DM Cobalt's Unshackled City
Game Master
Craig Mercer
Our heroes are based in Cauldron, the northernmost city in Varisia. There they try to survive missions for the city, intriques, and maybe even save the world... or maybe not.
"Hmmm... While I understand the differences in beliefs between the two churches, as you said there's certainly nothing within the two doctrines that should put them at great odds," Emyralda agrees with Brother Ruphus.
The young Varisian woman glances out the window and notices the time. "High Priestess Jenya, Brother Ruphus, thank you for your hospitality this morning. We certainly wish to help you with this mystery. However, Sir Brightblade and I have a commitment to assist our companions with rooting out the goblin tribe that's plaguing the road to Cauldron. We should be back in a few days. Would you be willing to meet with us again when we return?"
Soth-Loren, do you have anything else you want to ask Jenya? Or should we head back to rejoin the others?
"I would be pleased if you would visit after your return. May Sarenrae's light guide your path," Jenya says.
Brother Ruphus merely nods his head, but he does look pleased.
Promising to return to the temple once they fulfill their obligations against the goblins, Emyralda (and presumably Soth-Loren) take their leave of Jenya and Ruphus and return to the Drunken Leviathan to meet up with their companions.
"Well, we've had a rather disturbing meeting with the acting High Priestess at the Temple of Sarenrae," Emyralda announces to the others and proceeds to tell them of the murders that have occurred at the temple. "Soth-Loren and I offered to help them with the mystery once we deal with the goblin problem. How has your morning been?"
Male Half-Elf Urban Ranger 3, HP 28, AC 16, CMD 18, F +4 R +5 W +4, Init +4, Perc +10
"Hmm, I heard about those a while back. Had the city scared for quite some time. We went to the academy and Terra got some new spells. I restocked on my arrows, and we had an encounter with one of the city generals in the library, and he said something about us being destined for greatness or something along those lines. Well," He starts as he takes a bite into a meal, "Are we gonna head out hunting today?" He says with a look of eagerness on his face
HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2
Darian looks down at his half finished drink and his now-empty plate and seems to ponder them for a moment, then he drinks down the rest and stands up.
"Sure, why not. I know better to argue with Terra when she gets that look."
Dispite the want for quick action, the re-equiping for a journey of several days to get to where the goblins were attacking caravans takes most of the rest of the day.
The next day the group sets out, winding down the mountain path back through the villages of Red Gorge and Alford. Soon enough, the remains of past caravans destroyed by the goblins are seen along the side of the road, and the road again passes under the eves of the Lurkwood, bounded by the River Velashu to the west.
The few caravans you have passes (traveling to the north to Cauldron) have been well armed and large. They have either had no contact with goblins, or have had only minimal brushes with goblin scouts.
What is the plan of action?
Scout for traces of goblins?
Travel and see if you get attacked (as a smaller group)?
Taravel and Felix find plenty of signs that goblins have been around, but alas, too much time has passed, and their tracks are faded and only lead a short distance into the woods before fading completely.
HP 18/36, AC 11/11/10, F+5, R +1, W+2 Init. +1, Perc. +9
Taravel shakes her head. "Yes, there's no sign of which way they went after raiding here. It'd take a much better tracker than me to follow these faded paths. I guess where they encountered you is a good place to start. "
Signs of goblins are everywhere, and easy to find. Too easy, it seems, and that makes trying to track them harder, since there are so many traces.
Perhaps checking at obne of their more recent attacks would yeild fresher tracks, you feel.
Everyone has good perception rolls to find traces, but the two survival rolls made weren't very good to track older tracks. Remember, you can assist someone's survival roll by making a DC10 check on survival (just let me know who you are assisting).
Checking at a site that looks more recent, Felix scours the ground carefully, looking for a trail that he can follow. Everyone else helps by pointing out what traces they can find, and following slowly behind the ranger.
The trail of the goblins leads deeper into the woods, heading for the rough foothills of the mountains. Soon, it becomes easier to follow the trail, as more tracks join in. It looks as if you've found one of the paths the goblins use to reach their lair.
You easily spot the crude trap that lies in the path. If you push foreward, you will trigger a branch to lash back, several pointed stakes tied to it. It is easy enough to avoid by walking around the trigger sticks.
Still, this is a bit more than simple goblins would do to protect their trail.
HP 16/35, AC 18, CMD 19/22, Fort +5, Ref +3, Will +1, Init +2
"Hold on. I don't like the idea of this catching someone else. If you clip that vine will it release the tension? Will it make noise if we set it off on purpose?"
Male Half-Elf Urban Ranger 3, HP 28, AC 16, CMD 18, F +4 R +5 W +4, Init +4, Perc +10
"That might be true, but it's not what i'm concerned about. These aren't traps goblins usually build, it seems a little too advanced for them. I fear they might have some intelligent leader, perhaps a bugbear or hobgoblin."
The party continues along the trail, leaving the trap unsprung behind them. Soon, one of the small streams that wander down from the mountains to the River Velashu borders the path on your right hand side. More trails join the path you are following, which thickens out to almost be a road.
Survival DC 10 (Tracking):
Signs of wagons are also visible on the path now.
A constant roaring sound slowly fills the air as you move foreward.
Perception Rolls from everyone.
For those that make their Perception roll...
Over the constant roar, you hear the gutteral, high-pitched titter of voices from ahead (around the bend).
Those that speak Goblin:
It is laughter, and shouts of encouragement such as would be shouted in a game of some sort.