
The Primordial Dragons |
Atur it is!
Despite the morning events, the day has a quiet feel. Ayla can sense humidity building in the air and the looming approach of more rain in the days to come. The air is cold and smells of the forest surrounding the town.
It becomes quickly clear that finding a river merchant moving upstream will be quite difficult as they usually prefer to simply use the roads.
You wait and wait, watch the sun rise, ever slowly, the air thicken with moist, ever slowly. The belltower rings every single hour of this wait. You watch the ladies go by, on their way to the market, then you watch them come back, their basket filled and their look intrigued by your remaining presence.
Finally, the bell announces noon, and the town square sees a little bit of action, but it all dies again soon after.
You are not born for this...
By the second hour past noon, a merchant's caravan is announced and some of its people wander to the inn, only to be told it was closed. As they're about to leave, they tell you that they are headed to Korth...
You are not born for this...
By the fourth hour, a merchant, accompanied by his son and a few guards, enters the town square. All are on horses and they look like they could use a meal, a drink and a bath. You overhear that they are headed for Atur and that they've been attacked by some Uruks two days ago.

Viyko Kharde |

"We've a mind to head to Atur. We can sign on to guard your entourage if you'll feed us along the way. We know combat, and have fought worse than Uruk in our day."
Viyko smiles grimly. "Ask the locals why the inn is closed."
Roughly how far away is 2 days travel from here? If I don't know I'll ask him after we talk to him a bit more.

The Primordial Dragons |
That's about one third of the way to Korth. Just woods and scattered hamlets there.
The merchant beams at the offer. "Well, I would be delighted to hire you! I've lost one man, and I don't want to loose my shipment of wares. I have gathered an interesting assortment of wood wares coming all the way from Aundair. Very nice quality! What do you say? 1 crown each for the trip, with food?"

Viyko Kharde |

Viyko looks to the rest of the group before agreeing.
If the rest of the group agrees, Viyko says the following:
"Sounds like a good bargain, comrade, but I'll do you a favor. You can keep the crown if you'll give me double rations for half the trip. You end up ahead, and my belly ends up full."
Viyko is sincere in his offer.

The Primordial Dragons |
"As I've said, I have no problem with children. We'll be leaving tomorrow, before dawn. You're welcome to stay at the caravan if you'd like."
The caravan is really four wagons pulled by oxen (one for each). The total staff comprises the merchant, his son Lahar, a halfling cook, four drivers and two "soldiers". The soldiers don't look like much, but is keen to help and make you feel welcome.

Viyko Kharde |

Before they head out (if they even head out that evening), Viyko goes by a general store and purchases 30 pints of oil (3gp), three 20lb anvils (15gp), and 100 feet of hemp rope (2gp), and keeps them in the wagon he's traveling with. If anyone asks, Viyko simply tells them "it is for night watches, in case extra protection is needed. I have magic that consumes this readily."

Ayla |

"Good I bring Hammertail in the morning!" Ayla says as she bids them a good night and enters the nearby forest to rest along side her companion.
In the morning, Ayla rides up to the caravan on Hammertail.

The Primordial Dragons |
You can buy a few things if you want before you leave. He hasn't paid you yet though.
The night at the caravan camp is a nice one, perhaps fresh after those two nights of rare comfort.
"Oh! Hammertail is no child! Good to have him. Just keep him a little away from the oxen... They get nervous."
At the crack of dawn, the caravan moves east, albeit at a slow oxen pace. You are assigned to three wagons, two guards to each. Ayla is assigned with Viyko, Vrikkas with Estelle, Tauni with Lethe. The last two guards take up the rear for today, though it is made clear that wagons rotate every day.
As the caravan settles for the night, after a boring day, it is suggested to keep the same shifts for night watch.
1d100 ⇒ 65
1d100 ⇒ 60
1d100 ⇒ 23
1d100 ⇒ 70
1d100 ⇒ 33
1d100 ⇒ 50
1d100 ⇒ 16; 1d3 ⇒ 3

