Hellscarred and War-torn (Inactive)

Game Master Zedth

It has been more than a century since Mylosis fell to the disgraces of hell. The events that followed unleashed a tide of hellspawn and other disgraces upon the Western Realm. The land is in a time of crucial flux, and the reigns of freedom are being seized by our intrepid heroes.

Map of the Realm
Map of the Realm (2)
Current Tactical Map

Party Treasure

Party Health
Catcher........111/111
Gromff.........109/123
Roland.........132/144, 0/18 Bonus HP, Fire Resist: 2, DR 4/-, Lesser Celestial Totem,
Crystallius....92/92
Chiro..........117/117

Party Passive Perception scores
Catcher......9 (-1)
Gromff.......12 (+2)
Roland.......23 (+13)
Crystallius..28 (+18)
Chiro...........27 (+17)

Initiative rolls:

Initiative Rolls
[dice=Gromff]1d20+5[/dice]
[dice=Roland]1d20+1[/dice]
[dice=Catcher]1d20+12[/dice]
[dice=Crystallius]1d20+5[/dice]
[dice=Chiro]1d20+5[/dice]


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Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Roland ignores the boy, but shakes his her at Meldara's offensive comment. "You misjudge us, Meldara. We are not distrustful, but quite the opposite. The boy says he's gotta go back, but he don't explain what he will do, nor what he's after. If it would be something to help winning this war, he would have asked for help. If he's hiding what it is, it's probably because what he seeks is something selfish. Beside, if he had mentioned that it would be something important, or something useful, or a secret he could not share but he needed it anyway, I'm pretty certain he would already be on the group. But, instead, he hides what he's after, and why he's after it. So it is not us who distrust him, but the opposite. Like he did with the dust."

He remembers something, and points a finger at Gilgain. "And the next time you insinuate I'm a thief, I'll act like one!"

Then Roland turns back to the group and moves on. "I've got another option. Since you three" - He points at Chezarion, Meldara and Tessandriel - "are faster and stealthy, why don't you go inside town, while me, Gromff and Catcher call some attention on the outside? We could hunt some scouting party or tax collectors outside town, calling the attention of the militia who will send men after us."


Tactical Map

Meldara looks at Roland shrewdly, with a crooked smile, "My dear barbarian, when people advertise they carry magic trinkets, they will attract unwanted attention. I believe the boy showed wise discretion in not sharing his secret. We all must live and let live, so it is not for me or anyone else to judge his motives."

She lowers her voice to a whisper, so only the party can hear. "His mother was a gifted mage. There are any number of wondrous or valuable things he might have inherited that are worth a trip into town to retrieve. But the point is moot, we will proceed without Gilgain.

"I found some extra cloaks and clothing in that cave--" She points to the east, toward a dark cave none of you have entered yet. "If anyone would like to make use of them for a disguise, I suggest you take a look before we leave.

Let us get a few hours of sleep, then we depart for Sojourn."


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Chezarion says, "If we can get in just appearing to be travelers then that may be best. The more elaborate the disguise the greater the chance that something may go wrong. At a minimum Tessandriel and I should go into the town. Catcher can come as well if she leaves her greatsword with Roland and Gromff. The main reason that Catcher should come is that she has a fighting chance of detecting an invisible imp. She could let us know if there is one close by so we can alter our plans accordingly. After we have seen what the situation is with the Watcher and Tylz I will see if Meldara needs help. If the children are being kept in a cage it will probably be locked, and I can open locks."

"I appreciate Roland's offer about creating a diversion. However, I would like to hold that in reserve in case things go sour. Attempting to create a diversion ahead of time could put guards who might otherwise be inclined to be lazy or sleepy more on their toes even if some of them are called away. I'd rather deal with half a dozen guards who are too bored to do a good job than two guards who are alert for possible trouble."


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Chezarion turns to Meldara and says, "Meldara, when you say that adventurers are taxed heavily, how much money are we talking about?"


Tactical Map

"It is all very arbitrary. They might take your purse, they might take your pack. They might take a sword, they might take your fine cloak. It is best hide your nice things.

