Thaddeus will return to the party and relay what he has seen. A hasty discussion ensues where we all agree on the need to eliminate their siege weaponry - the giants and onagers - and then withdraw.
plan and intentions
The base plan is for Thaddeus to use the fear wand to drive the giants towards the party and then fireball the onagers. Away from their fellows the giants should be easier prey, as before. Once the siege weapons are destroyed the party will fall back towards the tower.
Thaddeus will cast invisibility on Jacques, in case something goes wrong and he needs to be rescued. He will also cast mage armor, greater, protection from arrows, and detect magic on himself. Belric will cast bless on the party. These are all long duration spells.
Preparations complete, the party will find a place of concealment from the advance elements. Thaddeus will fly back to the enemy formation, taking note of concentrations of magic items. Having observed giants fleeing the effect of the fear wand in the past, he should have a good idea of how far they will go. When the lead giant is about half the known flee distance to the party's ambush site, Thaddeus will position himself at 20' altitude at a position likely to cause the giant to flee towards the party. He will cast minor globe of invulnerability on himself, then activate the fear wand.
If further rounds can be processed, Thaddeus will manuever to a position where the second giant would probably flee to towards the party, and activate the fear wand a second time. He will then cast fireball at the onagers (a second time if necessary to destroy them).
notes
The party will maneuver to intercept the fleeing giants, not expecting them to come directly at us.
In C&C, minor globe of invulnerability moves with the caster.
The fear wand is caster level 9th, range 50', AOE 25' x 25' square, save vs charisma or flee in terror for 9 rounds. Thaddeus' charisma bonus is +2 in case it applies.
The party will happily let Shirana use the tower as a patrol base, with the request that they help out with the food situation when they're there - either by bringing their own or by hunting, in either case supplementing what they consume from our larder. Our food supply will be sketchy as it is.
Goodmonth 28 - the party transits to the tower, gets the gnomes and women settled in, and sets up watch rotations.
Harvester 1 - the party will complete reconfiguring the tower per what was agreed on, with the modification of creating an isolated path from the aerie to the barracks level. Whether this is stone shape to create an isolated stairwell, or a combination of stone shape and arcane lock to secure the existing stairwell, is up to CK discretion - whichever is simpler/faster/better.
Harvester 2 - the party (Agathon, Belric, Thaddeus, Jacques) will set out for Fort Arazarm. Thaddeus will use overland flight and invisibility to look for threats, ambushes, or any other circumstances requiring a change in party alert level. Watches will be Agathon/Belric and Thaddeus/Jacques. This will be standard procedure from now on.
Harvester 3 - Belric will use sending to contact Verlik to get tower status and news, continue travel.
Harvester 4 - travel continues
Harvester 5 - Belric will use sending to contact Verlik to get tower status and news, continue travel.
Harvester 6 - travel continues
Harvester 7 - Belric will use sending to contact Verlik to get tower status and news, continue travel.
Harvester 8 - the party will take a day off travel to rest (unless we can reach Fort Arazarm that day). With only two watches we're all only getting half a night's sleep.
CK summary
HP 38/38, AC 25/21*
mage armor: +4 AC, cast every morning before leaving chambers or leaving camp, lasts 9 hours so basically till sundown.
Until the gnomes arrive at Ferin, Thaddeus will maintain a low profile so as not to overshadow Jaques. This is his fiefdom and the locals need to look to him for leadership.
Thaddeus will continue to be friendly towards Hanna, engaging in conversation and whatever amusements seem to appeal to her - dancing, darts, dicing, and so on. He learned early on that women like to dance and he made a point to become good at it. Thaddeus will explain his 'crash training', and will ask after Hanna's own training, genuinely curious about more formal procedures for magick training.
The morning the gnomes arrive in Ferin, Thaddeus will seek out Hanna before leaving for the tower. "Margarette and Elsinore are some of the best cooks remaining on this side of the river, and I should like to dine with you once more before we set out for Arazarm. The more I travel in the wilderness, the more I appreciate the comforts of civilization when I get home! I'm sure you're curious about the restoration of the tower, and we have a number of demonic mosaics, murals, and carvings you might be interested in. We took them all out of the walls intact - Belric wanted to destroy them outright but I wanted the chance to study them a bit first. Bring a couple of guards with you if you like, or if Edwald insists. We have stables for your hippogriffs at the top of the tower, or it's about an hour by fly spell if you prefer. If you would rather fly back in daylight, you and your guards are welcome to stay the night - we have ample guest quarters. Would dinner tomorrow night suit you?"
That evening in the tower, Thaddeus will send his message spell to his father. "Father, I seek labor agent in Beetu. Come spring we'll need miners, farmers, tradesmen, soldiers at Ferin. Do you know anyone or can you inquire?"
The following evening, should Hanna accept his invitation, Thaddeus will be on his best behavior - playing the gracious host and being a perfect gentleman.
After considerable deliberation, and a sumptuous meal prepared by Elsinore and Margarette, the Peacemakers arrive at a course of action.
The four principals (Belric, Thaddeus, Agathon, and Jaques) will set out to continue the tour of our holdings and introducing ourselves to our new vassals. We will go up the road to Fort Arazarm, and from there to Dramsburg. Rules of engagement:
human or friendly-race settlements or travelers: identify ourselves, initiate friendly contact, share news, and gather intelligence. Stay long enough to be polite but not long enough to be a burden.
bandits or humanoid patrols/parties: terminate with extreme prejudice or avoid if there are too many. Prisoners to be taken if possible, questioned for their intelligence value, and executed. Track back to their base if possible and remember the location for later action on the way back to Ferin.
monsters: terminate with extreme prejudice or avoid if there are too many or too powerful. Track back to their lairs for later action on the way back to Ferin.
undead: terminate with extreme prejudice or avoid if there are too many or too powerful, if possible at a distance to avoid contact. Destroy the undead and render them useless for future evils by dismemberment and clerical spells.
Edgar and Verlik will remain at the tower as our representatives. Belric and Thaddeus will alternate contacting one of them each day with a message spell to check in (i.e. Belric will cast one day and Thaddeus the next).
Before setting out, we will begin taking steps to establish a relationship with a business contact in Beetu for future use. We're really looking for someone who "knows people" or "knows how to find people" - kind of like a labor agent. Someone we can tell "We're looking for a mining engineer and twenty men who can mine and operate a smelter", or "We need a dozen men at arms", and so on. This could be anyone, really - politician, priest, businessman. Honesty and reputation count for a lot here.
