The Search for Truth (Roleplay Campaign)

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Rake
Posts: 10

The Search for Truth (Roleplay Campaign)

Post by Rake » Sun Dec 20, 2020 8:59 pm

Testing the spirit of Menethil.

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(THIS CAMPAIGN HAS ALREADY BEGUN AND THERE ARE NO MORE FREE SPOTS)

Several notices and posters started appearing in most Alliance capitals in the Eastern Kingdoms, most of these, written in Dwarvish. It seems like some of these notices have been destroyed or vandalized with some peculiar paint.

"With inexplicable disappearances and kidnappings happening all around of The Wetlands and Gnolls, and Murlocs, and the Dragonmaw getting bolder by the day, we request the aid of anyone willing to help. Talk to Captain Stoutfist in Menethil Harbor if you wish to lend a hand and protect the one gateway The Alliance has to Kalimdor."

Key Points:

Mystery: The main point of the plot, is for you, as a team, to find out who's the real culprit behind all these mysterious; because, even if you get rid of what may seem to be the main threat, it may not be enough to save Menethil and its citizens.

Open for Interaction: Most, if not all hostile encounters in this campaign can be solved (if not, there'll be ways to make fights easier) in ways that don't involve combat. You might even be rewarded for your quick wits in defusing situations.

Danger: Your character or key characters in the story can die. Keep this and the fact that you can try to run away from combat anytime you want in mind.

Rake
Posts: 10

A Fishy Situation.

Post by Rake » Sun Dec 20, 2020 9:40 pm

A Fishy Situation.


Three newcomers found each other in Menethil Harbor, some motivated by their wanderlust, some by their greed, and some by their curiosity.

They found each other in the Deepwater Tavern, and after a brief conversation they decided to work together, some of them with hopes of helping the harbor, some of them with hopes of ending the day with a bit more money in their pockets.

A Dwarf directed them to the town's man-in-charge, Captain Stoutfist, who didn't even bother talking to them. Timothy, the Captain's right hand told them of the situation. Three different kidnappings and disappearances, all on the same week. Eric Grassman, Alan Halloran, and Tellurion.

With no time to waste, they went on to find more clues or anything about the first victim, Eric. The one to direct them in the right direction was Caitlin, the town's alchemist and Eric's spouse, she talked about Murlocs, somehow raiding the town and their residence, and somehow, losing control over her own body and being incapable of asking for help.

She handed them some provisions, hoping that they would somehow help them find her husband. They went on to investigate The Wetlands, trying to find the Murlocs behind the kidnapping.

On their way to the Murloc's camp, they met Falky, a drunken Dwarf that somehow got lost in the swamps, he thought joining the group would be a good idea.

After struggling with the unremarkable terrain and the dense fog for a while, they managed to find the camp.

The group witnessed an unsettling scene of an unconscious man lying on a stone table and a Murloc on a robe, conducting what seemed to be a ritual.

Benny slowly tried to approach the Murlocs to talk to them, negotiate the release of the prisoner, however, the language barrier proved too difficult to surpass, and with an "Aaaaaughibbrgubugbugrguburgle" from their leader, all the murlocs turned around and charged at the group.

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Falky, Benny, and Mjoll faced the Murlocs head-on, while Caleth thought it best to sneak around them.

Benny was the first to notice that there was something wrong with the Murlocs and trying to ignore them, he focused his efforts on their leader, shooting him once was enough to have the beast retaliate.

The robed Murloc took control of Benny's body with a quick spell and made him walk all the way to the water, with the intent of drowning him to death. This wasn't enough to catch the attention of Falky, Mjoll, or Caleth, who kept on killing most of the Murlocs, trying to cut a path to their leader.

Mjoll did so quickly, charging through the Murloc's with her shield, Falky did his best to keep the beasts from surrounding her.

Caleth, in the meantime, made his way to the leader silently and took away an orb that he was holding. It burned through Caleth's entire being, and for a moment, the Murlocs seemed to be freed from whatever spell they were under.

With his forces divided, the robed Murloc had very little chance and was soon put down thanks to the combined efforts of the group.

