Hoard of the Dragon Queen

I would like to have the Hoard of the Dragon Queen soundsets completed. The first two episodes are here but the rest aren’t. Eventually I would need the Rise of Tiamat as well. Any help creating these soundsets would be amazing! I DM for my kids and Syringscape helps with setting the mood for our games!

What sounds, monsters, locations, moods, and events do you need? I can certainly suggest what would work!

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Chapter 9: Council of Waterdeep

Sounds:

  • Echoes of murmured debates in large council chambers.
  • The distant, ominous sound of the Draakhorn reverberating through the city.
  • Rustling of parchment as council members review documents and maps.

Monsters:

  • No direct monster encounters in this chapter.

Locations:

  • Waterdeep: Specifically, the Council Hall, a grand chamber filled with influential figures from across Faerûn.

Moods:

  • Tense anticipation as leaders debate the best course of action.
  • Unease and foreboding due to the sounding of the Draakhorn, signaling the growing threat.
  • A sense of urgency and pressure on the characters as they face the scrutiny of the Council.

Events:

  • The characters are introduced to the Council of Waterdeep.
  • Diplomacy and persuasion play a significant role as the characters must navigate the politics of the council.
  • The sounding of the Draakhorn signals the beginning of a new and dangerous phase of the campaign.

Chapter 10: Sea of Moving Ice

Sounds:

  • The howling wind over the icy seas.
  • The creaking and cracking of icebergs drifting in the water.
  • The roar of Arauthator, the white dragon, echoing through the icy caverns.

Monsters:

  • Ice Trolls: Guardians of Oyaviggaton.
  • Kobolds: Arauthator’s minions.
  • White Dragon (Arauthator): The main antagonist, slumbering within the iceberg.
  • Ice Toads: Strange, cold-blooded creatures within the iceberg.

Locations:

  • Sea of Moving Ice: A vast, frigid sea filled with drifting icebergs.
  • Oyaviggaton: A massive iceberg, the lair of Arauthator, where Maccath the Crimson was last seen.

Moods:

  • Cold, isolation, and desolation as the characters traverse the frozen wasteland.
  • Suspense and dread as they explore the mysterious iceberg, never knowing what lurks beneath.
  • High stakes as they search for Maccath and the Draakhorn.

Events:

  • The characters must navigate treacherous waters and deadly cold to reach Oyaviggaton.
  • Exploration of the iceberg reveals the lair of Arauthator and the fate of Maccath the Crimson.
  • A climactic confrontation with the white dragon, Arauthator.

Chapter 11: Varram the White

Sounds:

  • The rustling of leaves and the crunch of dirt underfoot in the forest near the Tomb of Diderius.
  • The hissing whispers of yuan-ti lurking in the shadows.
  • The eerie echoes within the tomb, punctuated by the specters’ moans.

Monsters:

  • Yuan-ti: Serpentine creatures guarding the tomb.
  • Specters: Haunting spirits within the Tomb of Diderius.
  • Hill Giants: Guarding Varram’s camp.
  • Lizardfolk: Serving the yuan-ti, patrolling the tomb’s surroundings.

Locations:

  • Tomb of Diderius: An ancient and haunted tomb southeast of Waterdeep.
  • Varram’s Camp: A small encampment near the tomb where the White Wyrmspeaker was last seen.

Moods:

  • Mystery and tension as the characters track down Varram.
  • A sense of foreboding as they enter the haunted tomb.
  • Surprise and deception when they discover Varram’s true motives and the missing mask.

Events:

  • The characters infiltrate Varram’s camp, only to discover the mask is missing.
  • Exploration of the Tomb of Diderius, filled with traps, puzzles, and undead threats.
  • A confrontation with Varram as he seeks the Divination Pool.

Chapter 12: The Misty Forest

Sounds:

  • The rustling of leaves and the calls of birds in the dense forest.
  • The distant roar of Chuth, the green dragon.
  • The crackling of fire and the cries of villagers during the dragon’s attack.

Monsters:

  • Green Dragon (Chuth): The dragon responsible for attacking the elven village.
  • Neronvain (Half-elf/Druid): The leader of the Misty Forest cell and ally of Chuth.
  • Treants: Potentially hostile or allied forest guardians.
  • Elven Warriors: Possible allies during the investigation and battle.

Locations:

  • Misty Forest: A dense and ancient woodland filled with hidden dangers.
  • Elven Village: The site of a mysterious and incomplete dragon attack.

Moods:

  • A blend of serenity and danger within the ancient forest.
  • Suspense and investigation as the characters uncover the truth behind the dragon’s strange behavior.
  • A sense of urgency and danger as they prepare for a possible ambush by the dragon and its allies.

Events:

  • The characters are sent to investigate a puzzling dragon attack in the Misty Forest.
  • They uncover the involvement of Neronvain and the green dragon Chuth.
  • A potential battle with Chuth, where the characters must prevent further destruction.

Chapter 13: The Cult Strikes Back

Sounds:

  • The flapping of dragon wings and the crackling of destructive magic.
  • The shouts and cries of people as the cult launches surprise attacks.
  • The clash of steel as the characters engage the cult’s forces.

Monsters:

  • Various Dragons: Chromatic dragons involved in coordinated attacks.
  • Cult of the Dragon Members: Including Dragonfangs, Dragonwings, and Wyrmspeakers.
  • Dragonspawn: Draconic monstrosities aiding the cult’s efforts.

