joins the Harpers and Beradin joins the Order of the Gauntlet.
  • That night, Malark dreams of the river borne boat and the undead Knights of Dragon’s Down again, only this time, they make their way to the deck of the ship and seem to salute him.When he raises his hand into view, Malark sees that his hand is now a shrivelled, skeletal claw. He awakens  in a cold sweat and, gripping his still-flesh hand, he is relieved to confirm that it was just a dream…
  • Our heroes sail to Baldur’s Gate, leaving Maurgoth to catch up (he leaves word that he will meet them in Baldur’s Gate).
  • Along the way, Beradin brews up a cask of potent magical dwarven ale (Wyrm’s Breath Bitter).
  • Our heroes arrive in Baldur’s Gate and quickly find the home of Duke Adrian. After introductions are made, the Duke invites our heroes to join him for dinner at a local Amnian tavern called the Last Coin.
  • At dinner, our heroes learn that the Duke was born in Candlekeep and that his father was the now-dead Lord of Murder , Bhaal.The Duke describes how he had to kill many of his half-brothers and half-sisters over the years (all in self-defence, of course), but that he still feels that some of the so-called Bhaalspawn remain (children with their father’s divinely murderous impulses).  This reminds Diero of a legendary assassin from his home city of Athkatla (capital city of Amn) known as the Deathless Killer.
  • And that…brings us to tonight’s session…
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Live from the Sword Coast – Campaign Summary

Casting Call – Live from the Sword Coast: Diero Dundragon 5th Level Fighter – 5th Edition Dungeons & Dragons

Diero Dundragon
Diero

Male Human Criminal Fighter 5  XP: 11,870
Faction: The Harpers  Renown: 4
Neutral Good
Representing Steve-O

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 11 (+0)
Size: Medium
Height: 6′ 3″
Weight: 230 lb
Skin:
Eyes:
Hair: Light Brown Wavy; Beardless

Maximum Hit Points: 44
Hit Dice: 5d10
Speed: 30 feet
Armor Class: 16 = 10 + 4 [breastplate] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 6 = + 3 [proficiency] + 3 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 6 = + 3 [proficiency] + 3 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 5 = + 3 [proficiency] + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: + 0
Insight (passive): 11 (16 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 240 lb maximum

Languages: Common Chondathan
Proficiencies: Blacksmith’s Tools, Dice, Martial Weapons, Simple Weapons,   Thieves Tools, Light Armor, Medium Armor, Heavy Armor

Unarmed strike [+6 to hit; 1+3 bludgeoning]
Handaxe [+6 to hit; 1d6+3 slashing, 3 lb, light, thrown (range 20/60)]
Battleaxe [+6 to hit; 1d8+3 slashing, 5 lb, versatile (1d10 slashing)]

Breastplate [medium; + 4 AC; max dex + 2; 20 lb.]

Feats:

Sharpshooter No disadvantage on long range; range attacks ignore half and three quarter cover; can take -5 on ranged attacks to do +10 damage
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 1 = +1
Arcana Int 0 = +0
Athletics Str 6 = +3 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 1 = +1
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 1 = +1
Nature Int 0 = +0
Perception Wis 4 = +1 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 5 = +2 + 3
Survival Wis 4 = +1 + 3

At fighter level 5, as a battle master you know 3 maneuvers. These are:
Disarming Attack – When he hits a creature with a weapon attack, Diero can spend 1 Sup die to attempt to disarm. Add sup die to damage roll and target makes Str save DC 13 or drop an object carried to its feet.
Maneuvering Attack – When he hits a creature with a weapon attack, Diero can expend 1 Sup die to the damage roll and a friendly creature who can see or hear him can move up to half its speed without provoking an attack from Diero’s target.
Precision Attack – When he makes a weapon attack, Diero can expend 1 Sup die and add it to the roll, he can add this die before or after the roll.

Criminal

  • You have underworld contacts.

Fighter

  • This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
  • Second Wind: As an action, regain hit points equal to 1d10+5 (1d10 + your fighter level). Once per period between short rests.
  • Level 2: Action surge — use it to take an extra action on a turn. Must take a short rest before using again.
  • Level 5: Diero can attack twice when he takes the Attack action.

Battle Master Fighter (martial archetype)

  • Level 3: Combat superiority — four d8 superiority dice, three maneuvers.
  • Level 3: Student of war — proficiency with blacksmith tools.

