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.