Thaddeus will message his father (swordsmith in Knurl) asking after trustworthy business contacts in Beetu who might meet the stated criteria.
Belric will message his family in Knurl with the same question.
We will ask Elsinore if she knows anyone in Beetu who would fit the bill, or if she knows anyone in Knurl who would know anyone in Beetu like that.
Thaddeus will message Cephali asking after any official or semi-official contacts in Beetu we might leverage.
Finally, Belric and Thaddeus - being locals to Knurl - might have heard of such a person or organization.
We will wait until the gnomish contingent arrives at the tower and gets settled in before we set out, probably Goodmonth 28-30.
Other information
I do not have access to everyone's current AC, HP, or any spells up. I'm going to do an individual post with that information plus a mini-color post and I suggest you all do the same so the CK has updated information on the characters.
Thaddeus puffs contentedly on his cigar, watching the interplay in the tavern in Ferin, lost in thought as the bluish smoke curls towards the rafters.
It was scarcely an hour ago when Ebbers came in, seeking the companions out and carrying a small bundle. He announced that this was a small gift from the uncle of one of the gnomes that had been freed from the mines. Thaddeus and Belric thanked him (Agathon was at the privies and Jacques was content to say nothing), and watched him depart.
Unwrapping the bundle, Thaddeus finds four cigars and a flask containing an amber liquid. Belric sniffs one. "Cigars from tha wee folk! Tha only better comes from halflings.", the dwarf uncorks the flask, sniffs, and makes a face. "Gnomish wine, I'll wager. Tis too sweet and syrupy for me palate! Give me an ale any day!"
Thaddeus divides the gift, taking Belric's unwanted portion of the wine. Jacques declines the cigar, saying the smell could give him away, but does accept a portion of the wine. He sips and leans back in his chair, a faint smile flickering across his face. Thaddeus lights up and savors wine and cigar.
So much to do! We need to get commerce going again and encourage resettlement. Miners should be easy to get from Beetu, but we'd need a mining engineer to direct the effort and run the smelter. We could bring them up in the spring once the river thaws, and take them back in the fall. We could buy food from that hunting camp east of the mine, maybe supplement with fish from Ferin, and I suppose Belric could create food too. Of course we'd be stuck in the area all year providing security for the mine and Ferin.
Farmers may be a little harder because we'd want them to actually settle here. We'd need to aggressively patrol the area to where it's safe - that may take a couple of years. And what of our other holdings? What of Arazarm and Dramsburg? What do we tell them? "Sorry, we've decided to concentrate our efforts on Ferin, you're on your own for a while longer"? Certain to not engender goodwill. We'll be for the road soon and we'll need to figure out what to tell them.
He takes another sip of the gnomish wine. Belric exaggerates - it is sweet, but not overpoweringly so, and not at all syrupy. Definitely goes well with the cigar though. And there goes Agathon again - he has it bad for Margarette; he thinks he is being discreet but a blind man could see it. Can't say I blame him though; it seems like ages since I've known the touch of a woman. I wonder...Hanna griped about 'dirty old men', but I'm sure she gets urges like anyone else. Winter is coming and we'll all have to keep warm somehow, no?
Thaddeus finishes his cigar, stands, and goes to Hanna's table to see if she wants to dance.
Agathon distributes sun rods to Verlik and Edgar. Thaddeus declines on the basis that he has his own, and taking one would interfere with his own invisibility.
Jacques will look beyond the spider web and attempt to sense any watchers, with blindsight, darkvision, and his own senses.
After a short conferral, Jacques will step back from the web. Belric will grab a long stick - spear, staff, fallen branch, whatever - come forward, and use it to pull down the web. Agathon and Verlik will come forward to fight any spiders that come forth. Jacques and Thaddeus will stay out of the fight to preserve their invisibility. When the obstacle is cleared, we will resume our previous order and continue forward.
color post
How the devil is Agathon seeing me? As far as I know he doesn't have a potion of see invisible. Hmmm - he's looking down! Oh, of course - my footprints. Well, once we're in the cavern I'll just fly at very low altitude.
"No, but thank you Agathon. I have sun rods of my own, and if I took one of yours - well, can you imagine a sun rod floating around of its own volition? That's what would happen. It wouldn't void my invisibility spell, but it wouldn't become invisible itself either."
"Let's not burn that web! Anyone who is watching will see it. Instead, let's act like it was a spider web in your stables - just grab a stick and swirl it around. The web will stick to it and that will be that."
Belric chimes in. "Tha bites of yonder cave crawlies doon't bother my folk any. I'll take Verlik's pigsticker and bring tha web doon. Agathon, ye and ye'er man come up wi' me to kill tha crawlies."
Thaddeus agrees. "Jacques, come back behind Agathon. We want to keep you invisible as long as possible. Ready everyone?"
Party action post
Thaddeus will give Sir Edwald the highlights of our time in Spinecastle, not mentioning the Drow female.
He will also restate our intention to go in the back entrance of the mine, and ask Sir Edwald to coordinate in any way possible.
Finally, we will begin casting prep spells for our assault and make entry. The order is still: Jacques, Belric/Garsh, Agathon/Thaddeus, Verlik/Edgar. Jacques is still invisible and will be well ahead but will stay within range of the message spell.
Color post
"You're not too far off! A deal of sorts was reached in Spinecastle, but the Count had nothing to do with it. Wynan Korch - the old High Councilor - had an undue amount of influence over the Cult of Gruumsh. He used this influence to force the orcs into the organized war on Knurl - you may have heard reports of the humanoid groups specializing and working together in ways unheard of before. That was the reason. Merogak - the Bloody Eye overchief - did not like all that organization and coordination. He thought it would weaken the tribe's position in the Bone March overall in the long term. The deal was that we remove Korch for him and he would end the offensive against Knurl. It's not permanent, but we'll make it through the winter, which is more that we had."
Noting the displeased look on Edwald's face, Thaddeus will observe wryly: "Hey, we can't all be paladins! I have no idea how long the comparative peace will last, but every day of it is a blessing from the gods. There were rumors that Korch was an agent for the demon that used to control the Overking, but we haven't looked into those yet."
"I'd like to make our entry to the mines before our protection and communication spells expire. We'd love to have your help - whether your force demonstrates and tries to entice the orcs to sally out, or make a frontal assault - real or diversionary. Anything you can do would be welcome and appreciated."
