Thursday, November 13, 2014

Wednesday Night Game Night - 5E D&D: Greenest in Flames

The Ranger, Seylor, having arrived in town earlier in the day, is awakened from a pleasant afternoon's rest by the screams of the dying.  Casually peering out his window, he sees hooded figures driving people from their homes, murdering them in the streets and causing general chaos.  Hearing the bell tolling, he grabs his gear and gives his nice comfortable bed one last look.  Out the door and straight to the Keep, his twin swords at the ready.

With the last kobold disappearing from sight, Grim quickly clears the temples rear door of smoldering debris.  Finding it barred from the inside, he begins banging on it, calling to those on the other side.  He can hear panicked shouts and cries from inside and the terrifying pounding of the battering ram.  Knowing that time is of the essence, he signals for Garox.  Alvyn notices a dark shape alight to the top of the temple, hiding in the smoke.  Frantically waving his arms, Alvyn captures Grims attention.  Grim, unable to locate the shape in the darkness returns his attention to the people inside, warning them that if they don't unbar the door willingly, they will need to step back or risk being injured.  Grim receives little response other than whimpers and weak cries of defiance.  Garox steps forward and at Grim's command, he hacks his way through, his great axe making short work of the door.

Arriving at the keep, Saylor is quickly put to work guarding the doors.  Once the doors are finally closed and the last of the stragglers has made it through, Saylor is commended for his efforts and then summarily tasked with rescuing other villagers who may not have made it to safety in time.   He is informed that there is a tunnel system beneath the keep that leads to the river.  Given a key for the gate at the tunnels entrance, he gathers a small group of men and prepares to head out, noting that this is why he sticks to the forest and stays the hell away from town.

Surrounded by choking black smoke and the cries of kobolds, the terrified congregation, at first hesitant, is ushered out of the temple by Thia, Grim and Garox.  In the midst of the chaos, a half elf calmly introduces himself, a disciple of Chanteau.  He asks what the plan for his flock is.  Grim and Thia look at each other.  It is agreed to make for the tree line and the river beyond.  The half elf suggests making for the keep.  Grim suggests otherwise, stating that the keep is lost and that the circling dragon will very shortly be using it for a nest.  It is pointed out that the host sieging the keep looks like they are keeping people in and away from their homes, the looting suggesting that this is more likely a very organized form of banditry.  The half elf again suggests that the keep will be the safest place to reorganize and tend to wounded.  When pressed on how he expects to get into the keep, currently surrounded by marauders as it is, he reveals that there is a gate located at the base of the hill the keep rests on, hidden in the shallows of the river.  It connects to a tunnel system that will safely lead them into the keep.  The group makes it's way there, doing their best to avoid attention.

They almost succeed.

Having made it to the Gate, they are descended upon by a small group of kobolds, which they quickly dispatch.

Saylor leads his men to the gate and discovers a not small group of villagers huddled near the entrance.  A quick conversation with Grim and Thia reveals the groups intentions and Saylor opens the gate and lets them through into the relative safety of the keep.  Upon his return, Saylor is heartily commended for his valiant efforts.  He responds with a "It was nothing." before accepting the praise.

The group is given a brief moment of rest before an alarm is raised.  Escobar, the dwarven warden of the keep, announces that invaders have broken through and that his men are in the midst of hunting them down and dealing with the problem, but he needs men to protect the ruined entryway until his own men can return to their posts.  Alvyn, Thia, Grim and Garox are approached by Saylor, who has once again been looked to as the hero.  With little else to do, they agree to help in the defense of the keep and make for the ruined gateway.

As a small group of invaders approach the keep Saylor and company take positions, hiding behind arrow slits.  Garox stands out in the open, ready to meet the attack, his muscles tensed, his jaw clenched, his rage...kinda getting there.

A drake rushes forward intent on killing the Half Orc.  Arrows fly and balls of flame reign down on the drake and it's kobold companions.  Sling bullets shoot through the air, pelting Garox.  Grim appears out of nowhere and runs the approaching drake through, not once, but twice, killing it an instant before it gets to Garox.

Bolstered by his companions, Garox finally gets his rage on and rushes through the remaining kobolds and raiders.  Grim follows in his wake, Thia backing them up.  Saylor and Alvyn stay safely hidden away behind the arrow slits.

Shrugging off blades and bullets, Garox hacks his way to the entrance only to discover a second group of raiders mounting an offense.  A spear whistles past his ear seconds before he is overcome by a group of kobolds.  He falls as Thia and Grim retreat back into the relative safety of the keep, Grim calling for the guards within to back them up.

The raiders push further through the gates, taking Thia down as they go.  Saylor joins the fray, backing up Grim.  Alvyn continues to harass with his cantrips, having blown through his more powerful spells earlier.

Beaten and bloodied, the group successfully holds the gate until the guards arrive to relieve them.  They are able to pull Thia to safety and revive her.  Garox eventually regains consciousness and amazed to still be alive, stumbles in after them.