Most often they ask how gold you have and take about half of that. If they don't believe you the situation can escalate quickly . "


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

"If you are inside and we are not, there won't be a chance to know how are you doing, and if you need a diversion or not. I'm just saying we could go around killing scouting parties and easy preys. They won't think three people will do any damage against town, but they may send people behind us. You call anyway."


Tactical Map

Catcher you may assume that your ritual is complete.

You emerge from the fog and it dissipates behind you, leaving nothing but a shallow dark cave room. The runes that lined the threshold are no longer visible. You come out of the fog and your friends are still awake and talking. What felt like 8 hours to you in the laboratory apparently took only a few minutes here in the "real" world.


Tactical Map

Unless anyone objects or has further preparations, Meldara awakens from her reverie sometime later and comes for you all.

"Let's move."
You all emerge from the cave to see the ground is covered in a thick blanket of pure white snow. The morning light is thin and pale, as the sun still reaches for the horizon. White puffs come out with every breath.

She guides you back the way you came-- up and down fissures and embankments, over game trails and through heavy thickets. You cross the high-ground field where you met the refugees for the first time.
It is very cold up here, especially out on this windy plain. I need 3 fortitude saves (DC 15, DC 16, then DC 17) from everyone but Tessandriel, to endure the cold. Gromff gets +5 from his cold-weather outfit. Tess is immune due to her cold resistance. Each failure = 1d6 subdual cold damage.

You make it across the long plain and descend the initial steep mountainside where you made your first camp, and finally descend to the foothills where you first set foot into the Everwood. The snow down here at this elevation has all but melted. Apparently it didn't stick around long, and you're beginning to see why. The sun is higher in the sky and it is warming up nicely.

The city walls and the south gate are visible to you now from your position of cover, still in the trees. The dark smoke columns that were seen when you first approached the town have been replaced with wispy white smoke trails, likely from cook fires and street braziers. This south gate is where the road you traveled from Tarlof would have led you. You see a small gathering of commonfolk and wagons amassed at this gate.

It is mid-morning.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Fort vs Cold: 1d20 + 11 ⇒ (2) + 11 = 13
Fort vs Cold: 1d20 + 11 ⇒ (18) + 11 = 29
Fort vs Cold: 1d20 + 11 ⇒ (5) + 11 = 16: well shit
Cold Non-Lethal: 1d6 ⇒ 6: double shit

Gromff's apparent sturdiness in battle apparently doesn't translate to climbing down slopes, muddy from the morning thaw. One mis-placed step and he tumbles into the snow, soaking his thick fir coat and rendering it useless against the cold. After much cursing in dwarven, he manages to stand, waving away any help.

When you all reach the tree line he plops on the ground and pulls out a snack. "Well, go have fun. Fair warnin though. Tylz is a little weird. Even by dwarven standards."


Tactical Map

My apologies, I just noticed that a character with the Survival skill can give his/her companions a bonus to their Fort Save vs cold. In other words, Tess might be able to save you from that 6 dmg Gromff!!

Survival Skill
Cold Dangers


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

I shall make a roll then!

Survival to help others (namely shorty): 1d20 + 12 ⇒ (18) + 12 = 30

Umm, according to the Survival rules I can help an additional 15 people stay warmer. Seriously, look at the chart. Gromff, you gain a +2 to all those rolls and succeed on the DCs.


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M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Sweet. Then she has safely maneuvered us around such obstacles. I still like the image of him pointing down the slope, a different dwarven curse on each impact.

AND WHAT DID I SAY ABOUT CALLIN' ME SHORTY.


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12
Gromff Hammerhand wrote:

Sweet. Then she has safely maneuvered us around such obstacles. I still like the image of him pointing down the slope, a different dwarven curse on each impact.

AND WHAT DID I SAY ABOUT CALLIN' ME SHORTY.

Weeeeellll, hmmmm. I don't recall really.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Roland also has a Cold Weather Outfit, but he offers his to Catcher, since his body is pretty tough anyway, and hers is, well, soft and warm and... Sorry, he got carried away.

