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Written

by: DM Wayne Jan 2015; HOARD OF THE DRAGON QUEEN – DM Notes, Episodes 2 and 3. Page 1 of 12
Episode 2: Raider’s Camp

TO DO
• Book Keeping
o Gov Nighthill. Lord’s Alliance
o Falconmoon. Emerald Enclave.
o Leosin. Harpers.
o Chaab. Zhentarim.
o Ontharr Frume. Order of the Gauntlet
• Make Maps / Handouts
o
• Here are some Facts:
o Treasure Hoard. The cult is amassing treasure. The treasure is a necessary offering to Tiamat. The treasure is being
hauled north by merchant caravan
o Castle Naerytar Skalindeel. A coral castle on the back of a Dragon Turtle. Needs the Bullywugs to maintain a bubble
of air so everyone can breathe. Killing the bullywug shaman might cause the air bubble to disappear. After the
players enter the castle, the dragon turtle awakens and begins to move. The ground will shake. Looking outside is
only thick fog.
o Frulam Mondath runs this branch of the cult. She’s a Wearer of Purple and Wyrmspeaker.
o Dragon Hatchery. The Dragon Hatchery cave is off-limits to everyone unless you have specific approval from
Mondath or Rezmir.
o Secret Handshake. bumping Devil Horns. Requires DC 20 Charisma check. Advantage if you’re a Cult Infiltrator
o Greenest Raid. Greenest was the most profitable raid. All the loot is being stored in the Dragon Hatchery cave.
• PC Cult Infiltrators
o You must pick a Dragon Color (Black Wing, Blue Claw, Green Horns, Red Hand, White Scales).
o You have the Rank of Dragonclaw
• Story
o Where are they going next? North w/treasure
o What town is next to raid?
§ Beregost. (large town, 3k) Farming. Trade. The Burning Wizard Tavern. South of Baldur’s Gate. East of
Candlekeep.
§ Nashkel. (small town, 2k) The Belching Dragon. The Harpers. The Order of the Gauntlet.
§ Triel. (small village, 200) located in Fields of the Dead. Singing Wind Inn.
o Where they have raided?
§ Asbravn. (small town, 1k) Farmer’s Market
§ Berdusk. (large city, 20k) Jewel of the Vale. Twilight Hall is here. Lord’s Alliance, Harpers.
§ Easting. (small town, 1k) Dwarven smiths. Horse breeders. Rulthaven the Sage.
§ Greenest. (small town, 1k)
o Other Locations:
§ Iriaebor. (large city, 22k) City of a Thousand Spires.
§ Scornubel. (small city, 14k) Caravan City. Trade hub.
§ Elturel. (large city, 17k) Temple of Torm.
§ Baldur’s Gate. (metropolis, 100k) Wealthy port.
§ Candlekeep. ()The Harpers. The Order of the Gauntlet.
§ Naerytar. ()
§ Skullport. (large town, 3k) A city of monsters 2 km under Waterdeep. Ruled by a Drow Archmage.
o Where is the loot going?
§ North (to Baldur’s Gate, to Waterdeep, to Naerytar Skalindeel in the Lizard Marsh)
o What is the loot for?
§ to help summon Tiamat
o

• Magic Items to sell
o Items with fun properties.
o situational damage
o proficiency in skill or tool, or Expertise if already proficient
o weapon, armor, cloak / cape, amulet / necklace, headband / goggles, ring, bracers, gloves, Athlete’s Gloves (gain prof
in Athletics. If already proficient, gain Expertise), boots, wand, staff, rod, misc, Bag of Holding (hold a lot of stuff!)

Written by: DM Wayne Jan 2015; HOARD OF THE DRAGON QUEEN – DM Notes, Episodes 2 and 3. Page 2 of 12
Achievement List
Achievement Character + Reward
Become a new member of a mercenary company. You don’t need to make Charisma checks to blend in at the Cultist Camp.

Befriend a Stormchain Sorcerer, a Dark Sail Pirate, and You have Advantage on Charisma checks with these mercenaries.
a Red Sun Warrior.

Complete 3+ chores for the cultists. “Good work, recruit! Go deliver this package to Frulam. She’s in her
quarters.” The package contains a batch of homemade Tiamat Cookies.

Find a cultist that has been on at least 3 town raids You learn one Cultist secret.
and learn the town names.

Find and Disable at least 5 Traps. Avoid Traps Token. Advantage against one trap

Find and Enter the Dragon Hatchery Cave without You witness two cultists going into the Concealed Passageway.
being discovered or captured.

Help a Kobold in need. The Kobold becomes your friend.

Learn the secret handshake for Tiamat’s Army. You have Advantage on CHA checks with Cultists at the Cultist Camp.

Personally complete all 3 secret cultist missions. Gain access to the Dragon Hatchery. “Hey, want to help me feed the
Drakes? Let’s find a prisoner / kobold.”

Personally slay 10 cultists at the Cultist Camp. Gain Inspiration.

Rescue the 10 townsfolk taken prisoner from the raid Favor Token. Doomguard Falconmoon owes you a favor.
on Greenest.

Save a prisoner from becoming dinner. Life Debt Token. The prisoner is very thankful and will return the favor.

Spot a Cult Leader and have a brief conversation with The Cult Leader accidentally reveals a secret if you ask them a question.
them.

Suffer a Long Fall without dying. In a nearby bush, there is a dead body that also fell. On its belt is a
Healing Potion.

Teach Kobold a new trick. The Kobold becomes your friend.

[Harper only] You immediately rank up with the Harpers and gain an Inspiration
Rescue ALL of the townsfolk at the camp. Token.

[Lord’s Alliance only] You immediately rank up with the Lord’s Alliance and gain an Inspiration
Destroy all dragon eggs. Token.

[Emerald Enclave only] You immediately rank up with the Emerald Enclave and gain an
Rescue all dragon eggs. Inspiration Token.

[Order of the Gauntlet only] You immediately rank up with the Order of the Gauntlet and gain an
Bring Frulam Mondath back to Greenest alive. Inspiration Token.

