Blamstard Industries Presents: Tyranny of Dragons

The Adventure Begins
The Road to Greenest

Our adventure opens up one morning, as a group of travelers break camp. Today they make for their destination, the town of Greenest.

Driving the caravan is a Gnomish merchant, Balabar Rumbuckle, who is journeying home. His wagon is empty and his pockets are full of gold. This trip was a lucrative one. He’s accompanied by four adventurers who he’s hired on as caravan guards.

After hearing stories of increasing danger in the area, Balabar hired on the group in Berdusk. He didn’t want to lose his profits to bandits on the way home. It seems that the adventurers know each other, but they aren’t too open with Balabar about their past. Their history is somewhat of a mystery. It seems they have their own reasons for traveling to Greenest.

Hunkir Brittlebod, one of the adventurers, is seeking out an old friend in Greenest, Leosin Erlanthar. Leosin recently sent an urgent letter to Hunkir, urging him to meet in the town. The note was vague, but indicated that Leosin had stumbled onto something nefarious. Feeling loyal to his oldest friend, Hunkir makes the journey. He’s not normally one for selfless quests.

To reach Greenest they travel southwest along the Uldoon Trail, across the Green Fields of the Western Heartlands. The sea of grassland stretches to the horizon, with grass as tall as a grown man in places. Swaying in the wind, the grass chokes the path, barely leaving enough room for a single wagon. As they pass by, it’s almost as if the grass were alive, recoiling from their touch.

Trying to get to know his companions, Balabar attempts to make small talk. He doesn’t get far though, as he’s interrupted by the antics of Elven Fafaris, another one of the adventurers. Elven, amuses himself by playing pranks on the unsuspecting Gnome. One of his gags leaves Balabar thinking he’s soiled his pants. Embarrassed, the Gnome retreats from the conversation, praying that no one notices.

Under the midday sun, a startling noise alerts the troupe. Something behind them bounds away from the path. Dashing through the grass, the rustling falls off, springing away from the trail. It’s unsettling that they passed by something potentially dangerous, looming so close. The party decides not to investigate. It’s not worth the risk. They have no appetite for seeking out trouble.

Further down the road they’re alerted again, this time by a women’s cries for help. With a sense of duty to those in need, one of the hired guards, Sir Darin, charges forward. He forges a path through the tall grass for the rest to follow. Balabar, nervous about leaving the trail, stays back. Hunkir and Elven join Darin to investigate.

In a clearing, a distressed women sits crouched over a body. A massive dog sits at her side. She cries, begging for help. She says and evil knight rode through on horseback and attacked them unprovoked. As she describes it, her friend, on the ground, was attacked by some kind of magic, a “kind of lightening attack”. She pleads that they help him.

Noticing that the body appears unscathed, the adventurers hold back. The women begs that they come close and see what they can do for her friend. “He’s not breathing,” she pleads.

Taking pause, the adventurers notice that there are no hoof-prints or evidence of a battle. Surveying the scene in more detail, they also catch the man sneaking a breath. They press her for details and her story starts to crack.

Without warning, from the grass behind the women, an arrow flies, grazing Sir Darin. With their ruse exposed, the women and the downed man attack. Back at the wagon, guarding Balabar, Webelo, the fourth adventurer, hears commotion. He decides to sneak through the grass and get a peek at what’s going on. Heedless, he runs into the hidden archer. They’re both caught unawares.

A full skirmish breaks out, both in and out of the grass. Webelo wrestles with the archer while the others fight the brigands and their hound. The dog meets a sad end in a fire pit, while his masters are dispatched one by one.

Investigating the brigand’s camp sheds some light on their intentions. Two wagons wall off part of the clearing. Inside one of them, dried blood and deep scrapes decorate the floorboards. Several sets of manacles are bolted to the sides. From the brigand who feigned injury, the party recovers a mystical club. Though, it’s unclear what exactly is special about the weapon.

A second wagon holds the brigands’ personal effects. There isn’t much out of the ordinary here. The adventurers do find a small bird figurine, and an odd note. The note demands “heartier stock”, detailing that “the last group burnt out too quickly”. The note is signed with a strange sigil:

After the group returns to the wagon, Balabar is anxious to get underway. He seems galvanized in his worry — the rumors of danger in the Green Fields were true. Worried they’ll invite more attackers, he doesn’t want to linger any longer than they have to.

Elven, back to his antics, offers to share the loot they found with Balabar. He hands the Gnome an illusionary diamond which will fade into nothingness after an hour. Feeling exploited, Webelo calls for better pay — retribution for the dangers they faced. Balabar, fearing his guards will turn on him, hands over the diamond he had received from Elven.

The rest of the trip is uneventful. The party hurries its way along the trail as the sun gets lower in the sky. As dusk falls they crest a hill overlooking Greenest. Smoke, screams, and chaos echo from over the ridge. As the troupe lay eyes on the town, a bellowing roar comes buzzing from behind. A great blue dragon swoops down from overhead and takes off over the village. Greenest is under attack.

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Greenest in Flames

Flames dot the landscape. A dragon circles overhead. Turmoil echoes from the town below. The troupe faces a dilemma: turn and flee, or wade into a battle that is not their own.

Balabar Rumbuckle, a resident of the town of Greenest, goes white. His livelihood is part of that town. If his family’s mill burns down then he’s out of work. Though if he dies he’s out of work too. It’s not safe for him here.

He turns to his hired guards. The contract they agreed on was to see him home safe. Balabar argues that they haven’t fulfilled their part of the bargain — he’s not quite home yet. The adventurers want to get paid, but a dragon is a menace no man wishes to deal with.

The beast circles high above the village. They watch. It disappears over the horizon and then reappears sweeping low over the town. They don’t see a drip of fire leave the dragon’s mouth, nor do they see it scooping up villagers to rip them apart. It’s almost as if the dragon is holding back, looming like a vulture in wait.