Viyko Kharde |

Viyko hires the young warrior, and asks his name. Viyko would like to keep the guard with Ayla and himself.
Viyko volunteers for any night watches, and sleeps in the wagons during the afternoons if it's okay with everyone. Anyone on night watch with Viyko gets to know what he's up to: he ensures that they make camp in a circle of wagons, and Viyko coats a few well-placed squares with lamp oil to funnel potential intruders toward the entrance to the camp, where he'll have hoisted anvils ready to drop on them at a moment's notice. More of a scare tactic to buy time than a kill tactic, but it is cheap and effective on night watch, and the fire will provide extra light (lit with spark, btw). Viyko can keep this up for 15 days before he runs out of oil (2 pints per night). If they are near a town or settlement, or camp in a natural enclosure like a cave, he will not use this defensive tactic.

The Primordial Dragons |
Just to be clear Viyko, a pint of oil will burn for a very long time, as long as it is in a lantern. If you want squares to burn, you're nowhere near the quantity needed I think, unless I misunderstood what you want to do to funnel intruders. I like the idea though. Could you clarify the funnel part, and support it with a relevant roll (in case you bump into something...)[/ooc]

Viyko Kharde |

One pint coats a single 5-foot square, and when lit it burns for 2 rounds, as per the equipment section's description. Viyko coats the square between each wagon at night, if they're corralled, and sets the anvils over the third entrance between two wagons; he pulls the slip knot to loose them if needed. The squares are coated, but not lit unless needed (which he would do with the spark cantrip).
To clarify: Corral the 3 wagons in a loose circle (triangle?) with a 5 foot square between two of them, and a 5-15 foot opening near a tree where the anvils will be hung over the tree. If intruders are known to be present, the two squares with oil will be lit, and the only entry point that does not hamper movement will be the anvil-laden section. The anvils' mechanics are up to you, but figure they are falling from ~20 feet, and maybe use the rules for falling objects? If the anvils are too over the top, assume that Viyko instead buys 10-20 bags of marbles to create hindering terrain, and/or a few bear traps instead.
Rolls shouldn't be necessary. Take 10 on Escape Artist check to tie the relevant knots to secure the anvils, and take 10 on Strength check to hoist the anvils (with relevant bonus for leverage from tree branch), and take 10 on Knowledge (nature) to make super-easy DC to identify whether a tree branch will hold the meager weight of the anvils. Coating oil is not a check, and corralling the wagons is not a check. Securing the exterior wagon walls/tarps may be a good idea, and maybe throwing some brush or string with bells under the wagons could help prevent people sneaking under the wagons (if someone really wanted to take the extra time/effort). I've got my bow and spells for flying intruders, and can take cover in/under the wagons, or in/behind the tree. Viyko will be taking 20 on his Perception rolls all night, with any aid another attempts from whoever is with him that night (Perception 30; 32 with aid another; +2 if against Humanoids).
If you can think of any relevant rolls to add bonuses to the success of the idea, or if you have any thoughts for required rolls, I'll gladly make them. This is basically just to alter the terrain in a more controlled and favorable way than merely being in the open. I am also wondering if we could corral the animals in such a way as to easily stampede them through the opening if needed, to trample ground intruders. I could recommend creative use of the Stealth Knowledge (engineering), and Disable Device, and take 20 (30, 28, and 26 respectively) to hide and rig the trap as a more viable defense mechanism or lethal trap, if you think it'd be okay?

The Primordial Dragons |
I would appreciate if you spoilered such conversation in the future.
I totally agree that you don't need to roll for certain things like putting the wagons in a triangle, but I had in mind other rolls. I will make try to make it clearer in the future.
Thank you for the clarifications on 'funnelling the enemies'. I hadn't understood it like that at all.
I have a few issues with your liberal use of the take 10 or 20 rules: "Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding."
The way I read those rules, you can't take 20 on a perception check during a watch. You can't 'aid another' either (unless you explain to me how). You also need to make the case that you have plenty of time for all those things.
1d20 ⇒ 20
Viyko, please roll Survival to find a suitable place to set the wagons and Diplomacy or Bluff to convince the merchant of using your configuration.
Please also roll Survival to set up the oil traps and the bushes under the wagons properly to minimize the risk of setting them on fire.
All others could roll to 'Aid another' for the survival checks.
Everyone, please roll Sense Motive for the day and Perception for your shift.

