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Round 10, continued
Ambrose spurs Smoke into action, weaving around and between the buildings, dodging burning timbers from one of the houses. Helaku follows behind, jogging to keep up.
Round 11
Shaylar, Fang, and Aleste dash up the street, fleet footed Aleste pulling ahead. Their progress is checked somewhat by the loose rubble leftover from Leonar's spell.
As they near the corner, the escaping gnoll archer pulls ahead. Dodging the roughened terrain, the sniper dashes after the quintet of fleeing hobgoblin spellcasters.
Shaylar figured you would be wanting to make a double move as well, so went ahead and moved you up. Leonar, you are up next, and everyone else can post up their next moves as well.
Initiative
28 - Shaylar
14 - Aleste
14 – gnoll sniper
12 - Leonar
8 – hobgoblin war adept
4 - Ambrose
4 - Helaku
------

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Round 11, continued
Leonar wheels and dives, flying evasively in an attempt to ditch the swirling bats. Ducking and diving, with powerful beats the eagle is able to break away from the swarm for the moment. Though surrounded by the bats for only a short space of time, they've left him feeling disoriented and bleeding from a number of small wounds. Recalling his flaming sphere, he sets it rolling again. It starts rolling and bouncing down the street, beginning to catch up with the fleeing gnoll.
The hobgoblin war adepts look worried now as they hurry down the street towards the edge of town. Each of the identical images reaches into a pocket in its jerkin, removing a scrolled parchment. The copies recite an incantation in unison, and promptly vanish from sight!
The bats, meanwhile, haven't disappeared, and continue to pursue and harass Leonar. They swarm and swirl about him, until all he can see is a dizzying whirl of blurred shapes. The bats buffet him and take the odd bite out of him. Ok Leonar, could I ask you to make a few rolls, this swarm of bats are a real pest. First, Leonar takes 1 point of damage, as wounds inflicted by the swarm the previous round continue to bleed. The bleeding can be stopped by the application of a DC 10 Heal check (in human form) or the application of a cure spell or healing magic. Next, Leonar takes 4 points of damage again from the swarm of biting bats. Then, you will need to roll a Fortitude save against DC 11 to avoid becoming nauseated for the next round. And, please can you make a caster level check against DC 20 + spell level to move flaming sphere while surrounded or to cast another spell. These bats aren't messing around.
Helaku and Shaylar, will post your actions up, along with Ambrose's.
Map to come. The account I had I can no longer upload photos for free, so just going to decide what I'm going to do.
Initiative
28 - Shaylar
14 - Aleste
14 – gnoll sniper
12 - Leonar
8 – hobgoblin war adept & bats
4 - Ambrose
4 - Helaku
------
stealth 1d20 + 32 ⇒ (3) + 32 = 35
swarm 1d6 ⇒ 4

Leonar |

Fort save 1d20 + 9 ⇒ (4) + 9 = 13
DM, an eagle has 80' flight speed per the SRD. I will let my Flaming a Sphere lapse, and speed away at 320' movement in the next round. I doubt very seriously the bats can keep up with me.
Current HP 40/48

Ambrose Harrowfield |

Can I charge the gnoll from my current position in the alley? Technically horses are only 10 ft. space lengthwise and still 5 ft widthwise, but you might count Smoke as squeezing right now, or otherwise unable to charge.

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@Leonar: crikey, yes with that speed you can outfly the bat swarm at any time. That last move there I was trying to remember an eagle's speed from memory, I was thinking it was only 40 feet.
@Helaku: You can't see the gnoll at the moment, but if you move on your turn you'll be able to see him as he is running past the alley you are in. See map, below.
@Ambrose: It's a little bit of a squeeze for a horse at the end of the alley, but I think you could get Smoke through there, and there's still space between there and where the gnoll is to charge.
Updated Map Hopefully this will clear things up some.

Helaku |

Helaku keeps making his way through the alley and stops where he can get a good view of the street.
I'm just going to have Helaku double move. The gnoll would get cover from Ambrose and the alley mouth, so I think Helaku is better off just moving up and seeing if he is needed next round.

