| Caspan Saal |
Caspan shakes his head.
"If you want to be the advance man ... er, girl ... it's your hide," Caspan says. "That's the hardest part, since one mistake and you're snatched. And this lot isn't going to just throw you into a cell."
I think Hunter and Selde's magic makes more sense. Caspan won't stop you from going in -- it's not like you provide the liquor, like Selde, who's too valuable to risk losing :) -- but he thinks it's not worth the risk.
"Selde's probably right. Are a couple rangers who might be in there really going to be the difference between getting the Hobs out of Phaendar or getting away with our skins or whatever?"
As a player, I'm all for going in, but Caspan's not sure it's worth it.
Thael Silverstep
|
Thael considers what the others have said and offers his own counsel.
"If any rangers come back to this place as a refuge, they could also be ambushed here. Furthermore, I loathe having this fortress something that these monsters can use to harass the countryside from. We should take the chance to cripple them here, as we have attempted in the past."
He peers at the creatures with the hobgoblins curiously, trying to determine what they might be.
knowledge (arcana, can always take 10): 10 + 16 = 26
knowledge (planes): 1d20 + 15 ⇒ (12) + 15 = 27
knowledge (dungeoneering): 1d20 + 13 ⇒ (5) + 13 = 18
knowledge (local, religion): 1d20 + 14 ⇒ (4) + 14 = 18
Looking for 1) vulnerabilities 2) immunities 3) special abilities
| Selde Cathron |
Selde spoke a few words in druidic and cast a spell before gracefully pulling herself in to Nur's saddle. "I'll Scout the perimeter." Selde said softly before she chirped and sung to Hunter in Sylvan.
Selde casts Eagle Eye. Magic sensor that can go up to 640ft in the air, gives 360 vision, and can see through foliage. Selde will take a wide path around fort to scout.
Perception, Take 10; Low light vision, Darkvision 60ft, Blight Sense 30ft: 10 + 12 = 22
Stealth, Take 10: 10 + 15 = 25
| Father Emil |
Emil agrees to meet Abby to watch the sunrise. He makes a point to not spoil the peace and beauty of the moment by talking or listening to the voices from his teenager self that he should be romantic, to escalate the relationship. Instead, he absorbs what grace he can from the time, letting it heal his aching heart and sooth his jangled nerves.
As the sun gets high enough that it cannot be looked at safely, he wraps an arm behind Abby and pulls her toward him for a moment, a half-hug. He gives her a smile and stands. "May Erastil and Master Cailean gives us the strength an' courage ta see such a dawn over our nation at peace." He makes eye contact and feels a quiver of affection for her deep caring eyes before he abruptly looks back at the sun and says, "I think I smell some bacon an' coffee."
At the fort, Emil feels the same initial sense of being faced with a task beyond the small band's abilities. But he considers how far they all have come and what daunting odds they have already won in spite of and feels like it is worth attempting to take the fort.
"Doesn't sound like that many hobs ta deal with topside. We can keep an eye on 'em ta see how many more may be indoors or out on patrol, but doesn't sound like so many we couldn't take 'em. But we'd do best to take 'em by surprise an' I doubt we kin do that just running at one o' the bridges ready for bear. We looked at what's above the fort, but we should also scout the area around the bottom o' the gorge where the river runs."
"One o' the verses of Erastil says, 'Erastil's favorite weapon is not the hardest thing but the softest thing: water. The softest thing in the world can break the hardest.' I take that to mean that where water flows constantly, it wears the rock away. What're the odds that over the eons, it didn't work its way inta that plug o' hard rock. Selde, see what's down along the water's edge next scoutin' ya do."
"We should also keep a watch fer that dragon. It might not be here but if it is, we should learn its habits an' when it's around and when it's not."
| Selde Cathron |
I provided the view of scouting in the last post. If there is something else you want from your scouting I didn't list, let me know.
Selde can see the creatures with Eagle eye, but no one else can.
Sorry missed that, Selde relays her findings to the rest of the party.
"There are four buildings and one large tower with a broken wall on the top floor. If there is a dragon here, it's a fair bet that is where it is nesting. There were also two other monsters in the garden, if we can get the jump on them I could cause the plants to attack and entangle them. There were 4 hobgoblins in the courtyard, each with some kind of flying creature, and two guarding the Northwest and Southeast bridges. None on the southwest bridge, which makes me suspicious. I didn't encounter any patrols but we can't rule them out. If we are going to assault this fort, I say we spend the night coming up with a plan then tailoring our magic to that plan."