First Ability Score Improvement: Feat

Diero Dundragon’s Equipment:

Money: 95 gold pieces.

Hat of Disguise: While wearing this hat, Diero can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Backpack, Mess kit, Dice, Rations (1 day) x10, Rope (50′, hempen), Tinderbox, Waterskins, Healer kit, and Thieves’ tools.

Diero Dundragon’s Personality Traits: Slow to Trust: Those who seem the fairest often have the most to hide.
Diero Dundragon’s Ideal: Redemption: There’s a spark of good in everyone.
Diero Dundragon’s Bond: I will become the greatest rebel that has ever lived.
Diero Dundragon’s Flaw: I turn tail and run when things look bad. 

Harpers Contacts:
Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2

Benji Frankfoot: Halfling barrister/advocate who helps resolve trade disputes in Baldur’s Gate– Contact Bond Level 1

Casting Call – Live from the Sword Coast: Diero Dundragon 5th Level Fighter – 5th Edition Dungeons & Dragons

Casting Call – Live from the Sword Coast: Beradin Toraktaalomar 5th Level Cleric- 5th Edition Dungeons & Dragons

Beradin Toraktaalomar
Beradin

Male Dwarf Folk-Hero Cleric 5  XP: 9,120
Faction: Order of the Gauntlet Renown: 4
Neutral Good
Representing Dave

Strength 14 (+2)
Dexterity 9 (-1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 18 (+4)
Charisma 13 (+1)
Size: Medium
Height: 4′ 2″
Weight: 175 lb
Skin: Brown
Eyes: Dark Brown
Hair: Black; Thick Beard / Hirsute

Maximum Hit Points: 43 [includes hill dwarf bonus]
Hit Dice: 5d8
Speed: 25 feet
Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield] (Resist Poison)

Proficiency bonus: +3
Initiative modifier: -1 = -1 [dexterity]
Attack (handheld / thrown): + 5 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 2 = + 3 [proficiency] -1 [dexterity]
Strength save: + 2 = + 2 [strength]
Dexterity save: -1 = 2 [strength]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 7 = + 3 [proficiency] + 4 [wisdom]
Charisma save: + 4 = + 3 [proficiency] + 1 [charisma]
Insight (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 210 lb maximum

Languages: Common Dwarvish
Proficiencies: Brewer’s Tools, Healer’s Kit, Herbalism Kit, Land Vehicles, Simple Weapons, Light Armor, Medium Armor, Heavy Armor

Sacred Flame [DC 15 Dex save or 2d8 radiant damage, (range 60ft)]
Unarmed strike [+5 to hit; 3 bludgeoning]
Crossbow, light [+2 to hit; 1d8-1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Warhammer [+5 to hit; 1d8+2 bludgeoning, 4 lb, versatile (1d10 bludgeoning)]

Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.] Steel Shield [+2 AC; 6 lb.]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex -1 = -1
Animal Handling Wis 4 = +4
Arcana Int 0 = +0
Athletics Str 2 = +2
Deception Cha 1 = +1
History Int 0 = +0
Insight Wis 4 = +4
Intimidation Cha 1 = +1
Investigation Int 0 = +0
Medicine Wis 7 = +4 + 3
Nature Int 0 = +0
Perception Wis 4 = +4
Performance Cha 1 = +1
Persuasion Cha 4 = +1 + 3
Religion Int 3 = +0 + 3
Sleight of Hand Dex -1 = -1
Stealth Dex -1 = -1
Survival Wis 7 = +4 + 3

Cleric spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 2/day

At cleric level 4, you know 4 cleric cantrips. Beradin knows the Guidance, Mending, Sacred Flame, and Thaumaturgy cantrips.

Beradin’s level and wisdom allow him to prepare 9 Cleric spells daily, in addition to his domain spells.

Gold Dwarf

  • Can move 25 feet even if in heavy armor
  • Darkvision (see 60 feet black-and-white in pitch-dark)
  • Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage
  • Stonecunning (always proficient with double the proficiency bonus on history checks related to stonework; cannot become lost underground)

Folk Hero

  • You can find a welcome and protection from ordinary people as long as you are decent.

Cleric

  • Ritual caster.
  • The DC to resist your spells is 15 (8 + proficiency bonus + your wisdom modifier).
  • Level 2: Channel Divinity (1 use between short rests)
  • Channel Divinity — Turn Undead (1 action, each undead within 30ft makes Wis save DC 14. If failed, creature is turned and must move away and cannot take reactions, taking only the dash action.)