Ambrose Harrowfield |

Ambrose spots the gnoll running past the alley as Smoke rides through it. The knight narrows his eyes at the source of constant harassment and lowers his lance, tightening his form and pulling himself in close before pushing Smoke into a burst of speed. Flying from the alley, Ambrose let's out a rallying cry and stampedes straight at the gnoll, lance pointed squarely at the fiend's torso.
Lance (Spirited Charge, Cavalier's Charge, Higher Ground): 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 3d8 + 15 ⇒ (6, 5, 6) + 15 = 32
Ambrose:
HP: 17/57
AC: 19
Smoke:
HP: 43/52
AC: 24

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Round 11 continued
Seeing an opportunity as he spots the gnoll sniper running past, Ambrose spurs Smoke on into a charge. Bursting from the alley, he lowers his lance with a rallying cry, spitting the gnoll neatly. The archer looks down at the gaping wound, then stares at you in helpless rage before slumping to the ground. 32 points of damage to the gnoll, and it is as dead as a doornail.
Helaku hustles down the alley as well, though by the time he reaches the fight, it is all over. He comes to a rest beside Smoke, and near the Leonar's roiling ball of fire.
Apart from yourselves, and the bodies of the vanquished, the streets are empty. Straining to hear, you note that the sounds of fighting to the north have diminished.
Hey guys, didn't mean to leave such a gap between the last post and this. We're up for Round 12, though no combatants are in sight. Let me know if you want to take any further actions. Going to see if we can get a good few updates in this week.
Initiative
28 - Shaylar
14 - Aleste
14 – gnoll sniper
12 - Leonar
8 – hobgoblin war adept & bats
4 - Ambrose
4 - Helaku

Helaku |

"You must be right. I don't think I have any good spells to flush him out. He's probably headed for cover or backup. I was always taught that the last thing you want to do in a running fight is stand still. Should we press on to the northwest and see if we can catch any that are unprepared for us?"

Aleste |

Leonar, just so you know, I am all kitted out for swarms (do full damage to them) so if they're chasing you and you can stay ahead of them just bring them past me.
I grin at Helaku, "Makes sense. Is every feeling fit and healthy? Let's heal up and push on."

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From where you are circling, seeing well with an eagle's keen vision despite the night, you spot the other skirmish between more raiders and Captain Soranna's militia. The militia seem to have carried the day, with the remnants of the raiding force fleeing back into the forest. Rather than risk pursuit into the forest at night, Soranna is hounding her men into a strong defensive position. Then, as it becomes apparent that no further attacks are imminent, the force starts falling back towards the ferry. Soranna and a couple of her guardsmen head towards the rest of the party. The militia seem to have taken a few casualties, and there are many wounded, but they seemed to have outnumbered the raiders, many of who lie sprawled in the street as well.
You investigate up and down the street, looking for any signs that the hobgoblin spellcaster might still be in the area or whether more attackers are lurking nearby. However, you don't come up with anything. A lot of the homes and buildings are burning now, with little hope of saving them. You hear a few shouts in the distance, but you don't see any more townsfolk running about.
Checking the gnoll's body, you find a suit of well-made scale mail, as well as an expertly designed masterwork bow and arrows to match. At his belt is a nicely crafted short sword with a pommel wrought like a snarling dog's head, and there are two flasks of alchemist's fire. Among more mundane items, the three goblin worg-riders wore suits of hide armor enchanted to provide stronger protection. A fortunate find is that each of the hobgoblin warriors seems to have been issued with three moderately strong curative potions, which would be a great aid for curing the various wounds, gouges and damage taken in the skirmish.
After a few minutes of searching, you hear a warning shriek from Leonar just before Soranna Anitah materializes from the shadows, flanked by two guardsmen. "Glad to see you all still on your feet, though it looks like you got hit by raiders as well. They ambushed us, and I lost several good men. We're falling back to the ferry, after we make sure there's no one left on this side of the river. In a little while, there won't be any reason for them to stay, these houses are pretty well torched. If you're wounded, come with us, I'll see to it that Brother Derny and his acolytes patch you up."
I figure by now you're all ready for a change of scenery after that last combat. Well done dealing with the raiders, I think that was designed to be a hard encounter. The spellcaster was one of Azarr Kul's regular war adepts, he may well turn up again.

Helaku |

I hear ominous music!
"Yeah, they put up a tough fight. We took out a few of them, but a mage got away. We can help you search, but we haven't seen any more citizens since before the last fight."
Detect magic on the items we've found.
I can roll Spellcraft once I know how many. I'll definitely drink some potions before we proceed.

Ambrose Harrowfield |

"Good to see you alive as well, my lady. I am sorry for your men. We should see to it that they receive proper commendations and a hero's burial. They gave their lives for Drellin's Ferry and they should not be forgotten. I will assist you in searching for any survivors. Fear not for my wounds, I fear for wasting time. We found some curing potions on these raiders, they will suffice."
I'm keen on drinking some potions as well.