The Murlocs, freed from his control, started to flee, but one in specific approached the group and talked to them in Broken Common.

He thanked the group for freeing his tribe and offered a weapon as a reward for doing so. Benny accepted the reward and directed the murlocs towards the north, so they could hopefully avoid being targeted by whoever was behind this again.

They freed the man from his restraints and carried him back to town. Caitlin rewarded the group with different concoctions. Then, they went on to tell Timothy what had happened.

And after what seemed to be a successful day, the group went on to the tavern, to get their rightfully deserved rest.

Rake
Posts: 10

Re: The Search for Truth (Roleplay Campaign)

Post by Rake » Mon Jan 04, 2021 5:46 am

The Gnoll Menace:


Everyone had a night plagued by nightmares, and whispers constantly attacking and belittling them and different members of the group, despite this, the group ventures on, they go back to the keep and meet up with Timothy once again, who tells them that a kid had been kidnapped.

They make their way to the house, and meet up with a frustrated father, who lets them know what had happened. James Halloran, the town's hunter, was out with his kid, and out of the fog, a huge group of gnolls came out, and kidnapped his kid, yet didn't harm either of them.

Despite his initial defensiveness, the father tells them what to do, and goes back to his house, he and his wife pray so the group can successfully rescue their child.

They decide to waste no time and get out of town. On the way, they find that the Murlocs that they helped had left them a gift, three baby Murlocs for them to take care of.

They then met with Terl, the town's courier that was on his way to deliver some goods. He volunteered and guided them to the camp. On their way there, they got ambushed, and he fled.

The Gnolls managed to hit Benny on his leg, puncturing it, the Gnolls laugh their asses about this and flee. Despite the pain, the group carried on.


They found the camp, Gnolls dancing and banging make-shift drums at a totem, and on top of this totem, the little kid was crying, tied up.

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Despite initial aggressiveness, both groups come to terms, the Gnolls were supposed to deliver the kid as a tribute, or they would face retribution from a "pink-skin". Benny managed to convince them that they would receive help.

Gnawbone, the Gnoll's leader agreed to this, yet...

A shadowy figure came out from behind the totem and with the use of an orb, controlled the Gnolls.

Without any warning, the shadowy figure used the Gnolls against the group, both Caleth and Benny focused their efforts on trying to bring the figure down, but Mjoll was the one to strike it down, the figure, cowardly tried to defend itself using the orb.

Despite the figure efforts, the orb ended up almost breaking in half, Gnawbone, now free from its control, charged at the figure, it only managed to scream for less than a second before the only sound left was the maddening laughter of the Gnoll.

Benny managed to convince Gnawbone to move away, hopefully far enough from whoever’s behind all of this.

They carried the kid back to town, and after bringing him back home, they started looking around town for more info about Terl, but everyone they asked would just tell them that their suspicions were unfounded.

Rake
Posts: 10

Re: The Search for Truth (Roleplay Campaign)

Post by Rake » Mon Jan 04, 2021 5:48 am

The Ghost Ship:


Two more adventurers would arrive in town by boat, the last boat to ever get to Menethil. One of them driven by her wanderlust, the other one, looking for a reason to stay alive.

They decided to rent a room in the local tavern; Caleth, Benny, and Mjoll were quick to ask them to join their group.

They didn't get to know each other, they didn't even like each other, but they had jobs to do, and it was enough to keep them together, or so they thought.

Glorin, a Dwarven priest asked them to retrieve certain artifacts from a shipwreck just north of town, he warned them of possible Murlocs and they left with his blessing.

Caleth thought it best to explore the shipwreck on his own, and the rest of his companions stayed behind. He found twelve crates, thinking it a good idea, he decided to open one.

As usual, ghosts infested both the shipwreck and the crates, and they almost tore Caleth apart. Zhu'niece warned the rest of the group, and they came to his aid.

Benny tried to parley with the ghosts, but it didn't yield much success. The group quickly figured out that the ghosts had were bound to the crates, and they started smashing and destroying them to free the tormented souls.

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Zhu'niece carried the unconscious and almost dead Caleth back to town, saving him.