"Belric, you mentioned blindsight earlier, and I think that's a great idea. Let's just put it on Jacques though - it will make him an even more effective scout, and anyway it won't last more than 10 minutes. The rest of us can get by with darkvision - I will cast that on myself and Jacques. Edgar, please cast darkvision on yourself, Agathon, and Verlik - we'll go in totally dark. Jacques, you'll be out in front by fifty or sixty yards, followed by the dwarves. Edgar and Verlik will be rear guard and Agathon and I will be in the middle. Plan?"
condition and magick summary
HP 38/38, AC 27
invisibility (self): until dispelled
invisibility (Jacques): until dispelled
fly: 19/90 minutes, horizontal move 90', climb 45', dive 180'
message w/Jacques: 19/90 minutes, one creature, 450' range
message w/Edwald: 18/90 minutes, one creature, 450' range
protection from arrows: 19/90 minutes, immune to normal missiles but not magicked missiles, rocks thrown by giants, or crew served weapons
mage armor, greater: 19/540 minutes, +6 AC
voice of the dragon: 18/90 minutes, +10 enhancement bonus to bluff, intimidate, and diplomacy checks (spell compendium)
bless (all): 7/90 minutes, +1 to attack rolls and saving throws
darkvision (Jacques/Thaddeus): 0/540 minutes, see in the dark to 60'.
darkvision (Agathon/Edgar/Verlik): 0/300 minutes, see in the dark to 60'.
blindsight (Jacques): 0/9 minutes, as the special ability, to 30'.
"Jacques, Edwald can see invisible right now, so don't do anything that might be construed as hostile. Just stay defensive for the moment."
"Well, we're all here now so I may as well make introductions. This is Sir Agathon Quintus of Greyhawk, Sir Belric Silveraxe of Knurl - late of Spinecastle. My invisible colleague is Jacques Jeannes. Our retainers are Verlik and Edgar, both of Knurl, and Garsh of the Rakers. We had a gnomish woman with us when we left Knurl - Idnae, a cousin of Ebbers. Unfortunately she perished six days ago when we were attacked by the black dragon that frequents these parts. If you would be so kind as to let your gnomes know this, we would be grateful. Gentlemen, this is Edwald, of ...?", Thaddeus will trail off momentarily, leaving an opening for Edwald to say where he is from.
"The giants we killed a few days ago were west of here, a couple of miles east of the river and north of Ferin - in some of the abandoned farmland, where the hills and forest give out. There was an abandoned, burned out farmhouse. You may have seen the bodies? If not, I don't expect you to check right now, but after this is wrapped up you might send someone for a look."
"I do not know what is known or said about us outside of Knurl - if anything! I do not know how to prove to you that we are who we say we are. I could show you our documents of ennoblement, but you could say they were forged or stolen. I am told that many adventuring companies have names and even draft their own coats of arms. We have made no such pretensions in the past, but perhaps it would be wise of us to reconsider this in the future. The simplest way would be to have a priest cast discern lies on us, but I expect you have more important work for your priests to perform."
"We think we know where the mine cavern exits to the surface. We were going to try to get inside and liberate the slaves. With any luck, the orcs will either sally out and be routed by your troops, or we will cause enough disruption and confusion inside that your force could take the mine by direct assault."
"As for the Count - well, as I said before, we are out inspecting our collective new holdings. We were given no explicit directives, but as responsible landowners we are trying to kill or drive off humanoids and bandits, restore order and commerce, and see what is left after years of lawlessness. Many farms and mines have been abandoned for years, and some villages have been out of contact for that long as well. I am not privy to Count Dunstan's plans, but I believe it is his wish that the abandoned portions of his holdings be brought back into the fold."
magick effects
invisibility (self): until dispelled
invisibility (Jacques): until dispelled
fly: 18/90 minutes, horizontal move 90', climb 45', dive 180'
message w/Jacques: 18/90 minutes, one creature, 450' range
protection from arrows: 18/90 minutes, immune to normal missiles but not magicked missiles, rocks thrown by giants, or crew served weapons
mage armor, greater: 18/540 minutes, +6 AC
voice of the dragon: 17/90 minutes, +10 enhancement bonus to bluff, intimidate, and diplomacy checks (spell compendium)
message w/Edwald: 17/90 minutes, one creature, 450' range
Thaddeus will tell Jacques through the message spell to get back to the main body of the party.
He will then fly back to the party's hill and tell everyone to finish packing up and head for the rear entry of the mine complex, taking a wide route around the combat and the assaulting human force. He will fill the others in on his conversation with Edwald while they pack and move.
At the rear entrance to the mine complex, Thaddeus will direct Edward to cast darkvision on Jacques. We will attempt to conceal the horses as best as possible, both from ground and air - a thick copse of trees would do it. Entry order into the mine: Jacques, Belric/Garsh, Agathon/Thaddeus, Verlik/Edgar. Jacques is still invisible and will be well ahead but will stay within range of the message spell (450').
Slaves will be freed as we go and questioned as to where the humanoids might be. We will ask for volunteers to guide us but don't expect them to fight. Freed slaves will be asked to wait at the rear mine entrance until we come back and get them. We will ask all of them if they know a guy named 'Edwald'.
Speed and stealth of the assault are crucial: we want to get as far as we can before we are discovered.
Color post
Thaddeus will watch Edwald fly away, disappointed but not really surprised, and more than a little suspicious. This doesn't smell right. He never would say where he's from, and anyone who can train, equip, and field such a force would have fought off raiders. I'm sure other petty nobles, Nyrond, or even the Great Kingdom would like to carve off parts of the Bone March - especially a producing gold mine.
"Jacques: reform with the party. These guys say they're retaliating for raids on their lands but avoided telling me exactly where their lands are. They asked us to stay out of their way and I don't see a reason not to. We're going into the rear entrance that Agathon and I found yesterday. There's more going on than their leader told me."
He will then overfly the party and get the attention of Agathon and Belric. "Their leader's name is Edwald and he claims they are avenging raids on their lands. I asked him twice where their lands were and he ignored the question. I'm suspicous but don't think they mean us any harm at the moment. He asked us to stay out of the way and I intend to do just that. Let's finish getting everything packed up and ride for that second entrance. There's a dry riverbed a quarter mile away that will let us get most of the way there without going through their troops or the combat."
Thaddeus will keep aerial watch while the rest pack up the camp, and will overfly the party at 100' while they ride for the rear entrance. "That stand of maple trees will be a good place to hide the horses. I think we'll need everyone for this assault."