[Zhentarim only] Liberate the stolen gold from the You immediately rank up with the Zhentarim and gain an Inspiration
cultists. Token.



Written by: DM Wayne Jan 2015; HOARD OF THE DRAGON QUEEN – DM Notes, Episodes 2 and 3. Page 3 of 12
After the Attack on Greenest.
• The Scene. The invaders leave just as the sun crests the horizon. It’s been a long night. Exhausted and wounded, you get
whatever rest you can in the keep barracks. Around 12, you awake to the sound of hammering and construction. Repairs
are already underway to restore Scatterheart Keep’s defenses. A messenger finds you and says Governor Nighthill has some
missions for you, if you’re up to the task.

Quests NORTH trail.
• The Scene. Governor Nighthill looks up you with • A small decoy force sent to the north.
admiration. The Raiders retreated in several directions, • They set up a Stragglers Camp.
but he has heard that Elimorel the Dragon Slayer is an • The Scene. You leave Greenest headed North, but not on
excellent tracker. The Gov asks the Heroes to track down any particular road. The path is relatively easy to follow,
the cultist army and gather information. And since the since a wide swath of grass has been trampled. What do
Xevan the Wizard and Yvelda the Warlock are excellent you do? What travel pace would you like to travel?
cult spies, this should be just the task for you. o Slow Pace. 2 mph. +5 bonus to Stealth.
o Normal Pace. 3 mph. No Effect
QUEST #1: Tracking the Raiders. o Fast Pace. 4 mph. Suffer a -5 Penalty to Perception.
• From the cultist prisoner, he was able to determine that • (begin Straggler’s Camp)
there’s a Cultist Camp somewhere nearby, and at this
camp there is a “dragon hatchery”. He is quite disturbed SOUTH WEST.
by the news. He asks that you learn the following • A medium force sent to raid Nashkel, a town to the south
information and return back here. west.
• (1) Where is the camp? (2) How many Raiders? (3) Who • They set up a Rear Guard to slow down any forces from
are the Leaders? (4) What motivates their attacks? (5) Greenest.
Where do they plan to strike next? • The Scene. You leave Greenest headed south west, along
• ANSWERS: (1) south east of Greenest; (2) 200+; (3) the Uldoon Trail. The path is relatively easy to follow,
Frulam and Rezmir; (4) treasure to please Tiamat; (5) since a wide swath of grass has been trampled. What do
They plan to strike Nashkel, Beregost, and Triel next you do? What travel pace would you like to travel?
• REWARD: 250 gold each, if they find out all information o Slow Pace. 2 mph. +5 bonus to Stealth.
o Normal Pace. 3 mph. No Effect
QUEST #2: Rescue the Townsfolk. o Fast Pace. 4 mph. Suffer a -5 Penalty to Perception.
• The Green Gauntlets inform him that at least a dozen • (begin Rear Guard)
townsfolk were taken prisoner from Greenest during the
attack. If they are at this “camp”, then please rescue SOUTH EAST. The main force went this way.
them and bring them home ASAP! • The main force went this way.
• REWARD: 10 gold per townsfolk rescued. • There is a Stragglers Camp and they set up a Rear Guard.
• The Scene. You leave Greenest headed South East. In the
QUEST #3: Rescue Leosin. mud you see the deep prints of a drake, with smaller
• A young man walks up to you, limping heavily on a footprints next to them. The exact number of footprints is
bandaged left leg. He introduces himself as Nesim. He hard to say, but there are definitely a lot of them. Every
says his Monk Brother named Leosin disappeared during now and then you see scorched bushes along the road.
the raid. Come morning, all he found of Leosin was his No doubt from stray lightning….. What do you do? What
broken staff and his broken leather necklace. Nesim travel pace would you like to travel?
would gladly go with, but his leg is broken. o Slow Pace. 2 mph, 6 hours. +5 bonus to Stealth.
• Leosin has been investigating the cult for months. No one o Normal Pace. 3 mph, 4 hours. No Effect
understands the cultists better than Leosin does. o Fast Pace. 4 mph, 3 hours. Suffer a -5 Penalty to
• Necklace. a leather necklace decorated with a silver, in a Perception.
dragon motif. The necklace was a magic item that • Closer Look, DC 10. Here and there are drops of stolen
enabled Leosin to resist interrogation (Adv vs loot from Greenest: a fine velvet cloak (10 gp); a silver
Fear/Charm). Unfortunately, the necklace’s magic seems chalice (15 gp); and a book on dragon mythology (10 gp)
broken. • Closer Look, DC 15. Mixture of humans, kobolds, and
drakes. Footprints deeper on the way out…heavy from
Tracking the Raiders loot!
• Continuing along the Trail. The footprints veer south
• The Raiders leave in 3 main directions: North, SW, and SE.
now. The land is more rugged here. Steep rocky plateaus.
• Investigating raider tracks. DC 10 Survival check. The
The rock faces are dotted with small caves. The grass here
north tracks are too few for the main force. Only a small
is quite tall. Boulders larger than humans.
force went north. The main forces went south.
• After 20 km (12 miles), begin Straggler’s Camp.
• Asking around Greenest. DC 10 Charisma check. The lady

in purple left Greenest towards the Temple of the Black

Clover.