Viyko Kharde |

With the Surival rolls, since we are not under threatening conditions, is taking 10 okay, as per the skill? All we need to find is a lone tree in a clearing or field, and the oil shouldn't be able to move to the squares the wagons occupy (nor should the wagons/oil fill the entirety of the sqaures, just like a Medium creature is not actually a 5-foot cube; there should be plenty of space between the wagon and oil to prevent burning when the oil is ignited, since the oil cannot burn adjacent squares).
If not:
Ivan aid another: 1d20 + 2 ⇒ (18) + 2 = 20
Survival: 1d20 + 5 ⇒ (9) + 5 = 14
Ivan aid another: 1d20 + 2 ⇒ (5) + 2 = 7
Survival: 1d20 + 5 ⇒ (17) + 5 = 22
Diplomacy: 1d20 - 1 ⇒ (4) - 1 = 3 (any other party members' help would be appreciated)
Bluff, if Diplomacy fails: 1d20 + 1 ⇒ (20) + 1 = 21 (help appreciated here, too)
--> "Yeah, I've used this tactic dozens of times."

Viyko Kharde |

Sense Motive: 1d20 + 2 ⇒ (13) + 2 = 15 (Another +2 if against humanoids)
Perception: 1d20 + 10 ⇒ (11) + 10 = 21 (Another +2 if against humanoids)
But tossing a bunch of twigs and branches under the wagons to make terrain that requires squeezing for most creatures also hindering terrain is something a child should be able to do. It's also not an integral part of the plan, and was more of an after thought. The wagons being corralled also prevents intruders from knowing exactly how many people are defending the caravan.
Likewise, the anvils aren't that necessary (more of a scare tactic; who the hell drops anvils on people... did they know we were coming?), so if we pass through plains terrain with no trees, the oil squares should still funnel intruders toward the last entrance, giving the party 2 rounds to wake up and be ready. Viyko also carries a signal whistle, which should aid in waking up other party members.
Still, taking 10 on most of the basic tasks out of combat should be okay. It's average effort with no distractions. If, after the first night, it becomes apparent that taking 10 is not sufficient to finish simple tasks, Viyko will start rolling (in-game he has no knowledge such tasks would be that difficult, out of game I'm beginning to be not so sure).
"Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help."
If it comes down to not liking the idea, or it being to much to keep track of, I'll just not bother with it, and keep watch in a tree to avoid ambushes; then use my signal whistle to wake the party, and arrows and spells to harry the intruders. I'm not trying to add undue stress, just keep the party alive and think like a scout.

The Primordial Dragons |
If you want to use the Aid Another with Ivan, I would appreciate something that describe how he helps.
And I'm not worried about the oil changing square, but the fire. Once sparked, with a bit of wind, or a creature set on fire...
The merchant is pensive at Viyko's suggestions: "That's probably a good idea to round up the wagons! And I like the anvils, though we need to know where they are when we go for a night's cry! But I'm not sure I like fire hazards so close to my wares... No, I won't have it! And the oxen? It doesn't make much space for them and us..." He looks at the others, obviously looking for other opinions.
Keep the Sense motive and Perception rolls coming if you haven't made them.

Viyko Kharde |

When the caravan makes camp, Viyko and Ivan trot ahead and scout the area for a suitable camp location near a tree. Ivan skitters up and down the tree to see if it is solid, and helps check the ground for potential hazards like ants, termites, vermin, and the like.
"I can understand your hesitation over the fire, comrade. How would you feel about corralling them at right angles, creating a box with one open side. The open side would be near a tree with the anvils, and behind the tree, I can coat the ground with oil in case we need a fire trap to scare off intruders and beasts. I'll keep watch in the tree, giving me high ground and some cover from the ground."
Also, if he's still not keen on the lamp oil-coated squares, Viyko will hoist a sack of 10 of them up into the tree with him each night. This way he can potentially end conflicts without too much fighting; ranged touch attack to coat intruders in oil, use threat of immolation to make them drop their weapons and flee, or if they are brazen, perhaps make them hesitate a round or two... Also, for better visibility, Viyko will occasionally lob a few arrows with light spells on them to form a loose perimeter a couple hundred feet from the camp. It'll allow him to see enemies approaching sooner, and potentially lure intruders to the arrows first. Thoughts?