Life Cleric (domain)

  • When using a spell to restore hit points, recipient regains 2 + the spell level hit points.
  • Level 2: Channel Divinity — Preserve Life. Distribute 25 (5 x your level) hit points to creatures within 25 feet who are at half hit points or below.
  • Level 5: Destroy Undead — if an undead of challenge rating 1/2 or lower fails its save on being turned, it is destroyed

First Ability Score Improvement: +2 wisdom

Beradin Toraktaalomar’s Equipment:

Money: 420 gold pieces.

Wyrm’s Breath Bitter: This pungent and bitter beer forces the imbiber to make a DC 13 Constitution saving throw or be poisoned for 1 minute (Dwarf characters have advantage on this saving throw, thanks to their Dwarven Resilience trait). For 1 minute after consuming this ale, the imbiber can use a bonus action to unleash a thunderous and noxious belch, which causes all creatures in a 10ft cone to make a DC 13 Constitution saving throw or be poisoned and deafened. Those targets affected by the belch can make a new saving throw at the end of their turn to end the poisoned and deafened conditions. After three belches, the poisoned effect on the imbiber immediately ends and he can no longer belch (at least not to cause poisoning and deafness).

Kobold Glue Pot: Each creature within 10ft of bomb’s target must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.

Crossbow bolts (quiver of 20), Backpack, Mess kit, Rations (1 day) x10, Rope (50′, hempen), Tinderbox, Waterskins, Healer kit (proficient), Holy symbol (silver), and Spell component pouch.

Beradin Toraktaalomar’s Personality Traits: If someone is in trouble, I’m always ready to lend a hand.
Beradin Toraktaalomar’s Ideal: Sincerity: There’s no good in pretending to be somethign I’m not.
Beradin Toraktaalomar’s Bond: I protect those who can’t protect themselves.
Beradin Toraktaalomar’s Flaw: I put too much trust in my church’s hierarchy.

Order of the Gauntlet Contacts:
Onthar Frume: Human Paladin of Helm and Grandmaster of the Order, based out of Elturel, but roams the Sword Coast region – Contact Bond Level 2

Sir Bennett: Human Knight Captain of the Order, runs the fledgling Chapter House in Baldur’s Gate – Contact Bond Level 1

ANIMATED ARMOR – Order of the Gauntlet Follower
1365801541356
Medium construct, unaligned
Armor Class 18 (natural armor)
Hit Points 33
Speed 25 ft.
STR 14 (+2) DEX 11 (+0) CON 13 (+1) INT 1 (-5) WIS 3 (-4) CHA 1 (-5)
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft. (blind beyond this radius), passive Perception 6
Languages:
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by a dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
ACTIONS
Multiattack.
The armor makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage.

Casting Call – Live from the Sword Coast: Beradin Toraktaalomar 5th Level Cleric- 5th Edition Dungeons & Dragons

Casting Call – Live from the Sword Coast: Malark Buckman 5th Level Monk- 5th Edition Dungeons & Dragons

Malark Buckman
Malark

Male Human Folk-Hero Monk 5 XP: 12,370
Faction: The Harpers     Renown: 4
Neutral Good
Representing Jeff Ivey

Strength 14 (+2)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 11 (+0)
Wisdom 14 (+2)
Charisma 10 (+0)
Size: Medium
Height: 6′ 8″
Weight: 210 lb
Skin: Tan
Eyes:
Hair: None

Maximum Hit Points: 38
Hit Dice: 5d8
Speed: 50 feet [mobile] [monk]
Armor Class: 15 = 10 + 3 [dexterity] + 2 [monk wisdom]

Proficiency bonus: +3
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 4 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 3 [dexterity]
Strength save: + 5 = + 3 [proficiency] + 2 [strength]
Dexterity save: + 6 = + 3 [proficiency] + 3 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 0
Insight (passive): 12 (17 with advantage)
Perception (passive): 12 (17 with advantage)

Carry: 210 lb maximum

Languages: Common Chondathan
Proficiencies: Land Vehicles, Simple Weapons, Shortswords, Painter’s Tools