The captain, however, was bound to the ship, and the group couldn't figure out a way to free him.

He handed the group a small pendant and told them to deliver it to Caitlin Grassman, the town's alchemist.

They found various artifacts in the shipwreck, a pair of gloves, a scepter made out of gold, a shroud, and a bunch of rusty daggers with the symbol of the Kingdom of Lordaeron on them. Benny, Asta, and Mjoll thought it best to keep all of these items save the daggers for themselves.

Glorin's task proved to be nothing but a way to test the group, as he already knew what artifacts they would find, he gave them a chance to explain themselves but the only thing he received was multiple insults from Asta.

He told the group to shove their findings up their asses and went on to try and book a flight out of the city.

However, Mjoll and Benny managed to stop him and came clean with all of their findings, including the different orbs they had found in past events, he reluctantly accepted their apology and decided to stay in town.

Rake
Posts: 10

Re: The Search for Truth (Roleplay Campaign)

Post by Rake » Mon Jan 04, 2021 5:53 am

Hopelessness:


With Mjoll and Zhu'niece nowhere to be seen, the few group members that were around continued investigating the disappearances.

They also went on to find out more about the supposed lock-down imposed by the Captain. No civilians were allowed to leave town by any means, and no boats or Gryphons were allowed to leave or come into the city without specific permission by the Captain himself. All of this with the intent of coordinating an evacuation to get Menethil's citizens out of danger.

The only civilian allowed to leave the city was the town's courier, who would also be tasked with delivering food and supplies to any guards that decided to stay behind.

They then changed the topic, to learn more about the last missing person, "Fylnian Moon-something" a Night Elf. Timothy told them to talk to Telurion, who was the last one to see him.

Telurion, high out of his mind barely helped the group, besides offering them some Peacebloom and Shimmerweed blunts, which Benny eagerly accepted.

The only thing Telurion knew, was that Fylnian went missing while looking for Gromsblood and that they should look out for him in Orcish encampments.

They thought it best to stay in town, as taking over an Orc camp could prove too much for them.

They bought a few weapons and armor from the local blacksmith and went to the tavern to re-group.

Everyone decided to open up about what they had lived through ever since coming to Menethil, even about past experiences.

They talked about how they should deal with the shards and the orb they had found, Mjoll suggested various ideas, and Benny was all the way too eager to be the martyr, the champion to carry the burden of the shards and the orb as a way to keep the others from being tormented by whatever forces were against them.

The group gathered all the shards and anything related to the orbs and handed them over to Benny, who decided to collect them inside a black bag.

The blessing protecting the tavern proved to be faulty, as the artifacts inside the bag would begin to violently attack Benny, trying to take hold of his body and his soul itself.

The Sceptre of The High Abbot was the one thing that protected Benny against these dark forces, that then decided to mock the entire party, bringing back painful memories from the past.

Caleth, seeing his fellow companion in danger, thought it best to shoot the source of all their problems. He aimed and took his best shot, trying to stop the orbs and the shards from harming his friend any longer.

However, no one understood Caleth's train of thought; they saw him as a threat, as someone that wanted to harm them for no apparent reason. The guards quickly rushed into the tavern, and they began chasing the so-called perpetrator.

Despite Caleth's wits and astute use of magic, the sheer amount of guards proved too much, and they found him.

Seeing himself cornered, he went for what he thought was his only option and jumped into the sea, a leap of faith, driven by nothing but his mere instincts.

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Mjoll, worried about his friend's safety, followed suit to try to drag him out of the water. But the beasts of the depths had other plans and attempted to pull them into the sea, trying to lead them both to their demise.

Timothy noticed this and gave the order to all the guards to shoot and drive these beasts away. Their firepower was enough to do so, and Mjoll managed to save her friend.

Once out of the water, the town's guards quickly surrounded them. In a last desperate attempt to escape, Caleth reached for his guns and tried to shoot himself.


With his weapons soaking wet, he found himself in an awkward position and was quickly escorted to the town's prison by Timothy.

Timothy told both Benny and Mjoll that he was most likely going to be executed by the Captain.

