Tyranny of Dragons

So Far pt. 1

1. The party heads towards the town of Greenest via caravan, of which many in the party are employed .
2. Mr. Xavier is heading the caravan, and is the employer of the party members working for the caravan. He is transporting an unknown item of value.
3. As the party approaches Greenest, they witness the town coming under attack by kobolds, dragons, and cultists.
4. Mr. Xavier demands the party enter the city and contact Governor Nighthill, whom Xavier has had a prior arrangement with to purchase the item he is transporting.
5. The party agrees to enter the city after negotiating higher wages, and they set out towards the town.
6. An encounter with kobolds and cultists ensues.
7. The party heads towards the shallow river, hoping to navigate it towards the keep where they assume Governor Nighthill is located.
8. The party is ambushed in the river as they make their way towards the keep.
9. As the party tries to enter the keep through the front gate, they are beset by a horde of kobolds. In the distance, they hear screams from human children
10. As the party rounds the corner of the keep, they see a woman fighting several kobolds alongside an injured man. They are defending two children.
11. A mysterious figure appears and defends the humans as the party clears an entrance to the gate.
12. The party defeats the kobolds, and the figure beckons them into the keep with the villagers who have begun to arrive seeking refuge.
13. The dragon attacking the village appears, killing the children and forcing the party into the keep for safety.
14. The party rests inside, then makes contact with Governor Nighthill and Escobert the Red. Governor Nighthill informs the party that the item they were transporting must be secured, but the keep must survive the night first.
15. Governor Nighthill explains the best course of action is the rescue Eadyan Falconmoon from a surrounded church, save the mill from destruction by the cult, and capture an officer to inform the keep what they’re up against.
16. As the party deliberates on their desired recourse, the keep is attacked by infiltrators attempting to lift the portcullis and leave the keep defenseless.
17. Brogdah successfully closes the portcullis, but has made it inaccessible in the process. Escobert the Red suggest the party leaves the keep by accessing the tunnels underneath it.
18. Rats swarm the party in the tunnels, and Sarissa falls.
19. The party exits the tunnels. Upon their exit, they notice a group of cultist on patrol by the river. The party is badly wounded, but manages to scare them off and avoid a fight.
20. The party fights their way towards the church, overcoming the forces attempting to overtake it.
21. They makes contact with Eadyan Falconmoon, and escorts him and the survivors back to the keep.
22. Upon their return, Eadyan Falconmoon gives the party 2 Potions of Healing, and they set off towards the mill.
23. The party encounters cultist resistance, including a group of citizens escaping from ensuing cultists. After dispatching the cultists, the party refuses to escort the citizens back to the keep, and instead point them in the direction of the tunnel, now the only accessible entrance to the keep.
24. The party besets a group of kobolds outside the mill, which appear to be starting several fires. After defeating the kobolds, the group deduces that these fires are not set in a way that would actually catch, and the party believes something foul is afoot.
25. The party surrounds the mill, and a small group enters to investigate. An ambush is sprung and the party engages with the hidden cultists.
26. After a resounding and destructive success, the party heads back to the keep with several prisoners.
27. On the way, the party sees two cultists in purple in the town square, and Roderick goes to investigate.
28. Roderick overhears a conversation between Reverend Furlam Mondath and Commander Langdedrosa Cyanwrath about a mask. He also learns of an informant within the keep’s walls.
29. Returning to the keep, the party informs Governor Nighthill of what transpired, and set a plan in motion to buy the keep time against an impending attack.
30. The plan leads the party towards the outskirts of town, in the hope that the forces outside the keep’s walls will pursue them. After realizing there’s no pursuers, the party notices heavy scorch marks leading towards the caravan.
31. They discover the caravan has been raided, and everyone has been killed. They also discover that cargo has gone missing. The party races back to the keep.
32. The keep is under attack from the blue dragonLennithon. After driving him off, the keep is surrounded by the remaining forces, demanding the party’s lives.
33. Roderick immediately fires a ballista bolt at Lennithon, and is blasted by his lightning breath. The party surrenders, and are run through on the bank of the river on Cyanwrath’s orders.
34. The party later awakes in the infirmary. After a couple days to recover, they learn a party of remaining militia has followed the marauding forces to free a captured friend of Governor Nighthill, Leosin Erlanthar.
35. A surviving member of the militia staggers back to Greenest, collapsing in a heap. The party works to heal him and question him, and they discover that the militia was slaughtered by a rear-guard, waiting for any potential following forces.
36. The party takes measures into their own hands, and picks up where the militia left off.
37. They encounter a small band of arguing kobolds and cultists, and quickly overtake them.
38. The party encounters a much bigger rear-guard further along the road, but disguise themselves as cultist members in order to move through them. Brogdah pretends to be a captured prisoner, and the party moves through on their way to “dispose of him” at the main camp.
39. However, the party members flanking the far ends of the rear-guard are spotted, and are split from the rest of the party in their escape.
40. The party meets up again at nightfall outside the cultist’s main camp. The party takes position along the outskirts, and Kinelori and Jakk disguise themselves as cultists. The two make their way into the camp.
41. After discovering the location of a nearly-dead Erlanthar, the two make a diversion, and sneak the prisoner out of the camp.
42. After exiting the camp undetected, the party slowly makes its way back to Greenest.



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