@Jillian, it feels like there is way too much wrong to try to shape shift scout on your own. However it might make for a good opening distraction for the rest of the party of make a move.
| Jillian Vrosk |
Jillian considers there options and then notes "All things considered, perhaps I could use my magic to draw one of the sets of bridge guards away so we have one way to enter? I could try and get them to help me 'capture' you all. Run up to one of the bridge and call for their help. Say I escaped from you and that with their help we might be able to capture you all?"
She looks to everyone questioningly, wondering if anyone had a better idea.
| Wren Chavali |
”The only problem I see with that, is we might draw more than just a few of the hobgoblins. We could easily get swarmed. But honestly, I don’t see a better plan. If we start getting overwhelmed, we can simply run away. Hopefully, they are just here to defend the keep and won’t follow us too far,” Wren shrugs.
| Selde Cathron |
@Emil Since there is water coming out of the tower you might be able to use Riversight to peak inside. Spider-Climb might not be a bad idea if we have enough castings for the entire party. Just climb up the gorge and walls.
Selde nodded along as she listened. "That could be a good way to lure them to an ambush."
| Caspan Saal |
Caspan shrugs. He doesn't like the idea of alerting the guards -- keeping the authorities in the dark was always a key part of the plan back in Canorate -- but he doesn't have any better ideas if they can't get in through the water, as Father Emil suggests.
"Maybe we should send everyone else away a bit," he suggests. "That way if they all come spilling out when we kick the molehill, at least we don't have to get them all out of here too."
| Father Emil |
Father Emil rubs his chin. "They've got flying creatures, so they pro'lly patrol from the air more'an on foot. That means we've got to act fast. Our community will be easy to spot from the air an' that'll draw the dragon. Seems we should rest, prepare an attack strategy and execute it at first light. I like the idea o' tryin' ta draw a bridge guard unit out. We either deal with the guards away from the help o' their allies or rush inta the fort ta attack the remnants, forcin' the first group ta get back in."
I'm going to do a bit of research spells Emil can use and review our stash of magic. We need to be sure we have plans in place for when the dragon attacks, protect people from acid, and have some strong attacks to try to kill it quickly. We should consider ways to ground any flying creature to reduce the risk of flyby attacks and the like. I'll post again, when I've had a chance to think on these things.
| Selde Cathron |
Selde has Resist Energy, Communal prepared and will keep it prepared. Thorny Entanglement is a great AoE control and damage spell. We could use it in the garden for the monsters or pull some of the hobgoblins away to the woods and snag them there. Unfortunately not much magic to ground a dragon but I'll rely on Selde's bow for that.
Thael Silverstep
|
I think my standard spell selection of mostly battlefield control spells should be helpful. That said, if we haven't rested since our last fort, I'm down a handful of spells.
Thael doesn't hesitate to agree with Selde that resting is a good idea. "Not only would we be able to rest and regain our spells, but we may gather additional intelligence about this place."
| Caspan Saal |
OK, let's figure out our plan, people. Anyone object to moving our refugees away? Then we'll try to draw the folks out, using Jillian's plan. I think that works nicely. We can do a fighting retreat if too many hobgoblins come (as long as we give our refugees a few hours' head start so they're not in the midst) but if it's just one set of bridge guards, we can hopefully deal with them with minimal use of resources, then sneak into the fort.
| Selde Cathron |
Sounds good to me
| Jillian Vrosk |
Finally getting a chance to check in. Caspan's plan sounds good to me.
| Father Emil |
See discussion thread for a counter-suggestion from Emil as well as an inventory of recently obtained as as yet unclaimed loot.
| Father Emil |
I don't know if it was specified, but I'd assume that we would have left the community a safe distance from the fort before the leadership team advanced to scout.