Leonar |

After the swarms dissipate, Leonar swoops back in with the group. As he morphs I to his human form, he nods at the others. "Looks like the fighting up there has about ended as well. We're beat up, but we came through. Anything exciting here? Those raiders were tough."

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gnoll's medium-size scale mail - no magical aura, but is a well-made masterwork suit of armor.
gnoll's short sword - like the gnoll's other weapons, not magical but a finely crafted masterwork item.
goblin small-size hide armor (x3) - each shows a faint magical aura; provides a +1 AC bonus.
potions (x12) - each shows faint faint conjuration and healing magic; identification DC 17 Spellcraft check.
Leonar swoops in and returns to his natural form while Soranna regards each of you, addressing Helaku first as he and Aleste busy themselves with identifying some of the items stripped from their fallen foes. "Several of the goblins and hobgoblins we were fighting retreated as well. But their attack was all too effective," she says in tired, grim voice, indicating the many burning buildings. "Most of these buildings will be burned out by morning, so I've decided to have everyone fall back across the river. My force will fight a rear guard just long enough to ensure everyone heads out of town before we follow. If anything, this likely has helped convince everyone of what you say."
Soranna turns to follow her militiamen back to the ferry, but at Aleste's remark turns back to him. "Hmm, I'll ask around. There are a few halflings and gnomes in town, those suits look like they'd be a good fit. Maybe some of Kellin's kin at the Old Bridge Inn."
You spend a bit more time securing the area, Ambrose helping the militia to gather up the dead and check for any more townsfolk on this side of town. It's difficult, hazardous work, with most of the buildings now up in flames and lighting the night sky. With a welcome dawn creeping across the eastern sky, you return with the survivors and the dead across the river.
Soranna Anitah's words turn out to be prophetic. Come morning, there is a great exodus of people, horrified by the audacity and destruction of the night-time raid. As the day presses on, very few remain in town aside from the town's leaders, the bulk of the militia, and a few diehards. Most of the evacuees are for now intent only on heading for the next town, Terrelton, though many intend on pressing onwards towards the cities in the east, Brindol and Dennovar.
As you are making your own preparations, a visitor arrives. You are in the inn when a black-haired woman, her face streaked with the dust of the road, trudges into the common room. She wears a soldier's tunic of blue and white over a shirt of mail, with the stylized image of a golden lion over her heart. In fact, the images are identical to the emblems Ambrose has emblazoned on his person. She signals the barkeep. "Ale," she rasps. "And send for your Speaker. I've got ill news for him."
You know this person. She's Teyani Sura - a fellow Lion of Brindol, like yourself one of the city's elite knights. Also like yourself, she often spends her time abroad across the Vale, dealing with threats to the city or as a scout. In happier times, you often sparred together and shared many a pint with your fellow knights.
So, what plans next? Stay to help oversee the evacuation? Protect the fleeing townspeople? Or head off to parts unknown?

Helaku |

You ok with me just taking 10 for a 19 to identify them?
While making preparations, Helaku speaks, "In spite of this battle, I fear the townspeople are not taking this seriously enough. I think we need to go with them, protect them, and urge them to get to larger, better protected towns."
All pending what we wind up hearing from the Lion of course.

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Sure Helaku, that's fine. Aleste offered to help too, and he has a pretty high Spellcraft score, so between the two of you you should be able to identify everything.
gnoll's medium-size scale mail - masterwork
gnoll's short sword - masterwork.
goblin small-size hide armor (x3) - +1 hide armor.
potions (x12) - each is a potion of cure moderate wounds.
Been a bit quiet on the boards this week, eh?

Leonar |

Leonar pulls aw and of cure light wounds and taps himself.
CLW 1d8 + 1 ⇒ (3) + 1 = 4
"I agree. The townspeople will be massacred by the horde that will be coming. They have to leave now, if not sooner. Perhaps they can hide in a better protected city that this."
Current ho 44/48

Helaku |

I'm still floating about.
Anyone have a preference on me using wand versus potions. Need to do some quick healing before we continue.
Helaku shares what he and Aleste found with everyone. "Hey Ambrose. Any chance you know this woman? That tunic looks a lot like yours."