Unarmed strike [+6 to hit; 1d6+3 bludgeoning]
Tetsubo [+6 to hit; 1d8+3 bludgeoning, 10 lb, two-handed]
10 Darts [+6 to hit; 1d4+3 piercing, 1 lb each, finesse, thrown (range 30/120)]

Feats:

Mobile Speed increases by ten feet; difficult terrain does not interfere with dash, making melee attack does not provoke opportunity attack from that creature
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 6 = +3 + 3
Animal Handling Wis 5 = +2 + 3
Arcana Int 0 = +0
Athletics Str 5 = +2 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 2 = +2
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 2 = +2
Nature Int 0 = +0
Perception Wis 2 = +2
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 5 = +2 + 3

Folk Hero

  • You can find a welcome and protection from ordinary people as long as you are decent.

Monk

  • Level 5: Unarmed strike damage 1d6
  • Level 1: Unarmored defense — if no armor or shield, add wisdom and dexterity bonuses to armor class
  • Level 2: Four (4) ki points — ki points renew upon making a short rest.
  • Level 2: Flurry of blows — spend a ki point to make two additional unarmed attacks as a bonus action
  • Level 2: Patient defense– spend a ki point to make a dodge action as a bonus on your turn
  • Level 2: Step of the wind — spend a ki point to make a disengage or dash as a bonus action on your turn, double jump distance for that turn
  • Level 2: Unarmored movement — add ten to speed if unarmored and no shield
  • Level 3: Deflect missiles – use your reaction to reduce damage of missiles by 1d10+8. If reduced to zero, spend 1 ki point to make a ranged weapon attack as part of the same reaction.
  • Level 4: Slow fall — use your reaction to reduce falling damage by 25 (5x monk level)
  • Level 5: Stunning Strike – When Malark hits another creature with a melee weapon attack, he can spend 1 ki point to attempt a stunning strike. The target must make a DC 13 Constitution saving throw or be stunned until the end of Malark’s next turn.

Thousand Masters Monk (monastic tradition)

  • Level 3: You know two Martial Arts Forms.

Kill the General Form or “I’m Coming for YOU!”

  • 1 – Two attacks against two different targets and pick a third. The third target has disadvantage on attacks against you.
  • 2 – Three attacks against three targets. One of those targets takes disadvantage on all attacks and saves until the start of your next turn.
  • 3 – At the cost of 3 ki, make six melee attacks against a single target, who must succeed in Str saving throw vs your Athletics roll or suffer disadvantage on all attacks and saves until it is out of your melee range.

Protector Form or “This One Shall Not Fall

  • 1 – You remain adjacent to your defended ally, make two attacks and all attacks against your ally suffer disadvantage.
  • 2 – You make attacks as normal, but you may sacrifice any attack available to reduce damage done to your guided ally or yourself by the amount of damage your attack would do. Attacks against you and your ally suffer disadvantage.
  • 3 – At the cost of 2 ki, all targets within 10 ft must make contested roll against your Athletics. If they fail the roll, they take 4d6 bludgeoning and are knocked back 10ft. If they succeed, they take 2d6 bludgeoning and are not pushed back.

First Ability Score Improvement: Feat

Malark Buckman’s Equipment:

Money: 484 gold pieces.

Backpack, Mess kit, Rations (1 day) x10, Rope (50′, hempen), Tinderbox, Torches x10, Waterskins, Painter supplies, Healer kit

Malark Buckman’s Personality Traits: Thinking is for other people. I prefer action.
Malark Buckman’s Ideal: Respect: People deserve to be treated with dignity and respect.
Malark Buckman’s Bond: I protect those who cannot protect themselves.
Malark Buckman’s Flaw: Too tall and bad temper.

Harpers Contacts:

Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2

Jaromir: Human Wizard/Diviner who works as a Seer, Sage, and Fortune Teller in Baldur’s Gate– Contact Bond Level 1

CHOMPER (WARHORSE) – Harper Follower
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 33
Speed 60 ft.
STR 18 (+4) DEX 12 (+1) CON 13 (+1) INT 2 (-4) WIS 12 (+1) CHA 7 (-2)
Senses passive Perception 11
Languages:
Trampling Charge. If Chomper moves at least 20 feet straight towards a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Chomper can take a bonus action to make another attack with its hooves against the target.
ACTIONS
Hooves.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Casting Call – Live from the Sword Coast: Malark Buckman 5th Level Monk- 5th Edition Dungeons & Dragons

