Dungeons and Dragons – Omega Chronicle: A Bard’s Guide

A Bard’s Guide

Good Day Friends! Benwyndll Nimvelwyn, Bard extraordinaire here, just trying to do my part to make your time trapped in the game a little less miserable. The following will act as a story to help kill your boredom as well as a guide to slaying the monsters which inhabit this world. Each week I will try to bring you an exciting tale of harrowing adventure and I’ll also share with you any tips I’ve discovered for slaying the beasts that I encountered during my adventures. For this, all I ask is a nominal fee which you have, no doubt, already paid.

The first adventure which I will be sharing with you involves the Whispering Wood, and the Dragonspine Mountains. Yes, that’s right, friends! My compatriots and I have not only delved into the unrelenting darkness of the Whispering Woods, facing its many perils, but we have also defied death by creeping into the unexplored Dragonspine Mountains.

Let me begin at the…beginning. By sheer force of presence and devilish charm I was able to assemble a group of six battle hardened men and women to accompany me into the Whispering Wood. My companions are Dale, the Human Ranger, Nyx, the Tiefling Warlock, Stanton, the Human Cleric, Garth the Half-Orc Warrior, and Nia, the Half-Elf Paladin. At first, some of them were afraid, but my confidence and daring proved to be a beacon of hope and inspiration in the dismal darkness and despair of which many of us have succumbed.

Upon entering the wood, we stumbled upon a beleaguered Dwarven Cleric named Dinmall who had come to the Whispering Wood to help a woman in the city of Balmordal. Her child had been taken away by goblins, and this poor fellow had gone to help with a group of his own. But they promptly ditched him upon receiving his quest, and then the fools went about the business of getting themselves killed. Once Dinmall had divulged this information to us, and the location of the child, we immediately set off to help.

Dale did what he does best…sneaking and peeking. He spotted several goblins and hobgoblins, and tried to creep around the camp to see if he could spot more. Unfortunately, he was spotted and we were forced to engage the enemy. We waded into combat with a battlecry on our lips and courage in our hearts!

Nia was the first to strike a blow against our foe by tossing a javelin through a goblin’s chest. Goblins are a troublesome foe when they can muster numbers. They are difficult to hit, but they don’t have many hitpoints. Kill them quick though, or they’ll surround you, and poke you to death.

Much more difficult were the hobgoblins we encountered. Our ummm “healer,” Stanton, managed to dispatch several with an area of effect spell hitting at max damage (24 damage). However, there was a much tougher one that also took the full force of the spell and was still in the fight. I managed to slay the hardier Hobgoblin by putting myself into an advantageous position and forcing it to retreat by casting a dissonance whispers spell, then stabbing it through the heart as it ran (19 more damage putting it at around 40 hps).

Once we had cleared the camp, we rescued the child, and a few guards who had also been trapped along with him. The guards told us that the Prince of the City of Light, Balmordal, had been kidnapped and taken to a temple in the Dragonspine Mountains. We selflessly offered to pursue this quest post haste. Dale volunteered to take the child back to the City, and departed with the boy on horseback. He soon caught up to us at the entrance of the temple.

The Temple had a giant dragon carved into it above the entrance. Stanton was able to discern that this was a Temple to Loviatar, the goddess of pain. With that in mind, Dale snuck into the temple and started to search around. Almost immediately, he was able to find a couple of corpses that rose up from the ground and started to attack the party.

The Symbol of the Goddess of Pain
The Symbol of the Goddess of Pain is not pleasant. 

Zombies are slow and easy to hit, but they have a decent amount of hitpoints themselves. Luckily we were only facing two, and managed to deal with them with relative ease.

Further along, we ran into a trap that did some minor damage to our Ranger. Tip when spelunking dungeons, use stealth, and remember to investigate for traps. It might save your life.

The next foe we came upon were ape-like Fiends. We stumbled upon them as they were feasting upon the corpse of an unfortunate guard. They were squat little devils, and excreted a foul smelling gas 10 feet from themselves that would linger. Anyone who inhaled the gas would

have to try and overcome it (Constitution save) or become sluggish in their actions. They also seemed to be resistant to lightning attacks, but luckily, they were easy to strike (13 AC or less) and went down with few strikes. We slayed them with with little effort. Their corpses dissipated when they fell to the hard, stone floor.

In the next room, we came across another two guards. The two we had rescued recognized them, this put us at ease. Though, that would turn out to be a mistake. They told us that they had accompanied the Prince here, and that he was still alive, further in.

With renewed hope that our mission would be successful, we pressed on. We entered a smaller room that was adorned with whips, chains, and cat-o-nine tails. Resisting the urge to take a few with us, we pressed forward!

In the next room we found a poor man chained to the floor, his body was bloody and scarred, his mouth was gagged. Obviously, he had spent some time in the previous chamber. We didn’t have time to discuss the circumstances of his capture, however, as the room was filled with those gas expelling Fiends. There were about twice as many, and this battle was about twice as difficult, but we managed to overcome our foes once again!

After the fight, I strode up to the platform our friend was anchored to, and calmed him before removing the rag from his mouth. “They aren’t guards!” was the first thing out of his mouth. With that, we wheeled about to face what we had thought were our allies.

Big, Hairy, Mean...
Big, red, and deadly…

The guise the “guards” wore melted away to reveal a much more terrifying foe than we had faced thus far. Big, red, and deadly, these fiends would not go down as easy as their little cousins. Their masquerade ended, they appeared ape-like, but with a much tougher hide (AC 14 or 15) and a hardier constitution. They struck out with two heavy fists, and chomped on us with a mouth full of teeth. They too seemed to resist lightning damage.

That day we flirted with Kelemvor as we danced a jig with the servants of the Abyss in the House of Loviatar, but the Outer Planes would have to wait, as we stood triumphant over our foe.

Once they were dispatched, we turned our attention to the chained up man, and released him. He thanked us, and explained to us that he was the Captain of the Prince’s Guard. He retrieved his gear from a nearby chest, and offered to stand watch while we rested. We were in much need at this point.

And I’m afraid that is where I must take a pause, for though our adventure has just begun, this part of it has concluded…

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