Ambrose Harrowfield |

Sorry for the quiet. Rough week at work. The good news is I am off for a week!
During the gathering of the dead:
Ambrose works with grim determination when it comes to rounding up the corpses of the guards - this sort of work is seemingly quite important to him. Her personally assists the other militiamen at every opportunity, hoisting many of the bodies himself to carry to wagons or wherever they are going. He also attempts to rally any crestfallen soldiers, clapping them solidly on the shoulder. "Fear not for your fallen friends. They died protecting their kith and kin, hearth and home. Do not mourn their deaths, but celebrate their lives, and take pride in their sacrifices. Know that they walk the golden halls of Pelor and Heironeous now in eternal sunlight and honor." Ambrose also helps with the digging of any graves.
Unwilling to rest, he moves from burying the dead to recovering any wayward townsfolk from the raided side of the river, and from that he helps load wagons and gather supplies during the exodus. When he returns to the inn he is laden in dirt, sweat, and obviously weary, but shows no sign of stopping. He comes to meet with his friends and downs a great deal of water as the Lion of Brindol arrives, but doesn't notice her coming until Helaku points her out.
"Teyani? Is that you?" He rushes over to the fellow knight to get a better look. "I don't know if any news you have could be more ill than what we have seen here. What is it?"
At this point, Ambrose hasn't slept so hasn't gained any natural healing, and I figure he'll count as fatigued? (I don't know if the morning DM mentioned is the immediate morning after the midnight attack or the following). I have no preference, Helaku, whichever you think. I'll let you magical folk make those decisions!

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It's just the immediate morning, after the raid.
Some of the local militia in the tap room greet Ambrose warmly as he rushes across the room to speak to Teyani. Though they appreciate the efforts of all of you, they seem to have accepted the cavalier as one of their own, especially after spending such effort to help retrieve the fallen and giving such honor to their sacrifice.
On seeing Ambrose, Teyani's eyes light up. "Harrowfield! I might've known it would be you causing all this trouble," she says with a wry smile. "I don't know what's been going on here, but you've certainly been busy."
As the barkeep returns with a mug of ale, Teyani lifts it to her lips and drains half of it in one draught. "Ahh, have been looking forward to that. Hard ride. I was part of a patrol sweeping up the old Rhest Trail. Five days ago, we ran into a roadblock - hobgoblins and ogres, waylaying any travellers heading into or out of the vale from the north. They were too strong for us, and we had to retreat. Captain Borgun sent several of us riding off to warn folks across the vale to avoid the old Rhest Trail. So here I am. I'll report to the Speaker here, then I'll be heading back to Brindol."

Leonar |

"The Old Rhest Trail? How much traffic would be trying to pass the roadblock? Is that something our group could try and open up, or would it be worth more if we simply let them keep e block up and we protected the retreating citizens?"

Helaku |

Helaku listens, then adds, "How many hobgoblins and ogres? I can't remember if those plans we captured from Wyrmlord Koth said anything about this Old Rhest Trail."
I can't remember if I still have the map, but if I do, I'll get it out to look for Rhest. The only part I remember for sure was the Skull Gorge Bridge, but I thought there were some other markings on their plans.

Ambrose Harrowfield |

"Busy isn't the half of it! I wish we could have crossed paths during calmer times, but things are dire. Teyani, there is a whole army amassed from the mountains west - goblinoids, giants, gnolls, minotaurs, dragons... and likely worse. They are preparing to sweep across the Vale and bring ruin to it. They have a presence this far already, though he collapsed the Skull Gorge to slow them down. I sent a rider to Brindol a few days ago; I only hope he hasn't been waylaid.
"Leonar, the road north would be important during a war, I do believe. Road blocks there would cut off any supplies or reinforcements...though I agree that protecting the evacuating citizens is also a primary concern.
"Helaku, the Rhest Trail runs by the marshes to the North where there are old ruins...when we interrogated Koth, didn't he mention that another Wyrmlord was stationed in the ruins of Rhest? On some sort of special mission?"

Leonar |

"If we could strike a blow against another Wyrmlord that might slow down the army's progress more than just trying to protect the citizens, of course, another Wyrmlord is going to be really, really, dangerous."