Written by: DM Wayne Jan 2015; HOARD OF THE DRAGON QUEEN – DM Notes, Episodes 2 and 3. Page 4 of 12
Stragglers Camp Rearguard
• The Scene. You see signs of activity up ahead. A thin line • The Scene. The trail narrows as the natural rocky hills rise
of smoke rises up from a gully in the distance, some 2-3 up on either side of you. It’s now fully night, and the half
km away (30/45/60 minutes away). The sun has begun to moon gives only a little light. What do you do?
set and night approaches. What do you do? • Looking Ahead. Make a Wisdom (Perception) check. Give
• Smoke / Fires. The smoke is caused by a cooking fire at Advantage if the Heroes spend a while watching the
the straggler camp. location.
• Approaching the Straggler Camp. Sheltered in between a o DC 20 (completely unaware). About 20 m up
small ring of humungous boulders is a small camp. You ahead, you catch the glint of metal in the
hear the sounds of arguing coming from the camp. moonlight. You see the shadowy face of a creature
• Observe camp. The stragglers are roasting some prairie hiding behind a rock above you.
hens they caught along the way. The Kobolds don’t o DC 15 (know of rear guard, but not location).
bother to cook their hens, eating them raw. The cultists About 100 m up ahead, you see a good place for a
are disgusted by the kobolds’ savagery. The Kobolds and potential ambush. Could this be the location of the
Cultists distrust each other. Cultists act like bosses, but Rear Guard?
mostly just bully. o DC 10 (know rear guard and location). Up ahead
• Approaching the Camp. The stragglers are particularly must be the location the cultists described. Looks
tired and not very observant. Their PP is only 05. Stealth like a prime spot for an ambush.
checks higher than that give a Surprise Round. • Rear Guard Mission. 1) Stop any small force of intruders
• Attacking the Camp. The Kobolds immediately run for from getting closer to the main camp. 2) Harass / Delay a
cover behind the large boulders. One cultist puts out the larger threat, while a runner goes to alert the main camp.
fire with a bucket of sand, obscuring the area with smoke. • Ambush / Trap. The rear guard is positioned about 5m
If the Cultists are defeated, the Kobolds flee into the above the ground, hidden in the rocks. When the Heroes
night, rejoining the main camp later on. pass underneath, the cultists trigger a rock slide.
• What the Straggler’s Know. DC 15 Charisma (Intimidate) o Falling Rocks. DC 15 Dex save. Fail: 3d12
to get the Cultists to talk. The Kobolds talk freely, but bludgeoning damage. Save half.
mostly give lies. They try to say anything that might give o Cover from Rocks. Ambushers gain +5 AC from 3/4
them freedom. Cover. The cultists and mercenaries use crossbows.
o Rear Guard. They know there is a force protecting The acolytes use Dark Flames.
the rear flank of the main raider camp. They don’t o Reaching Ambushers. Reaching the Ambushers in
know how large the rear guard is, but guess it’s melee requires a Hero to climb the rocks (about
about a few km ahead, where the path passes 4m up). Make a DC 12 STR/Athletics check. On a
between narrow rocky bluffs. success, the Hero reaches the ambushers and can
o Main Camp. The main camp is past the rear guard, take an Action. On a fail, the Hero stumbles and
about 3 km away. Several townsfolk have been provokes an Opportunity Attack from one cultist.
taken prisoner, but they don’t know which ones • What the Rear Guard knows. DC 20 Charisma
specifically. (Intimidate) to get the Cultists to talk. The Mercenaries
o Raid Purpose. The purpose of the raid was mainly o Cultists. They know there is a force protecting the
for loot. They were told to look for gold, gems, and rear flank of the main raider camp. They don’t
other valuables. They are preparing “the great know how large the rear guard is, but guess it’s
hoard to honor the Dragon Queen, Hail Tiamat!” about a few km ahead, where the path passes
• Creatures. Blue Claw Cultists (4), Blue Kobolds (8) between narrow rocky bluffs.
• Treasure. 30 silver coins, pewter candlesticks (50 silver), o Mercenaries. They were hired to be muscle and
silver serving dishes (80 silver), a carved wooden holy nothing else. They are paid well (about 10 gold per
symbol of Kelemvor (5 gold) tenday) and will flip sides for double that. They
know there are
• Creatures. Black Wing Cultists (6), Black Wing Acolytes
(4), Dark Sail Pirates (6)
• Treasure. Each cultist wears a dark black leather tunic
with a flared black mantle. They each have 2d6 silver. The
Dark Sail Pirates have 1d6 gold each.









Written by: DM Wayne Jan 2015; HOARD OF THE DRAGON QUEEN – DM Notes, Episodes 2 and 3. Page 5 of 12
The Cultist Camp

The Scene. Ahead you see a large rise of rocks jutting up
about 50 m above the surrounding grasslands. The top is a Exploring the Camp
plateau and forms a rough horseshoe shape. The camp is • Make a disguise. DC 10 Intelligence check. Success: you
nestled inside the protective rocks. You see several smoke create a good disguise. Fail: your disguise is flawed and
lines from campfires, as well as 3 wooden watchtowers that your CHA checks have Disadvantage.
have been constructed around the plateau. The steep sides of • Blend in with the cultists. DC 10 Charisma check. Success:
the plateau are dotted with shallow caves. Most of the area is you are disguised and no one recognizes you. Fail: the
covered in thick, luscious green grass, sometimes growing as cultist guards don’t buy your story.
tall as 1-2 meters high. Bushes and scrubby trees grow in • Sneak Around. DC 15 Stealth check. Fail: a nearby cultist
patches. spots you and gets suspicious.
• The Camp is about 200 strong • ALERT. Camp goes on ALERT if cultist bodies are
(50% kobolds, 25% mercenaries, 25% cultists) discovered. DC 15 Charisma check. Fail: A crowd gathers
and you’re surrounded 5-to-1 with Cultists. Possibly
Camp Locations recognize you from Greenest raid.
• Kobold Tent area •
o crudely built tents. animal hide and bones
• Cultist Tent area Captured
o sturdy tents, clean, decorated with dragon • Caught. Captured Heroes are Disarmed, Hands and Legs
paintings bound tight, and brought before Frulam Mondath for
o Blue Claws tent judgment. She interviews them one-by-one.
o Red Hands tent • Mondath’s Questions. Who are you? Where did you
o Black Wings tent come from? What are you doing in the camp?
• Cult Leader Tent. • Convincing Mondath. Charisma (Deception) vs Mondath’s
o Frulam Mondath. Wisdom (+6). Wearing the Dragon Hunter Regalia or
o Azbara Jos. Red Wizard of Thay and meeting with openly displaying “Good” Holy Symbols gives you
Frulam. Disadvantage on the check.
o Rezmir. • Convinced. If Mondath is convinced, the Hero is set free,
o Black Wing Cultist (4) but watched heavily and is not allowed to leave the camp.
o Black Drake (4) She suggests they “try out” with various Cultist Factions
• Mercenary Tent areas and pick one to join.
o Stormchain tent • Fail to Convince. Sentenced to die in the morning. Tied to
o Dark Sail tent posts along with Leosin. (Con checks to not become
o Red Sun tent exhausted)
• Prisoner area • Escape bonds. DC 15. Make one check for hands and one
o Prisoners (15). Shackled to a post in the hut. DC 10 for legs. If hands are free, you have Advantage.
to pick. DC 20 to break. • Captured Gear. Their weapons and gear are given to a
o Red Hand Cultists (4). standing guard group of Kobolds that take the gear back to their Kobold
o Den.
• Stormchain Cave
o Missions at the Cultist Camp
• Kobold Den Cave • Red Hand mission. Get branded with the mark of Tiamat.
o DC 12 Con save. Fail 1d6 Fire damage. Save no damage.
• Dragon Hatchery Cave • Black Wing mission. Perform the Suffering with a Kobold.
o • Blue Claw mission. Kill a Red Hand without getting
• Guard Towers. 7m tall. Made from wood. Each one is caught.
manned with 2 Cultists. Long ladders go from the ground • Clean. Do some generic cleaning in the cultist tents.
to the plateau. • Cook. Help prepare a meal for the cultists.
• Rock Cliffs. DC 10 Athletics to climb in a hurry. DC 10 • Stand Guard. You are assigned to one of the watch-
Stealth to avoid making too much noise. towers.
• Various locations. Huts, beer gardens, fighting pits, wolf • Weapon Drills. Practice weapon drills with the cultists.
kennels • Hunt for Game. Go ranging for game in the nearby
• grasslands.