Casting Call – Live from the Sword Coast: Maurgoth Son of Daurgoth 5th Level Warlock – 5th Edition Dungeons & Dragons

Maurgoth Son of Daurgothoth
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Male Dragonborn Charlatan Warlock 5  XP: 12,370
Faction: Host of Daurgothoth                    Renown: 3 Neutral Good
Representing Nick

Strength 10 (19) (+0)(+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′ 3″
Weight: 250 lb
Skin: Red
Eyes:
Hair: None

Maximum Hit Points: 38
Hit Dice 5d8
Speed: 30 feet
Armor Class: 13 = 10 + 1 [leather] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 7 = + 3 [proficiency] + 4 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 4
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 3 = + 3 [proficiency]
Charisma save: + 6 = + 3 [proficiency] + 3 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 10 (15 with advantage)

Carry: 150 lb maximum

Languages: Common Draconic
Proficiencies: Simple Weapons, Light Armor, Disguise Kit, Forgery Kit

Eldritch Blast [Two blasts at +6 to hit; 1d10+3 force damage (range 120)]
Vivexvalignant (Greatsword) [+8 to hit; 2d6+5 slashing]
Unarmed strike [+7 to hit; 5 bludgeoning]
2 Daggers [+7 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Leather armor [light; + 1 AC; 10 lb.]

EMBER – Pseudodragon familiar Str 6 (-2) Dex 15 (+2) Con 13 (+1) Int 10 (+0) Wis 12 (+1) Cha 10 (+0) AC 13; HP 7; Speed 15 fly 60; perception +3; stealth +4; blindsight 10, darkvision 60, passive perception 13, understands common and draconic but does not speak; advantage on perception checks involving sight, hearing or smell; advantage on saves vs spells and other magic, limited telepathy, bite +4 to hit, reach 5, damage 1d4+2 piercing; sting +4 to hit, save vs constitution DC 11 sleep poison

Feats: Lucky
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 0 = +0
Arcana Int 0 = +0
Athletics Str 0 = +0
Deception Cha 6 = +3 + 3
History Int 0 = +0
Insight Wis 0 = +0
Intimidation Cha 6 = +3 + 3
Investigation Int 3 = +0 + 3
Medicine Wis 0 = +0
Nature Int 0 = +0
Perception Wis 0 = +0
Performance Cha 3 = +3
Persuasion Cha 6 = +3 + 3
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 0 = +0

At warlock level 4, you know 3 warlock cantrips. Maurgoth’s cantrips are Eldritch, Friends, and True Strike.

Maurgoth has 2 Second-level spell slots, which regenerate on a short rest.

At warlock level 5, Maurgoth knows 6 warlock spells. Maurgoth’s spells are Arms of Hadar, Command, Fly, Hex, Invisibility, and Scorching Ray.

At warlock level 5, Maurgoth knows 3 warlock invocations.

Agonizing Blast – Maurgoth adds his Cha to damage on his Eldritch Blast

Mask of Many Faces – Maurgoth can cast disguise self without expending a spell slot (see spell in his spellbook).

One With Shadows – When Maurgoth is in an area of dim light or darkness, he can use his action to become invisible until he moves or takes an action or a reaction.

Red Dragonborn

  • The breath weapon does 2d6 fire damage in 15ft cone. A short rest is required to recharge.
  • Breath weapon is a 15 foot cone of fire, dexterity saves.
  • Red dragonborn are resistant to fire.

Charlatan

  • You have a fake identity alter-ego.

Fiendish Pact Warlock

  • The DC to resist your spells is 14 [8 + proficiency bonus + your charisma modifier].
  • Level 1: Dark Ones Blessing — on reducing enemy to 0 hp, gain temporary hp equal to your charisma modifier plus warlock level (7 hps).

Chain pact (warlock)

First Ability Score Improvement: Feat

Maurgoth Son of Daurgoth’s Equipment:

Money: 495 gold pieces.

Vivexvalignant – (Attunded) This greatsword is a 5 1/2 foot long blade of oily, dark-gray iron named Vivexvalignant (“Burning Victory”). The hilt is a soot-stained representation of two black dragon heads rearing towards each other, and the hilt is wrapped in alchemically treated reptile skin.

It functions as a +1 Greatsword that grants the wielder resistance to acid, the wielder can understand spoken Draconic, those creatures hit with the blade are unable to heal for 1 round, and the wielder can cast the spell Compelled Duel once per day, when attuned. Otherwise, it is simply a +1 Greatsword.