"Let's git back ta make sure the community is aware o' what we're dealin' with an' get 'em situated as safely as we can. We kin rest up an' replenish our magic resources. Then we need ta find a place that's close enough ta the fort that we kin advance ta help Jillian if her deception is detected an' the guards attack, but far enough away that we can dispatch the first group without the second group necessarily knowin' what's up."
| Father Emil |
If we don't need rest, then perhaps we can take it for granted that we left the community in a safe place a good distance away as a precaution and just get on with the ambush set-up.
| Father Emil |
Assuming there are paths that lead into the surrounding forest from the bridges, what is the closest location to the fort along one of the paths from the two functional bridges that has a location where we could stage an ambush? Can we take 20 on our stealth checks to position ourselves in the underbrush and behind tress or other cover producing elements of the forest? Or we could just use stealth synergy and use the best roll per that feat.
| Selde Cathron |
Once things are in place and Jillian goes to lure them in, Selde will cast Aspect of the Falcon, Barkskin, and Bull's Strength on herself.
| GM ShadowLord |
Jillian is still busy, so I'll just handle this for them.
With the refugees sufficiently moved away, the group devises a plan to ambush the two guards if Jillian is able to lure them off their post. She equips herself with some of the hobgoblin gear they've picked up in the past and shifts at the edge of the forest, knowing she only have a few minutes of this form.
Walking out of the forest, she approaches the bridge and immediately she draws the attention of two blue-skinned Ironfang soldiers on the far side of the bridge wielding longbows who are firing on wildlife on the perimeter of the forest. They look at each other, trying to recall who was out on patrol, unable to place her. One of them calls out to her for identification, and she hastily calls back "Come quick! I've captured Scabvistin's murderers, the one the reward is for!"
Bluff: 1d20 + 3 ⇒ (17) + 3 = 20
Sense Motive: 1d20 + 2 ⇒ (16) + 2 = 18
As she moves onto the bridge and begins to cross, she takes note that it is constructed of a stout shroud-laid rope and thick planks, and the bridge is sturdy enough to support the weight of a fully loaded cart. A metal mechanism with a lever and crank is built into the wall of the fort near the bridge, out of view from the far side.
The pair immediately think of the prestige associated with being responsible for bringing in the killers of Scabvistin and move to accompany Jillian back into the woods.
She leads them about 75' back into the forest, out of sight of the fort and far enough away that their demise should be quiet. Two makeshift bodies lay on the ground behind a nearby try and she points to them and asks for their help carrying them.
As they bend down to pick up the legs, the party leaps out from their hiding spots and take the two down before they can even realize what happened. Handwaving this fight as the six of you can easily overpower two unsuspecting peon soldiers.
Each solider has a potion of cure moderate wounds, mwk breastplate, mwk light steel shield, composite longbow (+2 Str) with 20 arrows, glaive, mwk battleaxe, cloak of resistance +1, backpack, bedroll,
signal whistle, waterskin.
| Caspan Saal |
Before that encounter, Caspan would have used his potion of barkskin. I think he'll have held onto the potion of bull's strength to see if more people came out -- I'll drink it as we go in, along with my potion of shield of faith. So that's +2 natural armor for 30 mins (guessing 5 are gone during the ambush?), and +4 Str and +2 deflection bonus for 3 mins when we enter. Updated my character sheet to reflect those uses.
"Come on, let's go!" Caspan urges the others, heading over the bridge they just lured the guards away from. He downs a pair of potions just before entering, and does his best to keep out of sight.
Stealth: 1d20 + 5 ⇒ (8) + 5 = 13
| Father Emil |
Emil and Pila are ready to move. "I'm prepared to give everyone some resistance ta acid, which'll last 'bout 10 minutes. I gotta touch ya ta protect ya, so the first sign the dragon is joinin' the fight, git over ta me so's I can give ya Erastil's protection. Blessed be an' may this fight put an end ta these beasts' dominion over our sacred forest."
For a moment, he holds the memory of bidding Abby farewell, the look of concern on her face. He sighs and makes eye contact with Pila, pets her fur and heads for the fort.
Emil: Stealth, ACP: 1d20 + 2 - 3 ⇒ (7) + 2 - 3 = 6, Stealth Synergy
Pila: Stealth: 1d20 + 13 ⇒ (18) + 13 = 31
| Wren Chavali |
Wren snatches up one of the curative potions from the hobgoblin. ”I expect these hobbies will be tougher. It looks like their gear is getting better, too,” she whispers to the group.
Once the storming of the keep began, Wren uses another charge off her mage armor wand.
| GM ShadowLord |
Caspan, that works for me.
With the guardians of the first bridge dispatched, the group follows Selde up to the edge of the forest. She climbs a tree and peers out to make sure there immediate coast is clear before dropping back down and giving the signal to cross the bridge.
There twenty-five feet of open space before the bridge coupled with the twenty-five foot bridge is nerved racking to cross, knowing that you are completely exposed and vulnerable at this moment.