Written by: DM Wayne Jan 2015; HOARD OF THE DRAGON QUEEN – DM Notes, Episodes 2 and 3. Page 6 of 12
Factions at the Camp

Kobolds The Blue Claws of Tiamat (Blue Dragon Cultist)
• There are roughly 100 Kobolds at the camp. • They are very fanatical and enjoy praising Tiamat the
• They travel in packs of five. most.
• Fresh meat is delicious! • Mission: Hey recruit. The Blue Claws have a mission for
• Dragons are the best! you. One of the Red Hands is a traitor. You’ve gotta kill
• Everything is terrible, but Tiamat will come a make things him without getting caught.
better • Clue. Frulam Mondath wears the purple, and she’s the
• Tiamat is awesome because she’s 5 gods in 1. Hail Tiamat! right one to do it. Anyone who can inspire the loyalty like
• We love to make stuff. Especially stuff that hurts people. she does is someone I’d like to follow!
• If dragons breathe on your eggs, they will be blessed and • I don’t think the Red Hands have their heart in it when we
grow to be strong like dragons do our ritual chanting. That’s the best part!
• Lennithon was wonderful in that attack! She killed a lot of • (first guy) Working with Lennithon was a great honor.
filthy humans (other guy) Well, don’t say anything to Frulam, but I don’t
• How does it feel knowing that your flesh will eventually think Lennithon was very enthusiastic in that battle.
become food for us? (first guy) Yeah, but did you see the way he blasted that
Wizard Tower? Man, that was incredible!
• Come sing with me! “Let’s Praise Tiamat, and shine in all
The Red Hand of Tiamat (Red Dragon Cultist) her glory, glory!”
• They have a crazy temper. They’re obsessed with gore. • There aren’t enough prisoners to experiment on, even
after Greenest. Frulam says we’re just going to feed them
• Mission: Hey recruit! Come here. Have you been through
all to the hatchlings anyway.
your Branding yet? You have to get branded if you’re
gonna be a Red Hand. • I wonder what would happen if we tried to crossbreed
one of these human prisoners with our kobolds. I hear it’s
• Clue. I can’t believe that wimpy looking elf girl killed
been done before. Man, that would be something to
Cyanwrath. I think she cheated somehow. Cyanwrath’s
watch! I’d even love to join in!
cousins are going to be very upset.

• Which cultists are worst, the Blue Claws or the Black

Wings?
• The blood of the young tastes different…somehow more The Black Wing of Tiamat (Black Dragon Cultist)
pure than the blood of adults • They are opportunistic hedonists.
• That red blood is inside everyone. And it makes a great • Mission: Come recruit! Grab one of these Kobolds and
lubricant. Tiamat sure thought of everything when she bring him to the Black Tent. It’s time to perform the
created us! Hail Tiamat! Suffering! Hail Tiamat!
• Why are we keeping that stupid monk alive? Rezmir • Clue. I hear Rezmir is going to offer a deal to the Giant
should just flay him alive and let his screams lead Tiamat King soon. She’ll help him bring back the Twelve Warriors
into this world. of Thrym if he lets her use Skyreach Castle. What glory to
• The hunters are just killing this food, you know? And if it have the ancient enemies of dragons joining our holy
doesn't die when they bring it down, they just cut the cause! Blagothkus surely can’t resist such an offer! Hail
jugular, wasting the blood and killing it in seconds. I don't Tiamat!
understand what's wrong with people, you know? It could • I love to meditate on the coming terror we shall bring to
suffer so much more before I turn it into shit—we could the realm. Oh, that heinous fate that will befall us all once
even be keeping it alive while we eat it. It's just, I don't her majesty returns! Hail Tiamat!
understand! It doesn't make any sense to me. • Yo man, I’ve got some Dreammist. You wanna try some?
• I get that we’re collecting treasure for the Dragon Queen, • Aye, the half-elf monk lives. It’s by the order of Rezmir.
but why can’t we have some for ourselves? She wants something from him, though I don’t know
• These mercenaries just don’t get our cause, do they? It’s what and I certainly wouldn’t want to be him!
so awkward talking about Tiamat when they’re around. I • Rezmir leads us, just as the Black Wings should. Though
don’t think they’re believers. Maybe we should eat one it’s been months since we’ve seen her in person. I wonder
and find out! what she’s up to?
• We should be trying hard to convert these heretic
mercenaries to our cause! I think the Dark Sail Pirates
have been showing an interest lately.
• Greenest was our most profitable venture yet! I wonder
what town is next?