Once there: "Okay - I suggest entry order will be Jacques, followed by Garsh and Belric, then Agathon and myself, with Verlik and Edgar in the rear. Jacques will be far up front on recon and I will stay in touch with him via the message spell. Agathon and I will have a torch, as will Verlik and Edgar. We'll try to stay back far enough to not mess up the dwarves' darkvision, at least until we start encountering serious resistance. Edgar, please cast darkvision on Jacques."
"Any slaves we encounter - free them right away and send them to the rear. If any of them want to volunteer to guide us through the mine complex, that's great, but we shouldn't expect them to fight. The stronger ones can organize the rest of them and they can wait at the mouth of the secondary entrance. Oh yeah - as we find them, ask them if they know a guy named Edwald who rides a hippogriff. I'm curious who the guy really is and what his intentions really are."
The party will notice that Thaddeus is even more persuasive than usual.
magick effects
invisibility (self): until dispelled
invisibility (Jacques): until dispelled
fly: 90 minutes, horizontal move 90', climb 45', dive 180'
message w/Jacques: 90 minutes, one creature, 450' range
protection from arrows: 90 minutes, immune to normal missiles but not magicked missiles, rocks thrown by giants, or crew served weapons
mage armor, greater: 9 hours, +6 AC
voice of the dragon: 90 minutes, +10 enhancement bonus to bluff, intimidate, and diplomacy checks (spell compendium)
message w/rider: 90 minutes, one creature, 450' range
Belric, Agathon, and our followers will remain vigilant and hidden in defensive positions. Thaddeus will quickly explain to Jacques the triggers that will break the invisibility spell (mainly attack), with the admonishment that knots spontaneously untying or doors opening themselves will surely attract attention.
Thaddeus will maneuver during his conversation with the rider, changing altitude and course, watching to see if the rider is looking at him while doing so. If the rider's gaze follows Thaddeus, he will deduce that the potion the rider drank was detect invisibility.
In the conversation - keeping it calm and friendly - Thaddeus will assert/propose/state the following (at +12 charisma bonus plus mask of lies):
acknowledge that Dunstan's previous followers fled these lands and are currently wild country
truthfully identify all PC's, with title, and mention our involvement in Spinecastle and ending the war
state our mission to reclaim and resecure these lands in the name of Count Dunstan
state that we killed half the giants and ogres a few days ago some hours from here
warn him of the Bloody Eye orcs in the mine, with accurate numbers
inform him of the slaves in the mine and mention that some of them may be his folk
propose temporary cooperation between our forces to eliminate the orcs, free the slaves, and split the treasure
Color post
"Edwald, I am pleased to make your acquaintance, and we have no intention of interfering with your taking venegeance. I have the honor of being Sir Thaddeus MacPherson of Knurl. My companions are Sir Agathon Quintus, Sir Belric Silveraxe, and Sir Jaques Jeannes. Count Dunstan knighted us for our service in journeying to Spinecastle, breaking the close coordination between the humanoids, and ending the war - at least the organized bit of it. We have been invested as the lords of Dramsburg, Arazarm, Darzog, and Ferin, respectively. Besides we four principals, we have a number of apprentices and men-at-arms with us."
"I cannot deny that our predecessors fled years ago. It is my eventual intention to punish them for their cowardice in abandoning their holdings in the hour of greatest need. These lands are indeed wild now, but the Count has tasked us to determine their current state - take stock, if you will - drive off or slay what humanoids we can, and restore the Count's justice. We are fully aware it will take years, if not decades, to accomplish this."
"We have been observing the farmstead for several days. A few days ago we had an opportunity to kill half their number when they sent out a hunting party. We ambushed them several leagues from here, towards the river, and slew four giants and six ogres. I do not know if you found the bodies and so chose today to attack, or if your attack on their reduced numbers was a fortunate coincidence."
"I do not know if you are aware of it, but there are more than a score Bloody Eye orcs and a score of ogres in a mine complex nearby that the giants had been working with somehow. See that smoke plume? That is their smelter. We suspect they are commanded by at least one spellcaster. They also have a number of slaves - some goblins, some humans, and we think even a few gnomes. Some of the slaves may be your folk that were carried away on raids."
"We have no quarrel with one another, and it seems we share a common enemy. I propose we cooperate to exterminate the humanoid infestation in the mines, free the slaves, and split whatever treasure is recovered. What say you?"
magick effects
invisibility: until dispelled
fly: 90 minutes, horizontal move 90', climb 45', dive 180'
message w/Jacques: 90 minutes, one creature, 450' range
protection from arrows: 90 minutes, immune to normal missiles but not magicked missiles, rocks thrown by giants, or crew served weapons
mage armor, greater: 9 hours, +6 AC
voice of the dragon: 90 minutes, +10 enhancement bonus to bluff, intimidate, and diplomacy checks (spell compendium)
message w/rider (possibly): 90 minutes, one creature, 450' range
With bonuses, Thaddeus is +12 to bluff, intimidate, and diplomacy checks - 10 for the spell and 2 for his stat. Charisma is also one of his prime stats. I can't recall what the effect of the mask of lies was but I'm sure it would help.
Jacques continues his reconnaissance, looking for leaders and spellcasters. He will take a few moments to actively disbelieve the reality of the attacking humans. Thaddeus will also disbelieve. If either of us figure out that there are illusions about, we will fall back to warn the main body of the party.
If no illusions are detected: Thaddeus will don the mask of lies, cast protection from arrows, mage armor, greater, and voice of the dragon. If he thinks the effects of voice of the dragon will transmit through a message spell, he will get to within 300' of a hippogriff rider, match course and speed, and cast message at the rider. Otherwise he will do the same but from a safe conversing distance (30').
Thaddeus will then make contact with the rider (remaining invisible). He will gently challenge the rider, trying to find out who they are, where they are from, what is their purpose here, who is their leader, and so on. Thaddeus will reveal as little as possible of the party, giving vague answers salted with half truths. Just a calm, friendly conversation.
The remainder of the party will remain hidden in defensive positions.
Thaddeus color post
Now that is a stroke of brilliance! I can't believe I didn't think of that! That dragon has been about and we already know it's good with illusions. Maybe it found the dead giants and decided it could take the rest by itself? Thaddeus will spend some moments studying the crossbowmen from the air. Is the formation a little too regular? Are their movements just a little too coordinated? Did the tops of the helms get filled in? Cephali gave me no end of grief when I forgot to do that once...