Cinderstrong Bands: These vambraces are made of a blackened iron that appears coated in soot that does not rub off. The leather straps on the back seem, likewise, charred. The vambraces feature the wrought iron faces of demonic, horned humanoid creatures wreathed in stylized flames in a distinctly ancient style reminiscent of the lost Calim Empire (which fell 7000 years ago). Along the edges, they feature the crude runic script of the Ignan tongue (a subset language of Primordial…the language of the inhuman elemental planes). When the Cinderstrong Bands are worn, the wearer’s Strength is 19. They require attunement.

Backpack, Gaming set (proficient), Ink pen, Ink vial, Mess kit, Parchment sheets x10, Rations (1 day) x10, Rope (50′, hempen), Tinderbox Waterskins, Disguise kit (proficient), Wand, and Book of Lore

Maurgoth Son of Daurgoth’s Personality Traits: I lie about almost everything, even when there is no reason to do so.
Maurgoth Son of Daurgoth’s Ideal: Independence: I am a free spirit – no one tells me what to do.
Maurgoth Son of Daurgoth’s Bond: Wanted by his father the Dracolich after he betrayed him.
Maurgoth Son of Daurgoth’s Flaw: Can’t resist swindling more powerful beings. 

Host of Daurgothoth Contacts:

Veygauth: Dragonborn Illusionist who is one of the favoured children of Daurgothoth. Mostly based out of Waterdeep, where he poses as a human who repairs and crafts stringed musical instruments– Contact Bond Level 2.

Durek Irthosavutha (Black Secret): Dwarven thug and shakedown artist with the Guilde who lives in the Outer City of Baldur’s Gate – Contact Bond Level 1

ARVOUL – HALF-DRAGON WINGED KOBOLD – Host of Daurgothoth Follower
Arvoul
Small humanoid, lawful evil
Armor Class 13 (natural armor)
Hit Points 15
Speed 30 ft., fly 30 ft.
STR 7 (-2) DEX 16 (+3) CON 9 (-1) INT 10 (+0) WIS 7 (-2) CHA 8 (-1)
Damage Resistance: fire
Senses darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Sunlight Sensitivity. While in sunlight, Arvoul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. Arvoul has advantage on an attack roll against a creature if at least one of Arvoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 piercing damage.
Dropped Rock. Ranged Weapon Attack. +5 to hit, one target directly below Arvoul. Hit: 1d6+3 bludgeoning damage.
Fire Breath (Recharge 5-6). Arvoul exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Casting Call – Live from the Sword Coast: Maurgoth Son of Daurgoth 5th Level Warlock – 5th Edition Dungeons & Dragons

The Value of Friends – Expanded Faction Rules for the Tyranny of Dragons Campaign

EXPANDED FACTION BENEFITS FOR THE TYRANNY OF DRAGONS CAMPAIGN

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Since the launch of 5th Edition Dungeons & Dragons, I have been running the Tyranny of Dragons campaign as a biweekly D&D game.

This weekend I was reviewing the rules for the various Factions in the Tyranny of Dragons official material, and the Dungeom Master’s Guide, and I’ve come to the conclusion that they do not have enough detail to satisfy my players (they currently amount to “you get stuff as you gain Renown,” but they provide no insight as to what said “stuff” might be).

Rather than abandon the Renown and Faction concepts altogether (some of my players have expressed interest in currying favor with the various factions), I’ve come up with the following rules to use in my home campaign.

I should say, from the outset, that these rules may be more “generous,” in terms of rewards to the players, than other DMs may be comfortable with.

To those DMs, I would suggest that, if nothing else, this approach to Factions is an effective way to provide PCs with tailor-made items within the context of the campaign storyline and avoid the kind of “you just so happened to find something in this crypt perfect for your character” loot reward that feels especially “game-y.”

With that preemptive defence out of the way, let’s get to the Factions!

FORTUNE, FAME AND FRIENDS WITHIN THE FACTIONS

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As we play through the Tyranny of Dragons campaign arc, my players will gain Renown for achieving objectives or undertaking quests that support their respective Faction’s goals.