Once across the bridge, you're able to see an extremely wide-opened courtyard that contains a pair of partially constructed trebuchets to the southwest and a stone well to the northeast. A wide, tall tower to the northeast dominates the courtyard. To the northwest, two low buildings flank an overgrown garden. A building to the southwest emits a rank, animal smell, and a double door provides access to a large building to the southeast. Wooden bridges exit the courtyard to the north, west, and south, spanning the gorge that surrounds the fort.
The courtyard is huge. Though varying in length, it's over 100'x200' in places. There is no cover once you are inside the walls and it's more or less side open ecept for a well about 30' SE of you, the building walls SW of you and crates on the opposite side on the far east.
Three hobgoblins are in this courtyard on the opposite side down on the southern section of the fort (about 150' away at the moment). They appear to be training or working with three medium-sized hooked beak flying creatures and do not currently see you as you tuck yourselves close to the wall and remain out of sight as much as possible.
Map updated.
1d20 + 9 ⇒ (17) + 9 = 26
1d20 + 6 ⇒ (19) + 6 = 25
Thael Silverstep
|
Thael surveys the open courtyard with hesitation. "I was hoping we might encounter their forces piecemeal, rather than all at once. It seems that upon entering, we will be spotted and bring them all down on us once the alarm is set," he observes quietly.
He tries to determine what the hooked beak creature might be.
knowledge (arcana, can always take 10): 10 + 16 = 26
knowledge (planes): 1d20 + 15 ⇒ (2) + 15 = 17
knowledge (dungeoneering): 1d20 + 13 ⇒ (8) + 13 = 21
knowledge (local, religion): 1d20 + 14 ⇒ (4) + 14 = 18
Looking for 1) vulnerabilities 2) immunities 3) special abilities
| Selde Cathron |
The moment Selde has line of effect/sight to the garden she will castThorny Entaglement. Can cast up to 640ft away, 40ft radius. Thorns deal automatic 2d6 piercing damage to anyone within the area and also attack any creature within 15ft for another 2d6 piercing, +9 attack bonus.
"Indeed, we should strike fast and hard." Selde replied to her brother.
| GM ShadowLord |
Thael can't identify the birds, but Selde does. Seh identifies the flying creatures as Rocs. Those these are very young, rocs are terrifying, legendary birds renowned for their ability to carry off elephants and other big animals. A typical roc is 30 feet long from beak to tail, with an 80-foot wingspan and weight of up to 8,000 pounds.
You're currently behind a building that is preventing you LOS to the garden. You're going to need to find different positioning to cast it there.
| Father Emil |
"We know there're animals in that garden an' we gotta pass that to git to that bunch o' hobs with the birds. I might be able to manage the animals in the garden a'fore we hafta fight 'em. Let's work our way toward the garden first."
While Emil makes this suggestion, he is open to other plans.
Emil has three spells that affect animals: Dominate Animal, 3rd level, which only works on one animal, but it allows him to order to do things including attack our enemies; Hold Animal, 2nd level, works like hold person on 1 animal; Calm Animals, 1st level, affects from 7 to 13 levels of animals, duration 5 min., can make animals stay where they are and not attack. The last one might be best on the animals in the garden. This assumes they are animals, which our scouting report suggested but is not certain.
| Caspan Saal |
"What?" Caspan looks at the others like they've grown another head.
Stupid yetis and their two heads!
"We managed to sneak in here, so we don't need to let everyone know we're in here!" he hisses at them. "Let's get inside and start there!"
He votes for going into this building we're up against if we can. I think there's a door just south of where I've put my token on the map, which hopefully is out of sight of everyone.
| Selde Cathron |
Could I get a token for Nur? I'd rather drop a tangle bomb on the area then spend a few rounds trying to charm the creatures that might be magical beasts or abominations. Plus that makes that whole side of the map deadly.
| GM ShadowLord |
Put a token for Nur on the map.
The area Caspan wants to go is amazingly out of slight from them, I can't believe it lined up like that.