The question of illusionary crossbowmen solved, Thaddeus will get out the mask of lies and cast his spells as he climbs towards the rider. I mislike this mask. It itches and makes my skin crawl. I wonder if it will work if I'm invisible? Come to think of it, I wonder if voice of the dragon will work through a message spell? I don't see why it wouldn't, it's all voice.
When at last the wizard is within range, he will speak to the rider (message spell or directly). "Well met, skyrider! To whom do I have the honor of speaking? Your troop below is certainly well equipped and drilled, and your mount is a magnificient animal - please allow me to express my admiration! But if my guess is right, you are all a long way from home. If I may ask, from whence do you come, and what is your purpose in Count Dunstan's lands?"
magick effects
invisibility: until dispelled
fly: 90 minutes, horizontal move 90', climb 45', dive 180'
message w/Jacques: 90 minutes, one creature, 450' range
protection from arrows: 90 minutes, immune to normal missiles but not magicked missiles, rocks thrown by giants, or crew served weapons
mage armor, greater: 9 hours, +6 AC
voice of the dragon: 90 minutes, +10 enhancement bonus to bluff, intimidate, and diplomacy checks (spell compendium)
message w/rider (possibly): 90 minutes, one creature, 450' range
With bonuses, Thaddeus is +12 to bluff, intimidate, and diplomacy checks - 10 for the spell and 2 for his stat. Charisma is also one of his prime stats. I can't recall what the effect of the mask of lies was but I'm sure it would help.
Jacques will go in closer towards the 20 human soldiers, keeping to cover as much as possible (even though he's invisible), and staying out of the line between them and the smashed palisade. The reasoning is that's where their attention is focused. He will try to pick out leaders or spellcasters by seeing who has guards, says 'sir', who has the cleaner uniform, and so on.
Thaddeus (invisible as well) will reduce altitude to 30 feet and overfly the compound in an effort to make out the commands, as well as the accents of the voices. Being local he should be able to pick out at least local accents - Bone Marchers, Nyrond, Great Kingdom.
Whether an identification is made or not, Thaddeus will then increase his altitude to 400' (hovering over Jacques to stay in message contact) to look for their scouts, pickets, baggage train, or camp.
The party will continue gearing up and holding silent defensive positions.
Thaddeus will cast invisibility on himself and Jacques. He will cast message on Jacques and fly on himself. Belric will cast bless on the party.
Jacques will move out to get a closer look at the attacking force and attempt to determine if they are friendly, neutral, or hostile. Friendlies include men of Knurl of Shirana's followers of Pholtus. Hostile would be orcs, bandits, or other humanoids. He will also attempt to identify the apparent leaders and spellcasters.
Thaddeus will overfly at an altitude of 100' or so, getting his own look at the combatants, and staying within message spell range of Jacques (450').
If the attackers are friendly, Thaddeus will make contact with a leader or spellcaster via message spell to determine their mission and see if there is any way we can coordinate an attack. He will also blow his whistle twice in cast of friendlies. If they are not friendly, Thaddeus will notify Belric with a message spell and we will decide what to do.
Thaddeus color post
Thaddeus begins casting spells. "Jacques, keep in contact with me when you are able to. I can't see you so the only way I can stay in spell range is if you tell me about where you are. I'll be a hundred feet above you and can help you if you need it."
"I will blow my whistle twice if they are friendlies. That doesn't mean come charging down off the hill to fight! It's just so you know what's going on. We want to avoid any accidents or misunderstandings. If they turn out to be hostile, I will contact Brother Belric and we will decide what to do. If the evil doers can extinguish each other without our having to reveal ourselves, so much the better!"
We will maintain observation for 3 days and wait to see if a search party goes out. Jacques will be invisible at the OP, going closer to observe activity or overhear conversation, but only if the risk is low.
Thaddeus and Agathon will look for back entrances to the mining complex. They will both be invisible during this time. Belric will make suggestions on where to look based on his caving and mining knowledge. Between Thaddeus' local knowledge and Agathon's outdoor skills, we hope to locate a back entrance before a search party goes out.
Belric and the NPC's will maintain light and noise discipline at the camp site.
If a SAR party goes out we will strike camp, track and follow at a safe distance until they are a few hours from the mining site.
If no SAR party goes out in the 3 day period, we will prepare for an assault on...something.
Color post - up to and including that evening in camp.
Thaddeus watches from the air as Agathon and Garsh lay into the last ogre, which has thrown down its weapon and is likely pleading for its life. A prisoner would have great value. It would be interesting to find out how this arrangement came about, if there are any other humanoid outposts in the area, or if they have any contact with Spinecastle. Unfortunately I would have an easier time convincing the sun to not come up in the morning than I would convincing Agathon to take an ogre alive. Both man and dwarf strike the ogre simultaneously, dropping it. It would be wise if Agathon lets Garsh claim the kill. That would build his confidence, something our followers sorely need after the dragon rolled over us.
When all foes are slain, Thaddeus will help with searching the bodies. A pittance for such powerful creatures! But then they wouldn't bring much if any coin with them on a hunting trip. Recognizing an opportunity, Thaddeus fills any empty vials with the blood of the giants, and carves two square yards of skin off one that fell on its belly. When he sees Verlik's quizzical and slightly disgusted glance, Thaddeus will respond, "Hey, what do you think girdles of giant strength and strength potions are made of? Kitten fur and butterfly milk?" He chuckles and remembers to snip a bit of hair from each giant.
That evening, inside the secure shelter, Thaddeus makes sure to roundly praise and extol the accomplishments of each member of the party while remaining mostly silent about his own contribution. He will relate any unique perspectives he had from the air and will even praise Edgar for being willing to mind the baggage train, freeing the others to fight. We won because we fought them in ones and twos. We fought them that way because I had the idea and the ability to selectively break their lines. There is no need to say anything.
When he has a moment by the fire Thaddeus will toss in the handful of hair he snipped from each of the giants. Great Rao, sacrifice of an enemy is not our way, but I can think of no better offering right now. Reason has won out over brute force and ignorance, at least here and today. Thank you for the gifts of intellect and inspiration you have instilled in me. Thank you for the knowledge and power to bring the plan to fruition, and thank you for inspiring my friends to have the wisdom to follow the plan. Thank you for our safety and our lives this day.