Written by: DM Wayne Jan 2015; HOARD OF THE DRAGON QUEEN – DM Notes, Episodes 2 and 3. Page 7 of 12
The Dark Sail Pirates (Mercenary company) Leosin
• I don’t want any part of your sick cult • (half elf male monk) Spy. Knows a lot about the CoD.
• I don’t care, as long as we get paid Harper agent!
• You with the Stormchains? • Tied up. Currently tied up to an x-bar. Escape DC 20.
• You can’t afford what it would cost for me to answer that Requires four successful checks. Leosin is heavily
question. wounded (10 hp) and exhausted (Disadv on Checks). He
• With what they took from that last raid, they should be has been denied food, water, and sleep, but they haven’t
paying us more! broken his spirit.
• Rescue Leosin. If Leosin is taken away, his absence is
The Red Sun Warriors (Mercenary company) noted within 5 minutes. Rigging up a dummy = 20
• I’d be interested in talking about your dragon queen. minutes. Tying up another prisoner in his place = 2 hours.
• The only thing that bothers me is that the cult gets all the If they don’t rescue him, he is taken by the Cult when
glory while the Red Suns do all the killing. they leave.
• I hope your skill at arms is good enough to back up being • Leosin’s Knowledge. Instead of Frulam’s map conveying
stupid enough to bother me! everything, Leosin has actually done some spy work
(which was his goal to begin with) and knows things.
• Hey you. You any good with that sword? Yeah? Then
prove it! • Leosin knows the following information. I don’t know
where they are headed, but they definitely plan to
• Murdering all those people last night sure felt good. Like a
secretly transport the treasure disguised as a merchant
release of energy, but not nearly enough. I wish I had
caravan. The caravan will most likely need to travel with
scalped more villagers, you know? Hail Tiamat, as they
other merchants in order to remain inconspicuous. We
say!
just need to figure out which city.

• The Heroes can find Frulam’s map that shows them going
The Stormchain Sorcerers (Mercenary company) North.
• Ah, I love a good cult. There’s no better way to make
• Leosin tells of a fellow harper named Carlon Amofell, a
money!
human spy with a short gray beard.
• I wouldn’t recommend joining the cult. They’re not likely
to succeed in raising Tiamat. It’s been tried before a
hundred times. Good money though!
• Why are you talking to me?
• I don’t care what they have in that cave. And you
shouldn’t either.

Prisoners
• There are 20 prisoners currently tied up at the camp.
o 10 of them (including Leosin) are from the raid on
Greenest.
o 4 of them are Dwarves captured in Easting.
o 1 of them is Rashida, a Human radish farmer
woman from Berdusk. Her halfling husband (Tom
Haverford) was taken inside the big cave and never
returned.
o 5 of them are half-elf hunters taken along the
road. They are being kept in the Stormchain
Sorcerer cave and are being experimented upon.
• weeping
• dying on the ground
• Don’t talk to me! You’ll get me killed!
• Don’t hurt me sir! I just wanna go home!
• They will work us till we die and feed us to whatever vile
monsters they have in those caves.
• Take me from here! I’m a rich noble from Waterdeep! I’ll
pay you! (he’s quickly lashed by a Red Hand Cultist)
• Tell them I praise Tiamat. I want to join! It’s not too late!
Let me join! Hail Tiamat!
• The only way into that cave is by permission of the Purple
Lady
• The Stormchain Mercenaries start assaulting the
prisoners


Written by: DM Wayne Jan 2015; HOARD OF THE DRAGON QUEEN – DM Notes, Episodes 2 and 3. Page 8 of 12
Episode 3: Dragon Hatchery

Abandoned Camp The Garbage Cliff. This cliff drops 3m down to the cavern
• The cult picks up and leaves 4 days after the raid, at below. The goblins and the rest of the camp use it as a
sunset. garbage dump.
• The Scene.
• No one is actively hostile. Looking Around. On the ground below the cliff you see a huge
• Two of the scouts are fighting over a tied up mound of foul looking stuff. Looks like garbage mostly. But
villagewoman. you do see a few tantalizing glints of metal and the occasional
spine of a leather bound book amongst the rubbish.
• A lone Kobold is furiously digging somewhere in the rear

of the camp.
The metal objects are worthless and the books are rotten
• A single cultist is painting a large wooden signboard with
through.
the phrase "Free Couch" and an arrow.

• A group of three cultists stands on the north side of camp
Cave Paintings. The walls have religious pictograms, mostly
arguing about which way to go.
centered around giving birth.
• 1d4 of the Red Sun Warriors are standing around cutting
(religion check) The paintings are dedicated to Laogzed, a
meat.
monstrously fat demonic toad that slumbers in the abyss.
• Dragon Hatchery. Areas H1-H11 Laogzed is typically worshiped by a savage, degenerate,
• Kobold Den. Areas K1- K2 warlike creature called the Troglodyte.

K1. Kobold Den Cultist being Tortured.
The Troggs are busy torturing an unlucky cultist, taking turns
The Scene. The cavern is huge and messy, with a large central ripping off chunks of flesh and eating it. They believe that they
pillar. The pillar is riddled with small pockets where kobolds are making the Cultist very happy due to his mouth noises.
have made little nests. Chunks of half-eaten meat lie here and The Troglodytes are not hostile to party. The cultist is eager to
there. Flies swarm around the entrance, attracted to the be rescued.
terrible stench within.
Monsters. Troglodytes (6)
The cave floor is slippery and non-Kobolds must make a DC 10
Dexterity check each round to avoid slipping and giving them Treasure. Searching 10 minutes reveals pouch of 10 gems (50
Disadvantage on their attack. Also, everything in this room is gp each)
surprisingly flammable!

Floor Trap. (DC 15 to detect) H1. Hatchery Cave Entrance
Collapsing Ceiling. A section of the ceiling is triggered to
collapse when someone steps on a trapped area. 4d6 The Scene. The entrance to this cave is still heavily guarded.
Bludgeoning damage. Six Black Wings stand guard outside the entrance.