Ayla |

Wha-what happened to my post? I put one up yesterday, and I swore it posted successfully... Wierd.
Anyway, I always thought that perception rolls were made secretly via the dm, unless you are actively searching something specific, So I don't think that you can take 10 or 20 on them. It has been a while since I checked up on those though.
Ayla keeps a strict guard, and is ok with a night watch as long as she has at least 8 hours of rest at some time during the day. When not guarding or resting she visits with friends or tends to the animals.
Sense Viyko is asking for assistance, I'm assuming that Ayla knows what is going on with his plans. Ayla has nothing to say for or against using the anvils, thinking it is a bit overkill, and Ayla is against the oil and fire plan, at least not without some heavy precautions to prevent it from spreading to the forest. However the circling of the wagons is a great Idea and Ayla will assist with that.
"Adar, Ayla not agree with everything her friend suggest, but using wagons to protect from bandit and wildlife is good advice. Ayla will help to give animals enough space to prevent overcrowding." She says to the merchant.
Diplomacy 1d20 ⇒ 16 (arrangement of the wagons only, not sure if this would be an aid other for Viyko or a new diplomacy roll.)
Ayla turns to Viyko and wispers to him. Ayla no like fire idea. Please no use this. Could cause more problem than worth. Ayla think Horse Shoe formation maybe better than triangle. We have hunters after us. One threw explosive. If they employ magic, they may drop fireball or worse into middle of camp, not to mention if oxen spooked, could trample us. A way out of the camp is as important as preventing way in. I say one man watch entrance, and other make circling around camp." Ayla pauses as she looks over at the anvils, and thinks for a moment, and then shrugs. "Not know much about anvil idea. Might work. Maybe set them up where oil was to go instead? I once saw twine and bells used to help warn of intruder. Won't stop them, but give warning before too late, maybe we pick them up at next town?" Ayla finishes, not bothering about whispering for the bell idea.
Perception 1d20 + 10 ⇒ (13) + 10 = 23
Sense Motive 1d20 + 3 ⇒ (19) + 3 = 22
Hammertail Perception 1d20 + 5 ⇒ (11) + 5 = 16 {Scent

The Primordial Dragons |
The merchant insists on having four shifts of two people to cover the night (eight hours). Twice during the trip, you are attacked at night, confirming the reputation of these woods. The first time, wandering zombies and skeletons attacks the sleeping caravan and are easily dispatched. The second time though, it is bandits, and they are more clever at their job. Regardless, the measures taken to protect the caravan work well and you get them fleeing back to the woods.
I would have loved to have a night fight, but I am leaving Friday for around ten days and I'll be nowhere near a computer. A fight would have taken too long for the circumstances. Don't worry though, There will be other fights. I'll work on the arrival in Atur...

Viyko Kharde |

Ayla turns to Viyko and wispers to him. Ayla no like fire idea. Please no use this. Could cause more problem than worth. Ayla think Horse Shoe formation maybe better than triangle. We have hunters after us. One threw explosive. If they employ magic, they may drop fireball or worse into middle of camp, not to mention if oxen spooked, could trample us. A way out of the camp is as important as preventing way in. I say one man watch entrance, and other make circling around camp." Ayla pauses as she looks over at the anvils, and thinks for a moment, and then shrugs. "Not know much about anvil idea. Might work. Maybe set them up where oil was to go...
Viyko smiles. "You are right, little comrade. Fire is more of a danger to the land than is safe. I'll keep them in the wagon, and a few with me if needed, as a deterrent. In the war I've seen too many ambushes at night, and get paranoid at times. The anvils are a scare tactic more than a trap to harm. It helps sow confusion and buy a few precious seconds."
Viyko looks at a nearby tree. "Anything would suffice, really. Nets, flour, logs, and the like."
I wanted to add, "When perusing the local wares, I suppose I was just feeling a bit Looney..."