"I hate to dampen the celebration", he will say a few hours later, "but we needs must think of tomorrow. We have no idea how long that hunting party was expected to be away. They might be expected back on the morrow, or a week from now. Even then, how long until they send out a search party? Our original plan was to wait for any search and rescue party to get a good distance from their stronghold, and then ambush them. I still think this is a wise plan, but the enormity of our overall task - patrolling our lands and visiting each of our holdings - has me concerned that we linger overlong here. I would much rather winter over in a large comfortable city than in the field!"
"Concordantly, I would like to suggest a second possibility. There are three giants and six ogres remaining at the stronghold - and some may be working in the mines. If we can silently kill the orcish sentries at the mine, we can stone shape the entrance closed. That will hopefully give us several minutes in which to eliminate the giants and ogres, ransack their stronghold, and put it to the torch. Afterwards we can consider a means of dealing with the twoscore orcs in the mines."
"Unfortunately - as Jacques would no doubt point out if his tongue were looser - there are drawbacks to this plan. We are presently an unknown threat. They don't know we're here, how many of us there are or what our composition is. If we wait for a rescue party we can perpetuate and take advantage of their lack of knowledge. If we attack their stronghold, they will know very definitely that something is out here hunting them. And there are the slaves in the mines to consider."
"In the morning, I think we should return to camp near the stronghold, perhaps a mile or two away - not at our original camp site, but a new one. I think Jacques should be invisible and resume surveilance. I think we should do both of these things regardless of which path we choose."
Good, good - only one giant left. Now let's try to even up the numbers a bit - the less time they are in melee with the remaining giant and ogres, the better. You're not done yet!
With a watchful eye on the remaining giant, Thaddeus will close the range and work at killing the ogres with orb of acid spells.
I don't know how many rounds elapsed during the fast forward. My spells are all long duration anyway. I advanced all counters by one round.
CK summary
HP 38/38, AC 27
mage armor, greater: 112/5400 rounds (+6 AC)
detect magic: 111/900 rounds (detect magic in 50' x 10' path)
fly: 110/900 rounds (fly straight at 90', up at 45', or down at 180' per round)
protection from arrows: 100/900 rounds (immune to normal missiles)
expeditious retreat: 1/90 rounds (+30 base land speed)
orb of acid: ranged touch attack (+5 to hit), range 45', damage 9d6, save vs CON or be sickened for 1 round
Thaddeus' intentions are as follows:
1. Maneuver as necessary to get within spell range (45') of the ogres, using whatever combination of fly and running with expeditious retreat.
2. End all rounds 20' in the air to avoid getting blorched in melee.
3. He has 2 orb of acid spells available. If the first hit doesn't kill an ogre, switch targets, then finish them both off with magic missile.
The comforting cloak of invisibility encloses the wizard as he looks up to see the giants charging east and away from him. Those big buggers! A fine time for them to grow some sense! I'll never catch them at this rate!
Thaddeus will dive the short 20' to the ground, landing lightly on his feet. He will then cast expeditious retreat and run east, paralleling the giants and attempting to overtake them.
I have to catch up in order to do any good. Their numbers are halved but our party is divided.
CK summary
HP 38/38, AC 27
mage armor, greater: 111/5400 rounds (+6 AC)
detect magic: 110/900 rounds (detect magic in 50' x 10' path)
fly: 109/900 rounds (fly straight at 90', up at 45', or down at 180' per round)
protection from arrows: 108/900 rounds (immune to normal missiles)
invisibility: until voided
Thaddeus does the following:
1. Drop 20' to land on the ground (1/9 movement).
2. Cast expeditious retreat. Duration: 9min. Effect: +30' base land movement.
3. Run (4x movement) in pursuit of the giants.
4. If he gets within 50' and can get either a giant or two ogres, pop up to 20' and trigger the fear wand.
Almost done! What was the old Suelish saying - divide and rule? Thanks be to Rao for the chance to truly understand the meaning! I still have work to do; there is no reason for any of my friends to die today if I can avoid it.
Thaddeus will cast invisibility and fly to a position to the west of giant #4. He will take an indirect route in an attempt to avoid detection. He will trigger the fear wand with the goal of driving giant #4 out of the rocks and to the east. Finally, he will maneuver appropriately to cast orb of acid at any giant he can reach.
CK summary
HP 38/38, AC 27
mage armor, greater: 110/5400 rounds (+6 AC)
detect magic: 109/900 rounds (detect magic in 50' x 10' path)
fly: 108/900 rounds (fly straight at 90', up at 45', or down at 180' per round)
protection from arrows: 107/900 rounds (immune to normal missiles)
wand of fear: caster level 9th, range 50', AOE 25' x 25' square, save vs charisma or flee in terror for 9 rounds. Thaddeus' charisma bonus is +2 in case it applies.
orb of acid: ranged touch attack (+5 to hit), range 45', damage 9d6, save vs CON or be sickened for 1 round
Thaddeus' intentions are as follows:
1. Cast invisibility
2. Fly erratically to the west of giant #4 and get within 50'
3. Trigger the fear wand at giant #4, making him flee to the east if possible
4. Maneuver appropriately and cast orb of acid at any giant that didn't run away
Almost done! What was the old Suelish saying - divide and rule? Thanks be to Rao for the chance to truly understand the meaning! I still have work to do; there is no reason for any of my friends to die today if I can avoid it.
There should be three ogres left but I only see one. I wonder if I missed something? I'll get back there and see if I can scare off another giant.
Thaddeus will cast invisibility and fly to a position to the west of giant #4. He will take an indirect route in an attempt to avoid detection. Thaddeus will then spend a moment looking at the humanoids with detect magic again, looking for any changes or anything he missed the first time. He will trigger the fear wand with the goal of driving giant #4 out of the rocks and to the east. Finally, he will maneuver appropriately to cast orb of acid at any giant he can reach.
CK summary
HP 38/38, AC 27
mage armor, greater: 110/5400 rounds (+6 AC)
detect magic: 109/900 rounds (detect magic in 50' x 10' path)
fly: 108/900 rounds (fly straight at 90', up at 45', or down at 180' per round)
protection from arrows: 107/900 rounds (immune to normal missiles)
wand of fear: caster level 9th, range 50', AOE 25' x 25' square, save vs charisma or flee in terror for 9 rounds. Thaddeus' charisma bonus is +2 in case it applies.
orb of acid: ranged touch attack (+5 to hit), range 45', damage 9d6, save vs CON or be sickened for 1 round
Thaddeus' intentions are as follows:
1. Cast invisibility
2. Fly erratically to the west of giant #4 and get within 50'
3. Scan enemies with detect magic to look for any changes
4. Trigger the fear wand at giant #4, making him flee to the east if possible
5. Maneuver appropriately and cast orb of acid at any giant that didn't run away
This is a problem with the fly spell - it's too slow to pursue even a cantering horse! One-on-one, Jacques would do fine against the giant. But being swarmed is exactly what he was concerned about. Can't let that happen.
