Arrival at Greenest
For the past several days, you have been traveling a road that winds lazily across the rolling grasslands of the Greenfields. Sundown is approaching when you top a rise and see the town of Greenest just a few short miles away. But instead of the pleasant, welcoming town you expected, you see columns of black smoke rising from burning buildings, running figures that are little more than dots at this distance. A dark, winged shape wheeling low over the keep that rises above the center of the town.
Seeking the Keep
Without warning, five humans dash out from between two buildings on your right. A limping man and three young children race across the street into more shadows, and a woman carrying a round shield and a broken spear turns and faces back in the direction from which they came. Six kobolds stream out of the alley on the family’s heels and fan out around the woman, who looks determined to delay the creatures for as long as possible.
The Old Tunnel
A narrow tunnel runs from the cellar beneath the keep to the bank of the stream. The tunnel is wide enough to allow warriors to pass through it in single file. In the keep, the tunnel is sealed with a locked iron bound door, and the stream exit is covered with a locked iron grate made to look like a sewer outlet. The tunnel’s main function was as a secret means of collecting water from the stream during a siege, but it can double as a sally port.
An adult blue dragon accompanied this raid but is not an enthusiastic participant. Its Frightful Presence becomes less effective as the night wears on and defenders overcome their fear. Shortly before midnight, the dragon launches a final assault against the citadel. However, it is not keen on tangling with adventurers for the raiders’ benefit.
Save The Mill
“The guards have spotted a new threat. Raiders are trying to set fire to the town’s mill. If it burns, we’ll lose our stockpile of flour and we won’t be able to grind more for months. I’m trying to assemble enough defenders from here in the keep to defend it through the rest of the night, but that will take time. You’d do us a great service if you could get to the mill quickly and drive away the raiders before they can set it aflame. You’ll need to defend it until our force arrives to take over, but it shouldn’t be more than fifteen minutes behind you.” – Governor Nighthill
“ I’d give anything to know what we’re up against, and why. For that, we need prisoners. A commander, even a lowranking one, is best.” – Governor Nighthill
The Sally Port
The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night, raiders approached the old gate, forced it open, and rushed through. Escobert discovered them and raced into the courtyard to sound the alarm ahead of the infiltrators.
The Half-Dragon Champion
From the darkness, a creature strides into the dim light of the dying fires around the keep. Although it is shaped roughly like a human, it is at least seven feet tall, its skin is covered in blue scales, its fingers bear wicked claws, and its face has the muzzle and reptilian eyes of a dragon. The creature stops about eighty yards from the main gate of the keep and scans the walls. A line of kobolds fans out behind it. With their spears, they prod four human prisoners into the dim light. You can make out a woman, a teenage boy in a blood-soaked tunic, and two children. Then the half-dragon creature hails the keep. “ Defenders of Greenest! This has been a successful night, and I am feeling generous. Do you see these four pitiful, useless prisoners? We have no need for them, so I will trade them back to you. Send out your best warrior to
fight me, and you can have these four in exchange.”
The Raiders Retreat
“ My friends, you’ve demonstrated your prowess all through this frightful night. I realize this is an awful burden to ask you to bear, but any of you has a better chance to defeat that horror than my militia have.” – Governor Nighthill