To date, the characters’ actions against both the Cult of the Dragon and the Church of Cyric have gained them 3 Renown (as background, my campaign features a plot by the Forgotten Realms gods Bane, Bhaal, and Myrkul as a parallel threat, alongside Tiamat’s Cult of the Dragon. Neither these gods, nor the Church of Cyric, play a role in the “official” campaign).

As we the campaign advances, my players will gain Renown at a slower rate than they will XP, and will be mostly independent of their level, but if they try to find ways to help out their Faction, they will be gaining Renown faster.

By setting up the rewards this way, I am hoping that, as the campaign advances, the guys will start independently looking for adventures to help their Factions out, rather than following the trail of crumbs left by the “official” story.

As my players advance in Renown with their respective organizations, they will gain the benefits or followers indicated on the tables below.

If they select the follower options and the followers end up getting killed in the course of play, they will likely be replaced by the organization in a timely fashion, so long as they were slain in pursuit of your Faction’s goals. However, if they are killed in connection with an unrelated matter or as a result of the player’s negligence, it may result in a loss of Renown, as well as a delay in their replacement.

In addition to the benefits or followers they gain at each Renown tier, my campaign’s PCs will gain Contacts within the organization at each tier and they see the bonds with older Contacts grow stronger as their influence in the Faction.

The table below lists the rough guidelines for the level of the bonds between the characters and their Contacts. Each new Contact starts at a level 1 bond, which goes up every time the players reach the next Renown tier (whereupon they also gain a new Contact with a level 1 bond).

This means that, by the time the PCs reach the final Renown tier, they will have five Contacts that they can regularly draw on for advice and support, with bond levels running from 1 to 5.

It is worth noting that the Contacts gained in the Faction are not puppets for the players and will be played as independent characters. Abuse of these Contacts (say by stealing or losing loaned equipment) will result in a loss of Renown in the Faction.

Faction Contacts
Bond Level Relationship with Player Character
1 The relationship is mostly based on mutual interests in the Faction. The Contact will not offer any preferential treatment, but they treat the character with a modicum of resepct.

The Contact will loan the character equipment up to 100 gp in value.

2 The Contact is friendly with the character, but calling them actual friends might be stretching it. The Contact is willing to be inconvenienced in small ways for the character, but will not take the fall for them.

The Contact will provide a secure location for the characters to use (such as a safehouse, the back room of a tavern, or the basement of a warehouse) or loan the character equipment up to 500 gp in value.

3 There is an actual friendship between the Contact and the character and the Contact will go out of their way to aid the character.

The Contact will loan the character equipment up to 5,000 gp in value.

4 The Contact and character know and trust each other, and have for some time. The Contact will back the character, even in risky situations.

The Contact will provide the character access to and use of significant faction-related locations (such as churches, sacred groves, or fortified keeps) or loan the character equipment up to 50,000 gp in value.

5 The Contact will go to the wall for the character and advance the character’s interest without any prompting from the character.

The Contact will advocate for the character’s goals within the Faction itself or loan the character Legendary magic items or artefacts possessed by the Faction.

The two factions featured below that are not included in the “official” Tyranny of Dragons campaign are custom factions introduced for two of the PCs in my home campaign.

For those who may be interested, the Misty Kingdom was created for a Moon Elf Magus from the Elven Kingdom of the Misty Forest and the Host of Daurgothoth was created for a Dragonborn Warlock whose “father” is the dracolich Daurgothoth who opposes the current goals of the Cult of the Dragon.

Enjoy!