Monsters. Kobolds Blue (12); Kobold Sorcerers Black (6) Further inside. A wide natural cavern descends into the rocky
plateau. Torches once lined the walls, but they’re either
Treasure. After a 10 minute search: 38 gold, 150 silver, 700 missing or long burnt out now. Deeper into the cave you see a
copper, Bone-carved White Dragon earrings (50 gold), strange colorful glow.
Soapstone-carved dragon figurine (60 gold), Wood-carved
Green Dragon statue (70 gold), Ivory-carved Dragon Bracelet Stairs. The cavern floor ends in a steep 4m drop-off. The
(100 gold). cavern below is carpeted floor-walls-and-ceiling with fungus
growths, ranging from a few cms high to a few meters tall.
The wild Fungus Garden glows in greens and purples. A set of
K2. Troglodyte Lair natural stone steps lead down to the garden.

The Scene. The wide passage leads deeper into the cave. The Secret. (DC 20 to find)
air grows warm and thick with a sweet rotten smell. The Concealed Passage between the last two columns. Leads to
ground is littered with chewed bones and other food rubbish. Guard Barracks and Treasure Storage.
The tunnel continues on for a little while then suddenly, you
catch yourself as the floor abruptly ends in a sheer cliff! Below Monsters. Black Wing Cultists (6)
you there is a dark, rocky cavern. The walls are covered in
primitive looking cave paintings. You hear the distorted Treasure. Each Cultist carries 1d6 gold.
screams of a man in pain echoing around the cavern. What do
you do?


Written by: DM Wayne Jan 2015; HOARD OF THE DRAGON QUEEN – DM Notes, Episodes 2 and 3. Page 9 of 12
H2. Concealed Passageway H4. Central Cave

The Scene. A concealed passageway leads south. The tunnel is The Scene. This large, creepy cavern has a tall ceiling and the
quite roomy and the ground is smooth and flat. tiniest sounds echo loudly here. Three passages lead out to the
south. A wooden rack of rusty spears stands against the wall
Secret. Concealed passageway leads to the hallway near the middle passage.
H9/H10/H11.
Spears. The spears here are useful for moving aside the heavy
Treasure. Searching the hallway carefully yields 4d6 pieces leather curtains.
each of copper, silver, and gold.
Kobolds. Every time you enter this area, roll 1d6. On a 1, there
H3. Fungus Garden are 6 Kobolds here.

The Scene. The cavern in front of you is carpeted floor-walls- Monsters. Kobolds (6)
and-ceiling with fungus growths, ranging from a few cms high
to a few meters tall. The wild Fungus Garden glows in greens Treasure. Each Kobold has 1d4 silver.
and purples. A set of natural stone steps lead down to the
garden.
H5. Drake Nursery
Closer Look. The fungus ranges from short and spongy grass
to mushrooms like wide brimmed floppy hats. Amid the fungal The Scene. Your footsteps crunch noisily on the loose sand as
garden are also several dead bodies. Sprouting from their the passageway leads down to a wide cavern. The immediate
rotting corpses are tall purple mushrooms, over a meter tall. area is well lit by torches and a foul stench is upon the air.
Four writhing and fuzzy tentacles protrude from each stalk. Along the far wall are several cluttered tables. About 4 m into
the room, there’s a ledge that’s walled off with a floor-to-
Stair Trap. (DC 15 to spot) ceiling iron fence. The leftmost edge of the fence has a gate
Stair Trap. The 4th step down is covered in slippery fungus. If leading to a set of wooden stairs going down into the shadowy
stepped on, DC 15 Dex save or slip and fall off the stairs. cavern below.
Targets take 3d6 falling damage and land on a patch of 3x
Violet Fungus below. The cavern below. The rest of the cavern is about 5m below
the ledge. Despite the torches, the area is mostly bathed in
Navigating the Fungus Garden. (DC 15 Nature, Investigation) shadow. All you see is huge rocks and half-eaten carcasses.
There are two main paths through the fungus garden. The From somewhere deep in the shadows, you hear snarls.
right path leads through the Violet Fungus. The left path is
safe. Stairs. Wooden stairs down, surrounded by metal cage, gate
at bottom (DC 15 to pick, Acolyte has key)
Fungus Spores. Airborne spores trigger when a Violet Fungus
is physically hit. Nearby creatures must make a DC 10 Con Tables and Acolyte Cultist. The acolyte is hiding under/behind
save. On a failed save, the creature begins to hallucinate. The the tables. DC 15 Perception to spot. The tables have several
effects last for at least 1 minute. Roll 1d6. skulls filled with a dark liquid and various ritual implements,
1. Your vision is blurred and all creatures you see appear to including a Holy Symbol of Tiamat.
be reptilian. (DC 15 Nature) The blood is from a Blue Dragon (specifically
2. Your body itches. Out of the corner of your eye, you spot Lennithon). There is enough blood here for 4 Drake Creation
swarms of bugs crawling over the walls. Rituals.
3. You start to sweat. The walls and ceiling catch fire and
you are unbearably hot, willing to do anything to cool off. Trap. (DC 15 Perception, DC 10 Investigation)
4. A small reptilian monkey steals your coin purse and then Slide Trap. A concealed area of the floor gives way to a slide
runs off into the fungus garden. that dumps you into the fenced-in cavern below. DC 15 Dex
5. You feel sick and the walls are closing in and you know save to avoid.
you are going to die any minute.
6. Everything is really, really, funny right now. Drake Creation Ritual. Drakes are created from mutated
Kobolds. In this ritual, Kobolds are forced to drink enchanted
Monsters. Violet Fungus (15), in 5 patches of 3. dragon’s blood (Blessed in the name of Tiamat). The Kobolds
then undergo a long and painful transformation process.
Treasure. Searching the area reveals a collection of 1d4+1 During this stage, the Kobolds consume massive quantities of
Goblin Mad Caps. Eating one gives you Advantage on all raw meat. After 1d4 days, the transformation is complete.
Intelligence and Charisma checks/saves, but you suffer Their Drake color depends upon the blood they drink.
Disadvantage on Wisdom and Dexterity checks/saves. The
effects last 1 hour. If you eat two, make a DC 20 Con save. On
a failed save, drop to 0 hp and become incapacitated.