Ambrose Harrowfield |

"I agree. We should deal with this Saarvith; taking out the leaders of this Red Hand will only be good for us. Hopefully the horde doesn't have a strong presence any further east than Drellin's Ferry and the Captain's guards can protect the citizens as they retreat along the Dawn Way. Either way, we should motivate these people along if we can, and the sooner the better. The old Rhest Trail and the ruins themselves are no short distance away, and time is of the essence...I seem to remember a timeline on that map, and we don't know what day it is on." After planning with his comrades, Ambrose turns back to Teyani. "I wish you safety and speed on your return to Brindol. I don't know if the report I sent has made it there, or if it will. Take these warnings to our captains and our Lord. I'm staying with this group here and we will try to harry this force as much as we can, though I don't think we'll truly be able to halt the army. We can buy Brindol as much time as possible to prepare for the worst." If no townsfolk or anyone has gone to fetch the Speaker and Teyani still wishes to speak with him, I'll go with her to Wiston, or else ask someone in the inn to go get him.

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Here is the map again that you liberated from Vraath Keep. I think perhaps you did hand it over to the Speaker, Soranna, and other leaders, but I'm sure you would have had a chance to study it. I'm also sure they would let allow you to study the details. I'll also add it to the Campaign info thread.
Wyrmlord Koth's Map
Teyani takes another draught of ale, wiping her mouth with her wrist as she looks at Helaku. "The Old Rhest Trail? It's a bit quiet at the moment, though of course now we know why. It's one of the main routes in and out of the Vale, heading north. You'll not likely get many of your refugees here heading that way; most will be heading east to Terrelton and beyond."
The rider turns back to Ambrose. "After I report here and get a change of horse, I'm away east to Brindol. I'll warn the communities along the way, and I'll pass your message on." A few moments later, Speaker Wiston, Captain Soranna, and a couple other of the town's leaders enter the taproom. Teyani moves across and introduces herself, and innkeeper Kellin Shadowbanks ushers them all into a private room to discuss matters. [ooc] The town leaders had already been notified of Teyani's arrival.
As the goblin horde looted the burning town, its remaining defenders made a fateful decision and destroyed the levees that held back the waters of the Stonewash River, flooding the city and drowning the horde.
In the aftermath, the survivors abandoned their homes and resettled in Dennovar, Brindol, and similar communities to the south. For the last two centuries, the city of Rhest has slowly been sinking into the sodden Blackfens.

Helaku |

Knowledge (local: Rhest) 1d20 + 5 ⇒ (8) + 5 = 13
Knowledge (local: Terrelton) 1d20 + 5 ⇒ (10) + 5 = 15
Helaku shares what he has learned of Rhest and Terrelton, during his time in the Vale. "They'd better move past Terrelton. Remember the map? Their plans called for them to sack Terrelton only a week or two after Drellin's Ferry. They need to go all the way to Brindol."
Are we invited into the private room?

Leonar |

"I agree, to Brindol. Terrellton will fall just as easy as this place, I'm afraid. To not go all the way to the city would just be prolonging the trip. It will have to be made, and it should be made before there is an army crawling up the back of the citizenry."

Helaku |

Then Helaku will just stay in the bar finishing a drink and meal for now. "Well, let's see what they come out with. Do you all think we should head for Rhest once we're sure Drellin's Ferry is clear? And what do we do if they won't evacuate? I'm not sure I'm prepared to stick around if they insist on being fools."

Ambrose Harrowfield |

"Brindol is the only option, they must see that. If the villages and towns of the Vale can combine all of their strength atop Brindol's walls, we stand a good chance. Brindol has a true army, and the Lions, and though the towns mostly just have militias, a farmer with a longbow on a good stone wall surely is worth five goblin footpads beneath it. It's the dragons I worry about. Walls won't stop dragons. But I suppose that's where we come in. I do think we should travel north. The blocks must be cleared, especially since we dropped the bridge over Skull Gorge. That's now about the only route into the Vale from the north - in or out. And if we can pay this Wyrmlord a visit while we're there, well...birds and stones, and how all that goes."

Shaylar Kallanereth |

Silently listening to the discussion about our options and next move, I nod in agreement to Amrose's words. Without conscious thought, my hands check my bow and even do a mental tally of the arrows left in my quiver. "Agreed, Ambrose. But before we head out, I really need to stock up on arrows. Those pincushions took cost me a lot of them and I'm running low."

Aleste |

Ever the alchemist, I take a few bottles from behind the bar and start trying to invent a drink.
I do this slowly and methodically, barely tasting with my infrequent sips: lost in thought.
"Dragonslayers are meant to have the right gear, aren't they? Maybe we should see if we can get a bit of kit? Fire-proofing, stuff like that...
I stare morosely across the bar.