Thaddeus will fly directly towards the worgs in an effort to get close enough to use the fear wand. Just go away and let the monk paste your master, okay?
CK summary
HP 38/38, AC 27
mage armor, greater: 108/5400 rounds (+6 AC)
detect magic: 107/900 rounds (detect magic in 50' x 10' path)
fly: 106/900 rounds (fly straight at 90', up at 45', or down at 180' per round)
protection from arrows: 105/900 rounds (immune to normal missiles)
wand of fear: caster level 9th, range 50', AOE 25' x 25' square, save vs charisma or flee in terror for 9 rounds. Thaddeus' charisma bonus is +2 in case it applies.
My intention is to try to get close enough with a half move (45') to trigger the fear wand at the two worgs. Even getting one is sufficient. If I am unable to get close enough, I will take a full move towards Jacques and the worgs.
If the CK wishes to process multiple combat rounds, Thaddeus will work on removing the worgs, using orb of acid (lesser), orb of acid, or magic missile.
Thaddeus blinks in surprise at seeing bits of the party members emerging from the invisibility sphere. They are going much too fast! They can't all stay in the sphere at that speed - what lunacy is this?
He shrugs mentally. Well, nothing to be done for it now. Back to work.
Thaddeus will fly to E-32 and reduce altitude to 30'. He will then trigger the fear wand, targeting giant #2, and ogre #5 as well if they are close enough.
CK summary
HP 38/38, AC 27
mage armor, greater: 105/5400 rounds (+6 AC)
detect magic: 104/900 rounds (detect magic in 50' x 10' path)
fly: 103/900 rounds (fly straight at 90', up at 45', or down at 180' per round)
protection from arrows: 102/900 rounds (immune to normal missiles)
wand of fear: caster level 9th, range 50', AOE 25' x 25' square, save vs charisma or flee in terror for 9 rounds. Thaddeus' charisma bonus is +2 in case it applies.
My intention is to maneuver to drive fear-targeted creatures towards the east or northeast. I will fly south to E-32 and drop to 30' altitude, then target the fear wand at giant #2, hopefully getting ogre #5 too. A half move is 45' so that should get him to the right place.
Great! I wasn't sure any of the giants would break and run. It will take them some time to hack him down so I'll need to space them out a bit. One more spell and then the fear wand again.
Thaddeus will cast orb of acid, lesser at the giant leader, but is distracted by one of the ogres and his shot goes wide. ranged touch attack vs giant (1d20+5=7)
With any remaining action he will move to where he can target another one of the giants with the fear wand next round.
CK summary
HP 38/38, AC 27
mage armor, greater: 104/5400 rounds (+6 AC)
detect magic: 103/900 rounds (detect magic in 50' x 10' path)
fly: 102/900 rounds (fly straight at 90', up at 45', or down at 180' per round)
protection from arrows: 101/900 rounds (immune to normal missiles)
Assuming that a 7 will miss on a ranged touch attack. Even with a bless spell it would only be an 8. If by miracle it hits, the damage would be orb of acid, lesser damage vs giant (5d8=22)
The giant from the first round has been running for 2 rounds and will run for 7 more, including this one.
Agathon calls a halt and creeps to the edge of the woodline. Thaddeus dismounts and scuttles up next to him.
Six ogres, four giants, and two worgs? If we were in tunnels or a building we could take them, but in the open field it would be madness. They outnumber us almost two to one! Yet this is too good a chance to pass up...this is what we have been waiting for. There must be a way to fight them in twos and threes. But how?
"Well, there they are", breathes Agathon, as if echoing Thaddeus' own thoughts. "Now what?"
"Too many to take at once, that's for sure", the wizard responds. "If only there was a way to get some of them to run off so we didn't have to fight them all at once...hmmm..."
"Wha' aboot that wand ye have?", asks Belric. "Sure and it put tha dragon to flight when we fought the lizard folk."
"Yes, but I'd get pincushioned before I got close enough to use it.", responds Thaddeus, thinking aloud. "So I'd have to come in invisible. Then once I activate the wand I'd get pincushioned, so I'd have to protect myself from those spears they use as arrows some way. And everyone would have to be close enough to ride down any that do run off. Let me think on it for a moment."
He spends a few minutes deep in thought and then addresses the party. "Okay, I know what to do. Gather around." Thaddeus kneels on the ground and brushes an area clear of pine straw. "Right. These rocks are where the giants and ogres are", and tosses a dozen small rocks on the ground. "I'm going to cast invisibility sphere on...Belric. As long as you all stay within ten feet of him, and don't attack, you'll be invisible. You'll ride up to that old abandoned farmhouse about five hundred yards from where the giants are now.", he draws a circle with his dagger away from the giants.
"Edgar, you'll stay here with the spare horses and pack animals. There are too many of them to make invisible, and they're too slow to keep up with the warhorses. Hopefully Agathon and Verlik will be kind enough to tie them in a line for you."
"Agathon, give me a three minute head start - make it an even two hundred count. Don't break the horses out of a canter to reduce noise and dust. When you see me appear, start walking the horses towards whatever I got to run away. They will only run for a minute or so before they recover their wits. You want to be close enough to ride them down, but far enough away that you're out of effective bow range of the rest of them. Use your best judgement as to when to actually attack. Edgar, when I become visible, start your column moving toward the farmhouse."
"When it looks like I've thinned them out enough, or when I start running out of spells, I'll cast a fireball at the survivors. That will be the signal to you all that it is time to charge. If I get over there and see something we don't want to mess with right now - say, the 23rd Bloody Eye Shock Regiment or our friendly black dragon - I'll fly back to the abandoned farmhouse and we'll figure out what to do. I'll try to find Jacques along the way and fill him in on the plan."
With that, Thaddeus will wait to begin casting spells until all the mules are tied in a line, loads redistributed, and other preparations made. He will cast the following spells, longest durations first: invisibility sphere on Belric, and invisibility, mage armor greater, protection from arrows, fly, and detect magic on himself. He will also receive whichever of Moradin's blessings Belric sees fit to ask for.