Rake
Posts: 10

Re: The Search for Truth (Roleplay Campaign)

Post by Rake » Wed Jan 20, 2021 5:47 pm

Nek'rosh's downfall:
The town's bells chime three times, signaling that an important announcement is about to take place in front of the Keep. You make your way towards the keep, there, you find Caleth, Mjoll, Asta, Loyden, and Benny, who's holding a spear with Nek'rosh's severed head, your fellow townsfolk cheer with joy; and Benny coughs a couple of times, asking for silence, he then, begins to tell the tale.

“Citizens rejoice! The terror known as Nek’rosh, Dragonmaw Chieftain in the hills has been brought to justice! Gather round to hear this tale! Gather round to witness his severed head!”

Pauses for a moment, gesturing towards Nek’rosh’s head

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You begin cheering with pride and joy alongside the rest of the town, Benny patiently waits for the cheering to die down before continuing.

“I was there, I saw it all! Captured by the orcs the group and I were! The disappearance investigators, forced to fight for their amusement rather than for justice."

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"It was in these dark times I lost something precious to me…"

Benny gestures to the bandages wrapping his face and his now almost completely scorched suit.

“Forever will I bear these scars, but it is always darkest before the dawn. Plans were being made of a great escape, a great victory, and my friends, the dawn did come!”

Benny clenches his hand into a fist.

“The battle for final victory over the orcs began with a great company of dwarves assaulting the camp! You might have heard of them, the Aralakh Company no less!”

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The name of the company makes some of the townsfolk gasp in surprise, but most of them cheer and turn to look at the five dwarves, all rocking their full plate armor proudly, Oguhm, the leader of the company bows down graciously.

“These brave heroes attacked the orcs like any proud dwarf should, directly down the centre with no hint of fear! The orcs, clearly shocked from witnessing the real discipline the company had compared to their own horde were thrown into disarray! The path was clear for our escape, but would we settle for escape?! Would we settle for withdrawal in the face of the enemy?! No! A battle the orcs wanted, a defeat we would give them!”

Benny pauses once again, waiting for any noise to die down.

“The investigators had escaped the arena, but we saw them regrouping, it was time to press the advantage! Using explosive Firebloom potions brewed by the erudite Caitlin and enhanced by the shrewd Fylnian I delivered them a sighted they would never forget. They would never forget it because it was the last thing they saw! I delivered to them, blood and thunder!”

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“The investigators and the company split up to cover maximum ground. That is when we found him. The count of cruelty, the baron of brutality, the duke of despotism; Nek’rosh the Unholy! He stood alone against us, his legions abandoning him, his fiefdom turning to ash around him. It was on that ash of what was once his world we fought.”

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Benny pauses again, for dramatic effect.

“The battle to decide it all. Mjoll, Caleth, and myself, Benny Tops, fought against Nek’rosh with all our vigour. Each second could have been our last as blows were traded. Each second moving us closer into the jaws of defeat…”

“... But defeat is not an option for the Alliance! Using equipment crafted by the brawny Brak, the agile Naela, the steadfast Brahnmar the precise Murndan and enchanted by the paragon Glorin we claimed victory! I saw the fear in Nek’rosh’s eyes in his final moments. How you might ask? I could because it was me who put out that devil’s eyes! That was the final blow that took him. That was the final blow that sent Nek’rosh straight to the torment awaiting him in the beyond! It was…”

He pauses once again, for dramatic effect.


“VICTORY!”
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Rake
Posts: 10

Re: The Search for Truth (Roleplay Campaign)

Post by Rake » Sun Jan 24, 2021 6:30 pm

Menethil's Final Stand:
Despite the brief moment of respite the group had brought to Menethil thanks to the defeat of Nek'rosh, the evacuation plan was still the only thing the Captain had come up with that could save the townsfolk, and so, he carried on with it.

The group woke up, just to find themselves in a completely empty tavern, they ventured outside, just to find out that the fog had entirely covered the town once again, and that the rain was even more intense than before.

They decided to spread out the holy artifacts and the Lightforged items they had gathered evenly, so no one would head out without something to protect them, and so, although reluctantly, they did.