Just so I know it, I have DR 2 for non-lethal damage. Does it apply to this?

With Bonus from Tessandriel's aid:
Fort vs Cold: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Fort vs Cold: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Fort vs Cold: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20

"So, we should just wait here or what?"


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Sorry I lagged there a little bit. Were there any cold weather outfits back in the cave? If so, Chezarion would have snagged one and it could help him with these rolls. Also, Catcher may have been able to get one from there as well so she wouldn't have to worry about getting cooties/fleas/lice/whatever from Roland's outfit ;-)

Fort save: 1d20 + 3 ⇒ (12) + 3 = 15 +3 due to Chezarion's Fort save bonus as well as Tessandriel' s help. DC 15 needed
Fort save: 1d20 + 3 ⇒ (13) + 3 = 16 DC 16
Fort save: 1d20 + 3 ⇒ (4) + 3 = 7 DC 17

cold damage: 1d6 ⇒ 5 Ouch!

Chezarion says, "If everybody is ready let's get this over with."

Chezarion would have taken his father's fancy dagger and hidden it in one of his boots, sticking the boot dagger in his weapon belt. He also would have suggested that Tessandriel hide her dagger that she got from Dad some place it wouldn't attract attention.


Tactical Map

haha Roland... "and hers is, well, soft and warm and...".

I do believe your DR 2 should apply. You saved your a$$ off, so no issue here. And apologies, I didn't see the cold-weather outfit in your gear.

Chez, sorry no cold-weather gear from the cave.


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12
Chezarion wrote:

Sorry I lagged there a little bit. Were there any cold weather outfits back in the cave? If so, Chezarion would have snagged one and it could help him with these rolls. Also, Catcher may have been able to get one from there as well so she wouldn't have to worry about getting cooties/fleas/lice/whatever from Roland's outfit ;-)

[Dice=Fort save] 1d20+3 +3 due to Chezarion's Fort save bonus as well as Tessandriel' s help. DC 15 needed
[Dice=Fort save] 1d20+3 DC 16
[Dice=Fort save] 1d20+3 DC 17

[Dice=cold damage] 1d6

Tess would have shared some of hers with you if you did not have one. While she won't be going naked by any means, she generally doesn't wear the extra clothing a normal adventurer would need for the cold. In her mind she is very acclimated to the weather.


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Oh well, it was a thought. Maybe he can find a devil worshiper who has no further need for one. The one roll I blew so badly it wouldn't have made a difference anyway.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move
Chezarion wrote:
...so she wouldn't have to worry about getting cooties/fleas/lice/whatever from Roland's outfit ;-)

That's the most mean phrase I heard this week, and believe me when I say I play a lot of games...

For the record, the twice-left-aside Barbarian also has trained Survival (since 1st level, although not as high as Tess').

For some unknown reason the Barbarian is enjoying seeing the Elf shiver uncontrollably...


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Before Chezarion leaves he says to Roland, "Meldara says the guards will take stuff from travelers. So, if you would be kind enough to keep half an eye on some of my stuff I'll go ahead and leave it here."

With that Chezarion leaves his pack, bow, quiver and longsword in a reasonable spot. That will have him going into town with his morningstar, throwing darts and daggers.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Catcher emerges from the misty and somehow it does not surprise her that it dissipate, leaving only a rough dark room.

She has a tired but happy look in her face. Curled in her arms and shoulders a small snake observing everyone around.

She heard the talk and planning her mind however, was far from its best. And she really did not paid any attention to it. Gladly she slept when Meldara called for it.

In the morning she spend some more time preparing her magic for the day, when they were about to leave, Roland offer his cold outfit.

"I can't accept it Roland. It's yours, and it's not fair you suffer now because I'm unprepared for our travels. " says the young woman.

"Don't worry about it, you need, I don't. .. because..." he trail off with a strange look in his face.

"If you say so." she agree taking the clothes, but she continues "I need you to give me the necklace too. If we are to be searched, they can't find the necklace and the dagger with us."