Pushing forward to the door, the brawler opens it up and looks inside. He finds that this building clearly once served as an armory, but its hooks and weapon racks are empty and its long tables now hold boxes of soil sprouting several varieties of mushrooms and molds. One box at the rear of the room is covered with a sheet of canvas held down with bricks. A sour, earthy smell fills the air. A swinging door leads out to the southwest and a door in an alcove to the southeast leads out to the courtyard (where you entered from). A small ledge lies on the floor underneath one of the tables and a fine gem dangling from a long, silver chain rest on top of the table.
| GM ShadowLord |
The nifty gem does detect as magic. Thael is able to identify this item as a periapt of placebos .
| Caspan Saal |
Caspan gags a couple times at the horrible smell, before finally deciding to pinch his nose closed.
He ignores the ledger I'm assuming that "ledge" was a typo? and even the gem for the moment as Wren focuses on it, and heads for the sheet of canvas.
"Probably nothing good under here," he says, waiting to make sure his favorite ass-mar and Jillian are ready, and then pulling the cover off.
Thael Silverstep
|
Thael agrees that the smell is odd, and it's highly unlikely anything good is under the canvas.
He sniffs at the air, trying to determine what he might be smelling.
knowledge (arcana, can always take 10): 10 + 16 = 26
knowledge (planes): 1d20 + 15 ⇒ (4) + 15 = 19
knowledge (dungeoneering): 1d20 + 13 ⇒ (4) + 13 = 17
knowledge (local, religion): 1d20 + 14 ⇒ (17) + 14 = 31
Looking for 1) vulnerabilities 2) immunities 3) special abilities
| Father Emil |
Emil is happy to explore the building first, but he expects before long something will alert the base and a fight will break out with whomever is about, including the animals spotted while scouting. He only wanted to alert the group to what he brought to the table when that time comes.
After the room is inspected, with no monsters evident, he says softly, "I'd leave the contents of this room alone. We can search it later."
| GM ShadowLord |
That was supposed to be ledger, sorry. It's a book, not a cliff!
Once everyone is ready, Caspan yanks the cover off and sends the contents of the box exploding into the air as a cloud of poisonous spores fly all around him. All must make a DC15 Fort save or take 1d3 points of Constitution damage. Another DC 15 Fortitude save is required once per round for the next 5 rounds, to avoid taking 1d3 points of Constitution damage each round. A successful Fortitude save ends this effect.
With the spores in the air, Thael is quick to place their identity - yellow mold!
| Caspan Saal |
Caspan looks back at Emil, considering.
"Don't want to leave any threats in here to leap out behind us," he mutters. I think better to clear as we go, hoping we can keep quiet, though if whatever's covered up doesn't jump out, maybe that means it's safe enough. I vote to pull back the canvas, but will go with majority's decision.
He looks toward the other door, which opens into the garden, wondering if they want to head there or try to sneak further in, to the building across the way to the east (where I put Caspan's token, though I haven't actually moved there.
| Selde Cathron |
Are we in the room accross the way where Caspan is or the room immediately north of the garden where Selde is?
Nur Fort: 1d20 + 8 ⇒ (6) + 8 = 14
Con Dmg: 1d3 ⇒ 1
Selde Fort: 1d20 + 7 ⇒ (9) + 7 = 16
Selde was able to hold her breath and cover her mouth, but unfortunately Nur inhaled a lungful. The elk had a fit of coughing as Selde lead him out of the cloud of spores.
Next Nur Fort Save: 1d20 + 8 ⇒ (8) + 8 = 16
I vote we open the door, Selde drops her vine bomb, we immediately close the door and go the other direction. It makes a very good bottleneck but we don't want to be within 15ft of it.
| Wren Chavali |
Making five saves, just in case,
Fort save 1d20 + 4 ⇒ (1) + 4 = 5
Fort save 1d20 + 4 ⇒ (13) + 4 = 17
Fort save 1d20 + 4 ⇒ (15) + 4 = 19
Fort save 1d20 + 4 ⇒ (10) + 4 = 14
Fort save 1d20 + 4 ⇒ (7) + 4 = 11
Wren wasn’t at all prepared for the initial burst of yellow spores. She quickly recovered her sense, but it had a significant effect on her.
Con damage 1d3 ⇒ 2
| Caspan Saal |
Whoops, sorry, guys, I didn't see SL ninja'd me. We're in the room immediately north of the garden; I moved my token to try to show where I was suggesting we go. Will move it back!
Fortitude: 1d20 + 9 ⇒ (1) + 9 = 10 Oh, come on! 1d3 ⇒ 1
Fortitude: 1d20 + 9 ⇒ (7) + 9 = 16 1 Con damage
"Hack hack! Cough! Gag!"