Reluctant, Balabar offers up a bonus if the adventurers ferry him to safety. Sir Darin, ever eager to save the day, doesn’t need the extra incentive (though he doesn’t reject the offer either). The others are more convinced by the promise of extra gold. Cautious, they all proceed as the dragon again disappears over the horizon.

As they enter town, a women and her family break from an alley. They’re chased by a pack of impish creatures. The scaly, baboon shaped things surround the women as she diverts them from her family.

Webelo approaches the women and introduces himself while she fights for her life. Ignorant of the situation, he attempts to make small talk. To her, Webelo is an annoying dawdler, a distraction. Her family will die if she doesn’t focus. To control the situation she needs to understand if he’s friend or foe.

The woman is Linan Swift, a villager of Greenest. Her injured husband, Cuth, takes refuge around the corner with their three kids. Playing the hero, Darin rushes to her aid. Close behind, the others follow, while Balabar holds back and hides.

Darin urges the woman to retreat and leave the threat to them. Linan refuses to leave the fate of her family in the hands of strangers. Back to back they fight the pack together. One by one the creatures fall.

Grateful they survived the Kobolds, the Swift’s ask the adventurers to come with them. They’re heading to the town’s keep. The walled fortress sits atop a hill in the distance. It’s the only place in sight that doesn’t appear to be smoldering or overrun.

The adventurers debate if they’d rather drop Balabar off at his mill and walk away from this mess. Above all else Balabar wants to keep his head. So, with his mill on the opposite side of town, he convinces them to seek refuge at the keep first. There they can get some answers about what’s going on.

Trying to avoid more conflicts, the group winds its way through alleys and yards. Along their way, they catch glimpses of more Kobolds. It seems that the creatures are raiding the village, along with a group of mustachioed men. Taken by surprise, the adventurers stumble across another group of frightened villagers. Ultimately they decide to take the group under their wing as well.

Close to the keep, they sneak through a tight alleyway. Ahead, a set of Kobolds and mustached men call back and forth to each other from neighboring houses. Taking point, the adventurers attempt to sneak by. They don’t get far before tripping over one another, drawing the attention of the raiders. The townsfolk hold back, cowering against the alley wall, praying they stay concealed.

Hopping fences, the adventurers take the fight to the raiders. Still determined not to sit idly, Linan charges in to join them. From Elven, a misfired spell lights a bush ablaze, burning between the two houses. Him and a Kobold stab at each other through the blistering flames.

Trying to flank the adventurers, one of the mustached men goes around to the alley. He staggers across the cowering villagers, delighted with his find. Before the adventurers can come to the rescue, the raider slits the throat of a bystander. The elderly women crumples to the ground as Sir Darin reaches her killer.

Spread across yard, house, and alleyway, the adventurers (with Linan) finish the fight. Only a a single injured Kobold survives, managing to drag himself away amidst the chaos. Taking advantage of the open homes, Webelo does some looting of his own. He pockets some candlesticks, silverware, and a scarf from Grandma FaFa, the murdered villager. It’s not like she was using it.

At the hill in the center of town, the adventurers and townsfolk creep their way around to the keep’s gate. A squad of raiders sits entrenched at the foot of the hill, surveying the defenses.

Attempting to be stealthy and swift, the adventurers once again trip up. Tumbling down, wheeling through townsfolk and raiders alike, they all end up in a pile at the bottom of the hill. Panicked, the townfolk get up and dash madly to get to safety.

At the top of this hill the gate begins to close. The keep is being locked down. Disoriented after being bowled over, the raiders collect their wits and give chase. The adventurers join in the scramble. Darin gets to the gate and guides the remaining townsfolk through. Just as the raiders reach the door it’s slammed shut. Everyone made it in. They’re safe… for now.

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Grind 'em Up

The eye of the storm — a crowd of survivors huddle around, while outside their town is under siege. Few of them can stand, let alone defend themselves. Four blood splattered strangers hobble in. Are they here to help, or are they here to take advantage of the situation?

The four adventurers survey the keep’s courtyard. The survivors they shepherded here mix with the crowd — some whisked away to have their wounds tended to, others to see if their loved ones made it. Guards bar the gate that the group came through. Regardless of their plan, the adventurers are now trapped in here with everyone else.

Balabar Rumbuckle, the adventurers’ patron, immediately starts pushing his way through the crowd. “Tarbaw,” he calls, looking for someone with answers. “Where is he?” he demands from a red haired dwarf stationed in the corner. With a grunt, the burly dwarf nods his head in the direction of stairs leading up to the parapet.

With Balabar distracted, the adventurer’s set about exploring the keep themselves. In particular, Elven splits off, looking for a healer. The Kobold’s blades bit him deep, and he’s unsure how he’ll fare the night. Luckily, on the opposite side of the yard he finds an elven women, tending to the wounded.

The women is Rashenid Lael, the town’s apothecary. Limited in the help she can provide, she tends to the injured as best she can. Without supplies from her shop there is little she can do. For Elven, she plucks some trampled weeds from the courtyard and muddles them into his wounds. The jabbing fingers sting his open flesh, but the pain slowly subsides and he feels refreshed.

Meanwhile, Webelo spies an unguarded door. Ever curious, he sneaks his way through it. Inside, he finds an empty room save for a few dusty spears mounted to the wall and a rusted gate opposite them. The gate must lead out the side of the keep, an alternate exit. Before he can explore further, he’s confronted by someone from behind.

“Excuse me sir, what are you doing?” one of the guards from the front gate asks. “If you’re looking for someone or something, I’d be happy to help”. Behal, the guard, escorts Webelo back to the yard and urges him to speak with the town’s governor.

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