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Purple Snake! You only have a +5 bonus instead of the +2, but you still need to make that saves Catcher ^_^

"As much as I know I'm not going, nor is Gromff, or have our plans changed?"


Tactical Map

Roland is correct, Catcher I need 3 Fort saves from the long cold hike. Make them a +7 bonus(+5 Roland's outfit, +2 Tessandriel's Survival guidance.)

Meldara says to everyone, "I suppose we can split up... but I don't recommend it. If someone gets into trouble, their best chance will be to have the group's resources, skills, and muscle ever present."

She reaches into a pouch and withdraws Gilgain's ceramic dust jar.
"I had a talk with Gilgain and convinced him to let us use one application of his magic dust. I believe the best recipient would be Gromff. As a human he will attract less attention, and the illusion can make that holy symbol look like a simple necklace.

That still leaves the method of entering... I'm not keen on entering as a normal traveler. I personally will sneak into the city since I am wanted, and can't be seen at the gates. I suggest one of a few actions.
One, the rest of you find a group of farmers, preferably with a wagon, and enter pretending to be with them.
Two, you come with me and sneak in through the wall.
Three, we all go to the gate together, and create a distraction that allows everyone to run through the gate before the guards can stop us.

What do you think?"

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Fort: 1d20 + 1 + 5 + 2 ⇒ (7) + 1 + 5 + 2 = 15
Fort: 1d20 + 1 + 5 + 2 ⇒ (11) + 1 + 5 + 2 = 19
Fort: 1d20 + 1 + 5 + 2 ⇒ (16) + 1 + 5 + 2 = 24

Thanks to Tessa instructions and Roland warm clothes, Catcher don't suffer from cold.

"Aren't you coming with us? " she ask surprised "but I... we... enemies..." she looks lost for some seconds then says "I'm not really aware of what our plans are. I was distracted last night..."


Tactical Map

"Catcher we have few plans but several goals. Your job is to find Walker and Tylz, and my job is to free the children."

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

”Ah, yes, I mean, I know what our objectives are. I was not aware of our plans to achieve it. However, as it seems, you do not know too. That’s a relief… I mean, not that you don’t know it, but that I was not entirely off. ” she look at everyone and continue ”But I agree with Meldara, dividing the group is bad. Do you remember the just born child?” she asks Roland “If it was not for Gromff cleverness, we would not had defeated it like we did, and I had just born! What if we encounter one of those, but the adult version of it? How do you plan dealing with it?”


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

From his spot on the ground Gromff responds, "We aren't goin to respond cause it ain't what we're her for. We need to find this Watcher fellow and Tylz. We stand a better chance gettin caught if we move as a group. And if'n we are caught a single person can get away easier than a group. We ain't here to fight, as much as I want to. Sides, 2 hours ain't long enough. Trust me when I say a dwarf popping up where you don't want 'im can cause a lot o' problems."

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

"The fact you don't want to consider it does not change the fact we may encounter one." she says to Gromff "I'm against splitting the group. "

-Posted with Wayfinder


Tactical Map

Meldara finds a long stick and begins to draw a crude map in the mud. She uses stones and leaves to help represent points of interest.

"The town layout is fairly simple. If you enter the west-gate, that main road will run all the way across town to the east-gate. The Honeypot Inn is nearly in the center of town, on the main road where it intersects with Fletcher Street. This area of town is usually bustling with trade from the farmers stands and the merchant shops.

I heard that the children are in a large cage farther south on Fletcher Street, almost all the way to wall. This plays to my advantage. I plan on compromising the wall there and bringing the children into the woods where we can make our way to a safe camp, and eventually to Toria, Erastil willing."


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Things are hectic at work. I likely won't be able to get a real post in for another 6 hours or so.


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Free at last! :-)

Chezarion says, "The problem as I see it with going through the gate is that we are too heavily armed and armored to do so without attracting more attention than we would want. That could at least be partially dealt with by stashing some of our gear under the produce in a farmer's wagon. But then how would we know which group of farmers we could trust? And how could we be sure that other people in line to get through the gate would keep quiet?"