HARPERS: “Down with tyranny. Fairness and equality for all.”
Typical quests include securing an artifact that would upset the balance of power in a region, gathering information on a powerful individual or organization, and determining the true intentions of an ambitious political figure or evil spellcaster.
Renown Title Available Benefits
1 Watcher A silver pin shaped like a harp.
3 Harpshadow A Ring of Mind Shielding or a Hat of Disguise or a Harper Spy follower or a Warhorse
10 Brightcandle Gem of Seeing or a Ring of Free Action or a 6th level Harper Mage follower or 5 Harper Spy followers.
25 Wise Owl Tome of Clear Thought or Tome of Leadership and Influence or 10th level Cleric of Deneir follower or 10 Harper Spy followers.
50 High Harper A Legendary Magic Item or powerful new follower.
ORDER OF THE GAUNTLET: “Protect the weak and crush the wicked.”
Typical quests include protecting a town under attack by bandits, seeking out and destroying powerful evil creatures, uncovering and thwarting the plots of evil cults and organizations.
Renown Title Available Benefits
1 Chevall A tabard with the symbol of a clenched right gauntlet.
3 Marcheon A Cloak of Protection or a Sentinel Shield or an Animated Armor follower or a Warhorse
10 Whitehawk Belt of Hill Giant Strength or a Staff of Healing or 10 Guards of the Order or a Helmed Horror follower
25 Vindicator A Belt of Fire Giant Strength or a Tome of Understanding or a Young Bronze Dragon follower/mount or three Knights of the Order with Warhorses.
50 Righteous Hand A Legendary Magic Item or powerful new follower.
MISTY KINGDOM: “The time of the Elves has not passed. The light of a new dawn will rise.”
Typical quests include seeking out lost Elven artifacts, protecting the interests of Elven communities, eliminating threats to the Elves and, in particular, to the Misty Kingdom.
Renown Title Available Benefits
1 Scout A silver clasp with a stylized trio of trees shrouded in fog.
3 Mistwalker Boots of Spider Climbing (as Slippers of Spider Climbing only boots) or a Cloak of Elvenkind or a Dire Wolf follower/mount or a Giant Eagle follower/mount.
10 Fogstalker Elven Chain or Wings of Flying or an Eldritch Knight follower mounted on a Hippogriff or two Misty Kingdoms Scouts mounted on Griffons.
25 Forester A Manual of Quickness of Action or a Staff of Thunder and Lightning or a powerful elven Eldritch Knight (reskinned Githyanki Knight) or six Misty Kingdoms Scouts mounted on Griffons
50 King’s Sword A Legendary Magic Item or a powerful new follower.
EMERALD ENCLAVE: “The balance of nature must be protected.”
Typical quests include preventing destruction of a natural region, destroying a threat to the natural balance, or convince a political or military leader of the value of maintaining the natural balance.
Renown Title Available Benefits
1 Springwarden A carved wooden pendant that resembles an oak leaf.
3 Summerstrider A Pearl of Power or Winged Boots or a Brown Bear mount/follower or a Hippogriff mount/follower.
10 Autumnreaver A Staff of the Woodlands or a Stone of Controlling Earth Elementals or an Owlbear follower or five Dire Wolf followers.
25 Winterstalker A Ring of Regeneration or a Tome of Understanding or a 10th level Druid of the Emerald Enclave follower or five Werewolf followers.
50 Master of the Wild A Legendary Magic Item or a powerful new follower.
ZHENTARIM: “Join us and prosper. Oppose us and die.”
Typical quests include plundering or stealing a treasure hoard, powerful magic item or artifact, securing a lucrative business contact or enforcing a preexisting one; and establishing a foothold in a place where the Zhentarim holds little sway.
Renown Title Available Benefits
1 Fang A dull, blackened iron coin with the Zhentarim’s symbol on it.
3 Wolf Gloves of Thieving or a Lantern of Revealing or two Zhentarim Scout followers or a Spectre Thrall follower.
10 Viper A Cloak of Displacement or a Rod of Rulership or a Zhentarim Veteran with 2 Wolves or ten Zhentarim Scout followers.
25 Ardragon A Manual of Quickness of Action or a Tome of Leadership and Influnce or Zhentarim Assassin follower or a 10th level Priest of Cyric follower.
50 Dread Lord A Legendary Magic Item or a powerful new follower.
HOST OF DAURGOTHOTH: “All will serve our deathless father.”
Typical quests include thwarting the Cult of the Dragon, slaying and raising dragons as dracoliches in Daurgothoth’s service, or increasing the temporal power of Daurgothoth.
Renown Title Available Benefits
1 Child A ring of smooth obsidian.
3 Acolyte A Medallion of Thoughts or a Rod of the Pact Keeper or an Undead Half-Dragon Riding Horse or a Half-Dragon Winged Kobold follower.
10 Deathclaw A Cape of the Mountebank or an Ioun Stone of Reserve or a Half-Dragon Bodyguard or two Guard Drake followers.
25 Dracolord A Crystal Ball or a melee weapon of Frost Brand or an Undead Half-Dragon Wyvern mount/follower or three Wight followers.
50 Son (or Daughter) of Death A Legendary Magic Item or a powerful new follower.

Until next time, I remain;

  • THE DUNGEON MUSER
The Value of Friends – Expanded Faction Rules for the Tyranny of Dragons Campaign