So my intention is to move soon, but for the moment, I remain where I am, so at the very least, I’ll start DM-ing Tyranny of Dragons, and when I need to go, someone else will need to step up. Speaking of which, Tyranny of Dragons started last night for our groups at the friendly, local game store we play at. There were quite a number of new players last night, and we had more than enough players for two groups. I’m actually concerned in that if the trend continues, we’ll need a third DM soon. Since we’re going by ‘Adventurer’s League’ rules, a legal table is 3-7 players, so going beyond that isn’t supposed to be an option.
But I digress…our big damn heroes last night at the table I judged include:
- Ashur, a Tiefling Warlock
- Bindlethorp, a Halfling Rogue
- Gabrielli, a Human Sorcerer
- Selwyn, a Human Ranger (who, if the same player sits at my table next week, will probably transform into a drow rogue)
- Tarvik, a Dwarven Cleric
- Vladimir, a Dwarven Fighter
So as the sun sets, our heroes are making there way to a village called Greenest, when they happen upon a horrible sight; the village looks like it’s under attack by a blue dragon! They scramble to the village entrance, and find some houses, shacks, bundles of hay on fire. Between the fire and light of the full moon, they can see the carnage rather clearly, when a family appears in front of them, chased by eight kobolds. Battle ensues, and the party is successful in rescuing the family. The warrior woman informs the party that they must make their way to the keep at the center of Greenest, the most fortified structure in the area and the place where everyone is supposed to retreat to when under attack.
With the village overrun by kobolds as well as humanoids wearing strange robes, they fight there way to the keep successfully, though there were a few close calls along the way, as the mighty Vladimir was knocked unconscious twice. Nevertheless, they manage to make their way in just as the keep doors slam shut.
Inside the keep, the party immediately elects to take a one-hour short rest. In game terms, they desperately wanted to spend their hit dice to recover precious hit points. After their short rest, they meet the Governor of Greenest, an older human gentleman named Tarbaw Nighthill and the Castellan of the keep, Escobert the Red, a dwarf with a brilliant red beard. Nighthill informs the party of the current tactical situation, where the raiders attacking Greenest appear more concerned with looting than all-out war. Suddenly, the party hears a resonant thud, as Escobert rushes to the Governor and company, informing them that the Sally Port has been breached and that their help is required. After a fight with a robed human, four kobolds, and an ambush drake, they manage to secure the area, with Tarvik casting mending on the door for five straight minutes before restoring the door to proper status. Furthermore, the door is barricaded with barrels and other heavy objects.
Returning to Nighthill, the Governor informs the party that there are many villagers that did not make it to the keep before their doors closed, and implores the party for further aid. Readily agreeing, Escobert informs them of an old, underground tunnel that has never been used. It was supposed to be a secret way to collect water form the stream during a siege, but was actually never used for that purpose as the keep as never been besieged before until tonight. As the tunnel has never been used, it needs to be secured. The party does just that, killing two rat swarms to do so. Furthermore, at the secret tunnel exit some nearby enemies are patrolling. Using some creative tactics (involving stealth from some members and a distraction by the tiefling who is skilled in playing the lute), they manage to lure two robed figures and six kobolds into the tunnel and ambush them.
With the old tunnel secure, the party now has a secret passage they can use to enter and exit the town without drawing too much attention, as well as a means to sneak villagers into the keep. As the clock strikes midnight, the party make their way back to the keep, arguing over what to do with the looted gold they found on the enemies they ambushed.