Benny stopped a few times on their way to the keep, to see if the items he had requested were done, however, the only person he found that hadn't left for the boats yet was Brak, who handed him a small leather pouch before leaving towards the docks.

Then they moved on towards the keep, a severely unmanned keep, just a handful of guards keeping watch of things, on the main hall of the keep, the only ones there were the Captain, Glorin, and the members of the Aralakh Company.

The Captain then asked the group if they wanted to take their chance to leave with the boats; warning them that once the evacuation began, they would be left behind until further notice.

Caleth was the only one to show any kind of doubt and fear about staying behind in the city, however, he decided to stay with the rest of the group.

The Captain then told the group of the evacuation plan, send four ships towards Southshore, two of them with nothing but bots to act as decoys and lure attention from the other two, full of civilians and as many guards as possible to keep them safe, and a small squad of Windwarriors to keep them safe from the skies.

Discussion promptly ensued; perhaps this is what the ones behind this want? The boats and the civilians would be easy pickings once they left the safety of the walls, Benny implied.

Maybe it would be best to leave the town behind and join the rest of the town and escape with the boats, leaving the harbor alone for the attackers to do as they please, Caleth said and was shunned as a coward by some of the members of his group.

Leaving the town behind wasn't an option the Captain was willing to even take into consideration, but perhaps there was some truth to what Benny said, but should they fail at defending the town, then everyone would end up dying... At least there's a small chance of saving the civilians of they escape by the boats, the Captain thought and decided to stick to the initial evacuation plan, sending additional guards to keep watch of the boats, leaving the town even more unmanned than before.

He then finally thanked the group for their advice and ordered them to keep watch of the bridge, a smaller entrance, perhaps the best place for a smaller group, meanwhile, Glorin, the Captain, a handful of guards, and the Aralakh Company would keep watch of the docks, to fend off any attackers that tried to up by the sea.

They moved on, no grandiose speech was given that day, everyone would have to gather and find the courage to defend the town by themselves.
Last edited by Rake on Sun Jan 24, 2021 7:36 pm, edited 1 time in total.

Rake
Posts: 10

Re: The Search for Truth (Roleplay Campaign)

Post by Rake » Sun Jan 24, 2021 7:36 pm

Hoping for the best (part 1):
The defence of the bridge:
As per the Captain's request, the group was tasked with defending the bridge from any possible invaders. Two siege ballistae had been set up by the entrance to the town, and Caleth was tasked with manning them, as he was the only one who had any knowledge on how to use them, he did his best to let the others know how to use them.

Something moved in the water, Benny reluctantly approached, and a small Murloc slowly came out, a member of the Bluegill Tribe, after a small exchange, the Murloc told Benny that they would help them defend the town, then left back into the water, hiding beneath the bridge.

The four members of the group stood valiantly, waiting for their enemies to do the same and finally face them.

Slowly, the fog receded, enough to let them see what was on the other side of the bridge.

A hulking creature, a mass of mishappen tentacles that had a vaguely humanoid appearance was on the other side of the bridge. It let out an incomprehensible roar before slowly marching towards them.


“Ilith qi'uothk shn'ma yeh'glu Shath'Yar! H'IWN IILTH!”
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The group's holy equipment started to shine brightly as if protecting them from the beast's mere presence. Mjoll and Asta gathered their courage and charged on, close enough to get a clear shot of the beast. Mjoll placed down the bot that Onuhrgus gave her, and it promptly began firing at the beast. Asta stood by their side and began firing at the beast with her handgun.

Meanwhile, Caleth and Benny stayed behind, Caleth was manning the ballista as told, he fired it, but merely grazed the beast, barely injuring it, with no way of reloading the ballista on his own, he then fired at the beast, using the Prototype Rifle that was built by Murndan. Benny, on the other side, grabbed the now modified crossbow and fired multiple times at the beast, using a mixture of Gromsblood and Firebloom to set the beast on fire.

Despite the group's fierce assault, the beast still continued its slow march towards the group, the ground trembling with each one of its steps. It suddenly stopped, then began casting a spell. Four shadows, each one reminiscent of each member of the group slowly materialized by the town's entrance and began walking towards the beast.