Written by: DM Wayne Jan 2015; HOARD OF THE DRAGON QUEEN – DM Notes, Episodes 2 and 3. Page 10 of 12
Mutant Kobolds. Hidden in the cavern below are six H7. Dragon Shrine
grotesque and elongated Kobolds that are in mid-
transformation into Drakes. They use Drake stats with half the The Scene. The acrid smell of fire and brimstone assaults your
hit points (25 hp). nose. At the far end of this round room is an iron door flanked
by burning braziers. More burning braziers are spaced out
Monsters. “Mutant Kobolds” Drakes (6), Blue Claw Cultist along the outer wall, providing bright illumination. The center
Acolyte (1). of the room is much lower, and short stairs lead down to the
different levels. Around the room are simple wooden benches.
Treasure. The Cultist has a nice gold necklace with a dragon Everything is made to face the center of the room, where you
pendant (worth 50 gold) and an Iron Key (opens Drake and see, carved directly out of an existing stone stalagmite, there
Dragon cages). The necklace is magical and when attuned it is large stone shrine of Tiamat, the 5-headed Dragon Queen.
bestows upon the wearer the knowledge of the Drake The shrine is delicately carved and painted, each dragon head
Creation Ritual. a vibrant color. She is shown emerging from a volcano. At the
foot of the shrine is a small wooden chest, decorated with
ornate silver and pearl inlays. Next to the chest on the ground
H6. Meat Locker is the corpse of huge blue half-dragon, surrounded by candles.
Standing over the body are two more blue half-dragons
The Scene. The steps lead down to a wall of thick leather (though not nearly as large) and two Cultists. One of the blue
curtain. The air grows colder here as you descend. half-dragons points at you and shouts, “It’s them! They’re the
ones that killed the Mighty Cyanwrath. Get em!” They pick up
Door Trap. (DC 20 Perception, DC 15 Investigation) giant axes and start charging right towards you.
Poisoned Hooks: Hidden among the leather curtains are
dozens of tiny hooks covered in poison. Anyone touching the Cultists. These are two Acolytes, one Black Wing and one Blue
leather curtains must make a DC 10 Dexterity save. On a failed Claw. The Black Wing immediately summons the Void of the
save, the creature takes 2d10 Poison damage and their HP Black Wing. The Blue Claw utters an unholy prayer and the
Maximum is reduced by the same amount. This reduction dead body of Zombie Cyanwrath rises to its feet! When
lasts until the creature completes a Long Rest, or until the Zombie Cyanwrath first arises, it triggers the Blue Dragon
Poison is neutralized. The trap can be avoided by opening the Head.
curtains with the Kobold spears.
Dragon Warriors. The Blue Half Dragon Warriors are cousins
Inside the Curtains. The smell of old blood assaults your nose. of Cyanwrath, but not nearly as large. They likely recognize
The floor is covered in dried puddles of it. The air is freezing the Heroes as the ones that slayed Cyanwrath, and fight to the
cold in here. Heavy chains are strung up between the four death if they do.
large natural stone columns in this room. Gutted animal
carcasses hang on hooks from the chains. You see what looks Shrine of Tiamat. The shrine depicts Tiamat at the Well of
like deer, goats, small forest cats, and small bears. One of Dragons (located in the Sunset Mountains). Tiamat was
them on the other side of the room appears to still be moving. banished to the Nine Hells long ago. Saying “Hail Tiamat” in
the presence of this Shrine bestows Inspiration to the creature
Moving Carcass. As you get closer, you realize that this isn’t an (limit: one/day). If the creature is not a follower of Tiamat,
animal carcass at all. It’s a bloody and mostly naked halfling they take 2d10 Psychic damage instead. Each round while the
hanging upside down. He seems to be mumbling something Cultists are alive, the Shrine acts on Initiative 20 and can
but you can’t make out any words. What do you do? perform any ONE of the following actions.
• Blue Dragon Head. A random lightning bolt streaks across
Tom Haverford. (male halfling rogue) Tom is the husband of the room. DC 10 Dex save to avoid. Disadvantage if
Rashida (chained up with the other prisoners). He is alive, but wearing Metal Armor. Fail: 2d10 Lightning damage.
quite delirious and suffering from hypothermia. He’s • Black Dragon Head. Acid mist sprays everywhere. DC 10
mumbling “Rashida my love, I will rescue you.” over and over, Con save to avoid. Fail: 2d10 Acid damage.
but is too out of it to make real conversation. Tom’s chains are • Red Dragon Head. A sheet of Fire shoots out. DC 10 Dex
bound with a lock (DC 15 to pick). If he is taken down from the save. Fail: 2d10 Fire damage.
chains, a successful DC 10 Medicine check can bring him back • White Dragon Head. A blast of frosty air fills the room.
to talking. If asked, he explains that he found a nail on the DC 10 STR save to resist. Fail: frozen and Restrained in
ground and was trying to use it to pick the prisoner chains. place.
The cultists spotted him and hung him up here as punishment. • Green Dragon Head. A poisonous gas fills the room. DC
More than anything he wants to be re-united with his wife, 10 Int save to avoid. Fail: Be confused. Lose Action for 1
Rashida. round.

Monsters. Tom Haverford (1) Investigate the Room. This chamber has been enlarged and
reshaped from its original form. The floor and walls are
Treasure. All the wild animal meat you can eat! smooth and polished. The walls are covered in abstract
dragon carvings. Dragon tails coil into intricate patterns and
knots that flow across the walls.
Written by: DM Wayne Jan 2015; HOARD OF THE DRAGON QUEEN – DM Notes, Episodes 2 and 3. Page 11 of 12
Monsters. Black Drake (4). They use Shadow
Secret Door. (DC 20 to detect, DC 20 to pick) Jump to remain hidden and gain a surprise round. DC 25 to
Behind one of the braziers along the West wall is a secret door detect/spot. Each of them is mothering one of the dragon
that leads to a ladder to Frulam’s room. If the door is opened eggs. They fight to the death to defend the eggs.
without Frulam’s Dragon Key, it automatically triggers the
Black Dragon Head. Treasure. Dragon Eggs (3)
• Two eggs easy to spot. Last egg hidden (DC 15
Monsters. Blue Half Dragon Warriors (2), Zombie Cyanwrath Perception).
(1), Blue Claw Cultist Acolyte (2) • DC 10 Nature: they are black dragon eggs
• DC 15 Nature: they hatch in 1 week if stored in a warm,
Treasure. Each Blue Half Dragon Warrior and Cultist has 3d6 humid environment
gold. There is also a small chest.