"So my opinion is that going through the gate is not likely to be a good plan. Unless Meldara spots somebody she knows she can trust far enough back from the gate other people can't tell what's going on while we set up I would argue against it."

"That would appear to leave us the option of trying to sneak everybody in as a group. That option has its own set of problems but is not as likely to get us in a confrontation with the guards before the mission even starts."


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Chezarion goes on:"The other obvious question is once we get Tylz and the Watcher, how do we leave? We won't be able to disguise the fact that Tylz is a dwarf. So do we hope to sneak out the way we came in? Are there sewers we could use to sneak out through?"


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Map!!

"Name's Walker, not Watcher, Chez."

"Well, I favor sneaking in through the walls. Once we are inside the city we may act normally, since anyone would assume we got in by an authorized way, specially because the city has four gates."

"Anyway, that might be a problem if we are to move in now, while the sun is still up."

"What if we buy a cart and supplies from some farmers? We can pose as the farmers, who are bringing in production. We avoid the risk of being betrayed and make the group smaller at the same time. It can't be too expensive, can it?"


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

"That assumes we can get a cart and the needed supplies. They most likely have little to sell as it is. The city was just retaken and ransacked. I doubt a farmers market is just around the corner. Food and shelter will be what they want, not money."


Tactical Map

"There are no sewers in this small town," said Meldara.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Perhaps we need a little more of a concrete situattion to make our mind, so...

The party discusses along the path, and when they get to the border of the woods they remain hidden and watching, trying to see who's in charge of the gate, if there are men guarding the walls, and if many people are coming in and out of town.

With that information maybe we will have a quicker decision...


Tactical Map

You can be assured there are men guarding the gates, like almost any city. From this distance all you can see is what looks like a bottle-neck where commoners are building up outside the west-gate, waiting to get into the city. The backup is likely caused by typical brief interviews, tolls, etc. You cannot see more specific detail than that from where you are.

We'll assume you go scouting from the safety of the Everwood's cover. From this mission you can see there are small wooden towers being constructed along the wall, inside the wall, about 1000' apart. They are not complete yet, you think you see the occasional worker adding more timber and rope, but it is hard to see at this distance. You assume they will be lookout posts/guard towers.

There are no men guarding the walls, per se. There are no battlements for them to walk behind. It is a simple 10' wooden wall. You suppose that once these guard towers are completed, they will fill the role of wall scouting and defense.

Finally, you have noticed patrols that march around the outside perimeter of the walls. Most of the time it is 4 armed/armored men on foot. One time you saw a patrol with more nefarious creatures; it consisted of 2 disgusting fleshy blob creatures that seemed to mimic a humanoid shape, and a red-furred large hound with red glowing eyes. This hound was on a leash held taut by a tiny flying imp, clearly struggling to keep him in line.

These patrol intervals don't seem to be like clockwork, but they come somewhere between once and twice an hour.


Tactical Map
Roland, just Roland wrote:
"What if we buy a cart and supplies from some farmers? We can pose as the farmers, who are bringing in production. We avoid the risk of being betrayed and make the group smaller at the same time. It can't be too expensive, can it?"
Tessandriel wrote:
"That assumes we can get a cart and the needed supplies. They most likely have little to sell as it is. The city was just retaken and ransacked. I doubt a farmers market is just around the corner. Food and shelter will be what they want, not money."

Meldara says, "Those are good ideas. Your conclusion is prudent Tessandriel, but believe it or not the farmers market was up and running when we left the township. Most of the farmers were unharmed from the city's brief takeover, and the evil men still need to eat. The devils are smart enough to know that for true domination, they must let the people go on living, else they rule over corpses.

If we decide on Roland's idea, we should go into the farmlands right away to start our search for a wagon. Every hour that goes by, I worry more and more for those children and for poor old Walker."


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

"In light of that, I am for Roland's idea. With the market intact it makes it very reasonable. We control the cart and don't have to worry about who to trust."

She looks at the others.

"Thoughts?"


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Given that there was scouting to be done Chezarion would have done some of it. So he would have retrieved all his gear and now has his sword, bow and backpack carried in their usual spots.