Benny saw these shadows walking towards the beast, and rushed towards the one that looked like him, he swung the Sceptre of the High Abbot against it, the shadow disappeared once hit by it, however, Benny felt his insides burning, as if his soul was set ablaze.

Three shadows remained. And they continued on, following what Benny did, Mjoll swung at her own shadow, once again, it vanished, but the same happened, Asta experienced the same pain Benny went through.

With two shadows left, the bot was facing now multiple targets, as per Mjoll's petition, it fired at Caleth's shadow, it vanished, and now, Asta was left, to fend for herself.

She did her best to juggle her revolver around with her only hand, trying to reload and fire at her own shadow before it had the chance to do anything. Benny reacted as fast as he could, to save Asta. He threw yet another vial to the beast, setting it on fire, it began thrashing around, and Asta's shadow disappeared.

But now, the monster was even closer than before, and they had barely scratched it. Mjoll retreated back to Caleth, and helped him reload the ballista.

Asta, however, wasn't planning on stepping back, mustering her courage, she charged at the hulking monster and swung her sword at its legs, halting its advance. The beast retaliated, and with a single swing, it sent Asta flying all the way back to the town's entrance. Asta's bravery wasn't unrewarded, as Mjoll and Caleth managed to reload the ballista and aim at the beast.

Before it had the chance to move or reposition, Benny held the Sceptre tightly and used all of its power to smite the beast. Light rained down from the heavens as if the gods' themselves wanted to get rid of this beast.

Now stunned, the Bluegill Murlocs came out of the water in huge numbers, charging and attacking the beast, tearing several of its pieces apart with pure savagery, they retreated before it had the chance to retaliate.

Benny's tenacity and the Bluegill's Tribe gave Mjoll the chance to fire the ballista, the beast was taken back by the impact, and now, in its final moments, it tried to charge at Asta and Benny, only to fall down on its way.

"Za uul og nuq i fssh zz oou… Iiyoq ez oou gul'kafh anagg." It muttered, before bleeding to its demise.

The beast's body quickly vanished, and the rain stopped, however, the fog continued to cover the entire town. The group of adventurers had done their part... Now, the rest was up to the town's guard, the Aralakh Company, and Menethil's citizens, only time will tell if their resolve was strong enough for the trials ahead.
Last edited by Rake on Tue Jan 26, 2021 3:04 pm, edited 1 time in total.

Rake
Posts: 10

Re: The Search for Truth (Roleplay Campaign)

Post by Rake » Tue Jan 26, 2021 2:56 pm

Hoping for the best (part 2):

The defence of the docks:

Captain Stoutfist looked around. No more than two dozen of his men left to defend the town, the rest, in the boats. He began ordering them around, taking strategic positions, trying to avoid giving the Naga the chance to flank them anyhow, then he signaled the boats to leave. A few Naga followed the boats, the guards shot at them a couple of times but didn't have any luck killing them, the Windwarriors and the guards on the boats will have to fend for themselves. The Captain let out a long sigh and looked around, everyone still in place. Not a single Naga had made it out of the water to attack them. The fog became even thicker and covered the docks completely.

He took a deep breath and looked around, the fog didn't even let him see the men next to him. He heard the water violently splashing, then, a sharp scream of pain that didn't last longer than a second, and finally, violent yet brief sounds of struggling from the sea. He wanted to run and do what he could to help them, but that meant breaking the line, it would mean showing fear to his men. If he were to do so, chaos would surely ensue, at least, that's what he thought. He took a deep breath, "Close ranks!" he called out, and his men did so. Minutes went on without anything happening.

Then again, he heard water splashing, he looked around, there, he finally saw what was happening.

A trident attached to an iron chain going right through one of his soldier's chest, then, his soldier being pulled into the sea.

Once again, he ordered his men to close ranks, then stepped forward and dropped his weapon. He patiently waited, until he heard the splashing sounds once again, then, he quickly jumped to the side, barely dodging the trident.