Small Wooden Chest. (trapped and locked, DC 10 to unlock) H9. Guard Barracks
This chest contains the loot that Rezmir gave to Frulam. It is
being used here as an offering to Tiamat. If the Chest is Door. Unlocked. Simple wooden door.
Moved without the Dragon Key, it triggers the White Dragon
Head. The Scene. You see a large room with about a dozen bunk
• String of Pearls (300 gp, taken from Greenest, REWARD beds. There are several tables here and the room has the
for return: 75 gp) messy look of a dorm room.
• Gold-and-Sapphire Ring (900 gp, taken from Greenest,
REWARD for return: 225 gp) Monsters. Black Wing Cultist (12). These are Frulam’s
• Velvet pouch of masterfully cut and polished precious personal guard, assigned by Rezmir. They fight to the death to
stones (600 gp) protect Frulam, but if Frulam escapes or falls in battle, the
• The chest itself is quite nice and is worth 50 gp, or only 25 cultists try to escape.
gp if the trap goes off and sprays acid everywhere.
Treasure. Each Black Wing Cultist has 10 gold (120) and a
Dragon Scabbard (12). They are worth 20 gp each to a dragon
H8. Dragon Hatchery enthusiast. They aren’t part of cultist uniform. Wearing one
gives +1 to CHA Deception or Persuasion checks against
The Scene. The door to this room is heavy iron and it’s locked dragon cultists.
tight.

Hatchery Door (DC 25 to pick or bash down).
This locked iron door leads to the Dragon Hatchery. It is
unlocked with Frulam’s Dragon Key. If the Hatchery Door is
opened without the Dragon Key, it triggers the Black Dragon
Head.

Opening the hatchery door. As you open the door, you
suddenly get the feeling that something terrible is within. The
light from the well-lit shrine room behind you seems to
disappear and get swallowed up by a deep, dark, blackness.
The walls ooze and glisten with something horrible. Every
breath you take is painful and burns your lungs. You start to
sweat. The air swirls around you, as if alive and magical. A few
meters into the room there’s a ledge that’s walled off with a
floor-to-ceiling iron fence. In the center is a gated door leading
down a set of stone stairs and into the blackness. You have the
unpleasant feeling that you are being watched.

Gate Door. (DC 20 to pick) Unlocked with Frulam’s Dragon
Key.

Acid Environment. The walls in this room ooze acid. Every
minute spent in the room by a non-draconic creature requires
a DC 15 Constitution save or you take 1d8 acid damage from
the burning to your lungs.


Written by: DM Wayne Jan 2015; HOARD OF THE DRAGON QUEEN – DM Notes, Episodes 2 and 3. Page 12 of 12
H10. Frulam Mondath’s Chamber
Story Clues.
Iron Door (DC 25 to pick or bash down) It is unlocked with • The treasure is going to Naerytar Skalindeel.
Frulam’s Dragon Key. • (ranger knows automatically) The words are from an
ancient dragon language. Can’t remember the exact
The Scene. Inside you find a luxurious room, decorated in meaning. Will have to consult a sage.
black velvets. There is a large, cluttered table and a • The words mean: “living rock of the sea” (this is Coral
comfortable looking chair. A large mirror stands next to a Rock).
plush bed. Thick black rugs cover the ground. Two oil lamps • The words appear in reference to an old tale about an
provide light. underwater castle that could move around under the sea
(this is the Castle)
The Desk. It’s covered several books and papers, including • The words appear in reference to an old beast, older than
Frulam’s Personal Notebook and Map. dragons. A more simple but primal beast that dragons
evolved from. (the Dragon Turtle, as they are now called)
Secret Door. (DC 20 to detect)
The rugs here conceal a secret door that leads down to the
Dragon Shrine. The door opens behind one of the braziers H11. Treasure Storage
along the West wall.
Locked Iron Door (DC 25 to pick or bash down) It is unlocked
Frulam Mondath is here. Fanatical and Cautious, she's a with Frulam’s Dragon Key.
physical fitness buff and has a narrow bearing. She views
herself as having the spirit of a dragon and is tired of the The Scene. This is it. The moment you’ve been waiting for. The
constant shit she has to take from everyone. treasury is beyond this door. The HOARD of the Dragon Queen
should be right here!
Monster. Frulam Mondath (1)
Monsters. Magnus, drunk Red Hand Cultist (1). Magnus
Treasure. doesn't want to be in the cult anymore, and instead wants to
• Frulam’s Regalia. Fits a woman, Wearer of Purple be a henchman. He's socially awkward and laid back and is
commands a lot of respect from lower ranking cultists interested in minutia. He has a long neck.
• Frulam’s Map. See below and handout.
• Frulam’s Personal Notebook. See handout Treasure. There is nothing left but scattered coins, gems, and
• Frulam’s Dragon Key. A black iron key shaped like a small metal objects (worth about 16 gold).
dragon. It opens the Tiamat Shrine chest, the Dragon
Hatchery doors, her personal quarters door, and the
treasure storage door.




Frulam’s Map.
• A rough diagram of their attack plans, demonstrated with
various sized pebbles as “minis”.
• Previous attacks (Asbravn, Berdusk, Easting, Greenest)
• Future attacks (Beregost, Nashkel, Triel)
• (INT check) Check required to figure out what it means.
North is not labeled.
• (INT check) Cannot be moved, but can be sketched to
show others. Requires an INT check to do this too.

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