The Primordial Dragons |
October 4, 998 YK
The caravan of wagons stirs into movement in the fresh morning air of October, for a short ride into the famous city of Atur, Necromancy's High Seat in Galifar. The 'Holy City of Vol's Fangs' presents, as the forest clears to your right and offers a brief view of the city, numerous bone yellow rising spires reminding of ancient sharp canines, seemingly rising from the land. These are the Undying Cathedrals of the Blood of Vols.
Vrykkas points with pride to a dark brown narrow pyramid shaped building ending in a silver dome: the University of Atur and the most extensive repository of knowledge and expertise on necromancy.
As you near the city, you get in sight of Atur's low walls, made of white veined grey granite, and its main gate, the Gate of Mankind. It is comprised of two short but very wide and stout towers framing a large portal of bronzewood and ash steel. Around the portal, statues depict the 'Ascension of Man Unbound by Useless Superstitions'.

The Primordial Dragons |
The guards at the Gate ask a few questions then let you through. You notice an important number of skeletons standing in armour and armed, though immobile, fixed in time. You pass under the massive gate and enter a sort of staging area where caravans can maneuvers, with stalls around the periphery for transactions and exchange of goods. A priest in a green and red robe blesses most transactions, for a fee.
Agar turns towards you, tied coins in his hand: "Well, I must say you were well worth the pay! Here are your crowns. I'll hire you again for other trips if our paths crosses." 6 GP each.

Viyko Kharde |

"The company was amiable, comrade. I hope our paths cross again someday." Viyko shakes their hands and bids them farewell. He gives his (nameless) hired guard one of the crowns, and asks him to stick around Atur with the party for a few days.
If he agrees, Viyko comments that the party may head west again after their stay, and would be glad to see him back to Segelios if they do.

Viyko Kharde |


The Primordial Dragons |
The hireling had asked for 8 sp per day to count for the return trip. He doesn't wish to stay longer unless you convince him otherwise. You owe him 4 gp and 8 sp, minus the one you already gave him. Let's say we call him Gared Areling!
What's your plan?

Viyko Kharde |

If Gared doesn't want a short respite in Atur while we look around, and wishes to brave the trail we already encountered attacks on, Viyko will bid him farewell.
Viyko goes to the local magistrate's office, street cleaning guild, or messenger service (shortest wait and most amiable people) and asks about the districts of the city, and what the makeup of the denizens are. Basic information about the city that any native should know. From that knowledge, Viyko will look around the area(s) with a goblinoid population. At this juncture, he asks Estelle and anyone else to tag along with him.
Knowledge (local): 1d20 + 8 ⇒ (5) + 8 = 13 (+2 for anything relevant to humanoids)
(knowledge about personalities, inhabitants, and humanoids specifically apply)

The Primordial Dragons |
Gared won't stick around unless convinced.
All the places you've named, you need to find them first... I'll work with your knowledge (local), but some gather info will be required...
You are in the northwest part of the town. At least that is obvious. Viyko remembers vaguely that the city has five main Wards, of which The Shroud is probably the poorest and could be a good guess to start looking for a hobgoblin.
You are at the entrance of a big city, of which you don't know much. I'm going to need to see some rolls (knowledges, gather info, etc.).

Estelle LaGrange |

Estelle will be glad to join Viyko on his info gathering foray. This is what she is good at. She will take on her human soldier persona, and join him.
1d20 + 6 ⇒ (17) + 6 = 23 Knowledge: Local
1d20 + 7 ⇒ (15) + 7 = 22 Diplomacy: Gather Information
If she finds a source that looks like a fountain of information, she will use her abilities to cast Charm Person, to help out with the information.