Not willing to give them another chance, he then grabbed the chain and began pulling, he managed to overpower the Naga, pulling it out of the water. A struggle between the two began, with the Dwarf having a slight advantage. The guards nearby heard the commotion and made their way towards them, and the Myrmidon was quickly put down with their combined efforts.

The Captain got up, then ordered his men to move away from the water; he picked up the trident and threw it back into the sea, he once again stepped forward, mocking the attackers. And for a while, the Naga didn't retaliate in any way. And the fog slowly receded, enough to let the Captain see that the Naga were regrouping, hiding in the shadows of the dock, he went back to his men and did the best to regroup them into a defensive position, the Sargent of the Aralakh Company and the Captain exchanged a few words, and the Aralakh Company retreated from the docks. With the few guards left, the formation wasn't quite as tight as one would expect, a few obvious gaps between each guard, it seemed sloppy... But they held their ground while the Naga slowly slithered towards them. Initially, the battle went well, despite being outnumbered, the guards fought valiantly and stood their ground, repelling what was the first wave with few casualties, the heavily injured retreated, and Glorin did his best to tend their wounds. Then, even more Naga than before made their way towards the few guards left. Heavily outnumbered and tired, Menethil Harbor guards were fighting a battle that was already lost.

The clicking sound of metal hitting cobblestone quickly overwhelmed the sounds of the ongoing battle. The Aralakh Company charged in with a small squad of armored rams against the Naga, using the gaps in the guard's formation to avoid any friendly fire. The Dwarves riding the rams jumped and charged against the Naga that were trying to leave.

This charge was enough to throw the Naga forces off-balance, and gave the few surviving guards the chance to retaliate, finally pushing their enemies away from their homes. Captain Stoutfist told all of his men to go back so Glorin can heal them before they succumb to their wounds.

Now, the only ones left to defend the docks in case of yet another Naga assault were the Aralakh Company and the exhausted Captain. Several minutes went on without anything happening, Ugnoth, a member of the Company began gathering the rams. He slowly walked to one that made its way towards the docks and seemed to be staring blankly at the water.

He took out his ax and lets the rest of his team know of what's happening. They all get ready while he slowly approaches the ram, he grabs the beast's reins and tries to move it, but it almost seemed like the animal's stuck in place, still looking into the sea. Ugnoth approached and looked down, a giant mass lurking in the waters below, he leaned forward, to get a proper look. The mass moved quickly, and a tentacle spouted out of the water, grabbing the Dwarf, and began swinging him in the air.

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He lets out a scream, but it doesn't seem to be of fear or anger, the Dwarf sounds excited, as in a pure state of joy. The few scattered rams ran away from the docks but remained somehow close to the Dwarves.

The Aralakh Company wasted no time retaliating, using anything they could as weapons. The Captain looked around the battlefield, spotting one of the tridents the Naga were using, and quickly got a hold of it, he threw it at the tentacle and it pierced it deeply, he struggled to get a hold on the beast, Tedohm, rushed in and helped the Captain, but they seemed to be losing ground rather quickly.

The rest of the Company stopped attacking the beast and made their way to help the Captain, all except two, Oguhm, the leader of the Company, who made his way as close to the docks as he could, and looks down into the depths, he grips a harpoon tightly, the other one that doesn't seem to be helping the Dwarves deal with the beast is Onuhrgus, who gathered the rams as fast as he managed to, and has them help with the beast.

Meanwhile, the beast still held Ugnoth, who seemed to be having a fun time swinging at the monster, after enough hits, the monster lets go, Ugnoth goes flying, hits the stone walls of the keep, and falls unconscious.

In a last desperate attempt to defend itself, more tentacles come out of the water, the Dwarves free the rams and let go of the trident. Oguhm holds the trident tightly and throws it at the beast, putting all of his strength behind the throw, the beast retreated into the depths. Knowing they won't be capable of holding off another attack, the Dwarves move back and prepare for the worst... But nothing else happens, it seems like their assault has finally ended. They wait several minutes under the orders of Captain Stoutfist before finally moving on to check the bodies, looking for any survivors.

Now, they all place their hopes on Menethil's townsfolk and the boats. If the evacuation is to fail, all their efforts would have been for nothing.

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