He says, "With the gems we probably have the money to buy what we need if a farmer will take them in trade. Having a wagon available may make it easier to get Tylz and Walker out of the town. We just have to get a load other than produce to hide them in when we leave."


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

"It will take more time than just sneaking in, so we should let Meldara go her way. Unless you prefer to come with us, Meldara."

ONE of us will have to intercept a farmer far from the walls and make the offer. Who's up to the task?

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Catcher stays near the group.
Deep down, she is afraid of this entire thing. It had a real potential to go astray. One error and she doubt any of them would leave the city alive.
Let’s do our best then to keep everyone alive…
”Roland, I’ve created a magic scroll, which allows me to make someone bigger for a short period of time. For one minute, you would be twice as big. Your reach and power would grow too, that however would allow the enemies to hit you easier. Want to give it a try?”


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

The barbarian's smile shows his approval of the idea.
"Sure. If our surprise element goes to hell and we bump into that hellskined orc, let's try it out!"


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Chezarion says, "Well, if we're going to do this let's move back down the road away from the town and see if we can find a likely person or group to make our offer to. I suspect that the major sticking point could be buying the horse in addition to the wagon and cargo. The horse might be harder for the farmer to replace. But we'll give it a go and see what happens."


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

"So we got a disguise for the barbarian! I'll pass as the brute needed to push the cart, since we have no horses."


Tactical Map
Roland, just Roland wrote:
"So we got a disguise for the barbarian! I'll pass as the brute needed to push the cart, since we have nor horses."

Handcarts are indeed common in this era. This is not a bad idea, and would save you money if you don't want to buy a horse.

If I might recommend, maybe you all should nominate a "party leader" who can make decisions for the group, to keep things moving along. Not to say that person answers to no one-- they still should seek out the group's wants/needs/council.
Just an idea. I'm ok with whatever pace you guys want to take.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

I believe Chezarion is appropriate to the task since he is always around.


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

What! I take time out to do a few things and then out I'm being nominated for leader?! I can't do that!!! I'd have to be nice to the barbarian!!!! :-)

On a more serious note I suppose if everybody really wants me to I could. But it would have to be with the understanding that anybody could call a time out to talk about things before I committed the group to a course of action. Also, while I am on a lot, I can't always post in as timely a manner as might be desired.

Finally, for as much as I pick on Roland, both the player and the character seem to have reasonable heads on their shoulders and he's on a lot too. He might be a good choice also.


Tactical Map

Unless anyone has objections, I will move the narrative along.

Meldara believes she should stay with the group, at least for now. She explains that it was her intention for her rescue attempt and your rescue attempt to be conducted at the same time, to increase chances of success. At worst, if one group gets in trouble, the enemy's forces would be focused on the trouble, and not on the other group's rescue.

The six of you leave the safety of the woods and head east-southeast back toward the road you approached on. After nearly a full day you have stopped by several farms to proposition them for purchase of a wagon and horse, and/or handcart. You find that the farmfolk are kind, old-fashioned, and ready to lend a helping hand. They don't ask many questions, but you see in their eyes that they deduce you are no mere merchants looking to bring goods to market. You find a successful farmer family that is willing to sell you the following goods:

You may purchase a Wagon and Mule for 50 gp.
You may purchase a Cart and Mule for 20 gp.
You may purchase a Hand-cart for 15 gp.
A la carte prices are by the book.

For another 20 gp they will provide clothing/outfits, hay, vegetables, crates, barrels, etc to make you look like farmers. The farmer even has leather straps that he shows can be used to secure large weapons (spears, earthbreakers, etc) on the undercarriage, out of sight. (This weapon-stowing option is only available on the wagon.)

Finally, the family offers you a hot meal and the use of their barn for a night's lodging.


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Is there enough room in the handcart one could reasonably expect to hide a couple of people in it if there were other stuff in the cart to provide cover for them? My suggestion would be to go with the smallest variety of cart that could meet that criteria.

As to the meal and the lodging I'm up for that. :-)

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