Locations:

  • Multiple Locations: The cult could strike anywhere, from cities to rural areas, depending on the DM’s choice.

Moods:

  • Panic and chaos as the cult’s forces strike unexpectedly.
  • Desperation as the characters rush to defend against multiple threats.
  • The growing realization of the cult’s strength and the stakes of the conflict.

Events:

  • The cult launches a series of surprise attacks across Faerûn.
  • The characters must defend key locations and allies from the cult’s onslaught.
  • The attacks foreshadow the cult’s larger plans and the impending threat of Tiamat’s return.

Chapter 14: Metallic Dragons Council

Sounds:

  • The deep, resonant voices of ancient dragons in discussion.
  • The crackle of magical energies as the dragons demonstrate their power.
  • The tension-filled silence as the characters make their case to the council.

Monsters:

  • Metallic Dragons: Including gold, silver, bronze, brass, and copper dragons, though they are not enemies in this chapter.

Locations:

  • An Ancient Dragon Council Site: A secluded and majestic location where the council convenes.

Moods:

  • Gravitas and awe as the characters stand before the ancient and powerful metallic dragons.
  • Diplomacy and persuasion as they try to sway the dragons to their cause.
  • Underlying tension due to the differing opinions among the dragons and the threat of sabotage by the cult.

Events:

  • The characters attend the Metallic Dragons Council to gain their support.
  • Intense negotiations as the characters must persuade each dragon to join the alliance.
  • The threat of sabotage by the Order of the Dragon looms over the council.

Chapter 15: Xonthal’s Tower

Sounds:

  • The hum of magical energies within the tower.
  • The shifting and clattering of golems as they patrol the area.
  • The quiet, sinister ambiance of the tower’s many traps and illusions.

Monsters:

  • Golems (Helmed Horror, Shield Guardian): Protectors of the tower.
  • Elementals: Guardians of specific areas within the tower.
  • Cult of the Dragon Members: Defending the tower, including powerful spellcasters.
  • Lantern Dragonettes: Mischievous and magical creatures within the maze.

Locations:

  • Xonthal’s Tower: A mysterious and trap-filled tower, rumored to hold powerful magic.
  • The Maze: An intricate and magical labyrinth leading to the tower.

Moods:

  • Mystery and danger as the characters navigate the tower’s maze and traps.
  • A sense of caution and paranoia, knowing that the tower could be a trap.
  • High stakes as the characters seek to recover the Blue Dragon Mask and possibly ally with a cult defector.

Events:

  • The characters explore the mysterious Xonthal’s Tower, filled with traps, puzzles, and enemies.
  • They encounter powerful foes and magical challenges as they search for the Blue Dragon Mask.
  • The possibility of gaining a new ally or falling into a trap set by the cult.

Chapter 16: Mission to Thay

Sounds:

  • The eerie silence of the Thayan stronghold, broken by the occasional murmur of spells.
  • The rattling of bones and the shuffling of undead.
  • The commanding voices of the Red Wizards, issuing orders and incantations.

Monsters:

  • Red Wizards of Thay: Powerful spellcasters and necromancers.
  • Thayan Undead: Liches, wights, and other undead servants.
  • Thayan Knight: Elite warriors loyal to Szass Tam.

Locations:

  • Thay: A dark and forbidding land ruled by the undead and powerful wizards.
  • Szass Tam’s Stronghold: The seat of power for the lich lord and his forces.

Moods:

  • Foreboding and danger as the characters enter the heart of Thay.
  • Diplomacy and intrigue as they negotiate a temporary alliance with Szass Tam.
  • Paranoia and suspicion, knowing that Szass Tam is not to be trusted.

Events:

  • The characters travel to Thay to negotiate an alliance with Szass Tam against the Thayan Resurrection.
  • They must navigate the dangerous politics of Thay and avoid falling into the traps set by Szass Tam’s enemies.
  • The outcome of these negotiations could significantly impact the final battle against the cult.

Chapter 17: The Well of Dragons

Sounds:

  • The chanting of cultists as they perform the ritual to summon Tiamat.
  • The roar of dragons as they take to the skies in battle.
  • The sounds of battle, including clashing weapons, magical explosions, and the cries of the wounded.

Monsters:

  • Severin (Human/Red Wyrmspeaker): The leader of the Cult of the Dragon.
  • Assorted Dragons: Chromatic dragons of various types and sizes.
  • Dragonspawn: Draconic monstrosities and other dragon-infused creatures.
  • Cult of the Dragon Army: Includes Dragonfangs, Dragonwings, Wyrmspeakers, and other high-ranking cult members.
  • Red Wizards: Allies of the cult, powerful spellcasters present in the final battle.
  • Tiamat: The ultimate threat, potentially appearing depending on the outcome of the ritual.

Locations:

  • Well of Dragons: The ancient site where the cult is attempting to summon Tiamat.

Moods:

  • Epic and climactic as the characters face the final battle.
  • Desperation and urgency as they race to stop the ritual before it’s too late.
  • Hope and determination as the alliance fights to prevent Tiamat’s return.

Events:

  • The alliance launches a final assault on the Well of Dragons to stop Severin’s ritual.
  • The characters face a series of deadly encounters with the cult, dragons, and other powerful foes.
  • The outcome of the battle determines the fate of Faerûn and whether Tiamat is unleashed upon the world.