"Good luck everyone! They say that fortune favors the bold - I suppose we'll find out. I will see you all when this is over.", he says in farewell, and flies off in the direction of the giants. He will look for paths that he thinks it likely Jacques would take, looking for small puffs of dust where he is walking. Every ten yards or so, he will say "Jacques! It's Thaddeus!" in a conversational tone of voice. If he finds Jacques he will explain the plan to him and then fly off to the giants.
Thaddeus will make his initial approach at the giants from behind at an altitude of 40', using detect magic to look for magic items, taking special note of magic missile weapons. He will also look for concentrations of magic items that might indicate a leader or spell caster. When he has completed examining the group, he will fly to a position in front of them and directly opposite the farmhouse.
As his first targets, he will select apparent spell casters or anyone with magic missile weapons. Failing that, he will attempt to target as many ogres as he can get with one use of the wand. Thaddeus mentally says a swift prayer to Rao and triggers the wand, becoming visible.
CK summary
HP 38/38, AC 27
invisibility: until voided
mage armor, greater: 103/5400 rounds (+6 AC)
detect magic: 102/900 rounds (detect magic in 50' x 10' path)
fly: 101/900 rounds (fly straight at 90', up at 45', or down at 180' per round)
protection from arrows: 100/900 rounds (immune to normal missiles)
wand of fear: caster level 9th, range 50', AOE 25' x 25' square, save vs charisma or flee in terror for 9 rounds. Thaddeus' charisma bonus is +2 in case it applies.
Thaddeus activates the wand with the targets as any apparent spellcasters, anyone with magic missile weapons, or failing that as many ogres as possible. I also took the liberty of rolling Initiative (1d10+4=14)
The party will stop for a quick planning session, cast spells, and split into four groups:
Jacques, still under an invisibility spell, will continue trailing the giants on foot.
Thaddeus, with fly, invisibility, protection from arrows, mage armor, greater, and detect magic will advance to contact with the giants.
Belric, Garsh, Agathon, and Verlik, with invisibility sphere centered on Belric, will remain mounted and pursue the giants.
Edgar will remain mounted and lead the spare horses and pack animals.
Thaddeus will fly to the giants/ogres and spend a round or two observing them. He will try to pick out any apparent leaders and especially spellcasters, as well as any of them possessing magic missile weapons. His final position should be on the other side of the giants from the party at an altitude of 30 feet. At a fly speed of 90' per round he will cover 300 yards a minute. He will attempt to contact Jacques along the way to fill him in on the plan.
The group with Belric will give Thaddeus a few minutes' head start and then ride their horses to some landmark 400-500 yards from the giants - a tree, boulder, or other terrain feature would be perfect. They will go no faster than a canter (2x move) in the interests of silence and staying within the invisibility sphere. At a canter speed of 120' per round they will cover 400 yards a minute. They will wait at that landmark until Thaddeus becomes visible.
Edgar will wait in the treeline with the mules and spare horses. When the fighting starts he will head for the landmark. The horses and mules will be tied in line ahead of time and he will make his best speed while maintaining control of the animals.
Jacques will stay on foot and head for the landmark. With his base move he should have no trouble keeping up.
If everything goes well and we get into position, we will start the fireworks and go tactical.
After much discussion, the PC's conclude that the mine and giant farmstead are receiving external resupply. This would follow the already observed pattern of humanoid specialization.
We will spend another 3 days observing, as follows:
- invisible Jacques will monitor the mine entrance and giant farmstead for comings and goings, especially wagons or carts.
- if a hunting party or patrol leaves the mine/farmstead complex, Jacques will tail them long enough to get a direction, then come to camp to alert the rest of us for pursuit
- invisible Agathon and Thaddeus will scout for rear entrances to the mine complex
- Belric will remain in command at our campsite, continuing to practice light and noise discipline
The PC's return to base camp late the afternoon of the 19th to exchange notes and discuss options. Our presence should reassure our followers and we will make an effort to include them in discussion and planning. The key question that comes up is whether the orcs have slaves in the mines, and whether they are of friendly races (e.g. human, dwarf, elf), or would be enemies anyway (e.g. goblin, kobold).
Normal guard rotation the night of the 19th. Light and noise discipline to be maintained in camp.
The morning of the 20th - well before the 2 giants and 2 ogres "show up for work", Thaddeus will cast invisibility and darkvision on Jacques. Jacques will hide near the entrance to the cavern and follow the giants in when they show up for work, using their noise and distraction as cover. He will then conduct as complete a reconnaissance of the caverns as possible, taking as long as necessary in the interests of not being detected. When complete he will time his exfiltration with some of the giants leaving.
Agathon and Belric will remain in concealment close enough to watch the cavern entrance, but far enough away to remain undetected. Thaddeus will cast invisibility on himself and find a quiet spot - picked out by and known to Jacques - to watch and listen to the sentries. If Jacques is discovered and they raise an alarm, Thaddeus will alert Agathon and Belric via message spell and we will move up to help Jacques.
Our followers will remain at the base camp, directed to make spears and pointy sticks out of saplings and branches, but to be quiet about it. When Jacques exfiltrates, the PC's will return to base camp to assist and fashion spear/spike traps (think First Blood).
Hopefully Jacques can learn type and number of slaves (if present), type and number of troops, approximate duty cycles, and any conversations overheard that might indicate any external relationships or coming events (caravan coming tomorrow, why can't we go kill the gnolls, etc).
Leaving Jacques in place to observe, the rest of us will quietly gather up our followers and pack animals and back off. Using Agathon's ranger abilities, we will establish camp downwind at least a mile away from the giant farmstead in a location that is unlikely to be stumbled upon - away from game trails, likely patrol routes, and so on. Agathon will direct camoflauging efforts. The followers will complete the camp and the remaining 3 PC's will return to Jacques. Verlik will be left with a whistle and instructions to use it if they are attacked.
If there is a better point for an observation post we will move to it, otherwise we will remain where we are for the day. Jacques and Thaddeus will observe while Agathon and Belric pull security and rest, switching out every few hours. The PC's will remain in the observation post that night.
That night, after the giants have taken their evening meal, Thaddeus will make a reconnaissance overflight. He will cast darkvision (9 hours), invisibility (until dispelled), and fly (90 minutes) on himself. He will then approach the giants' farmstead from altitude and observe, coming in for a closer look at times and places it is safe to do so. Thaddeus will also fly out to the campsite to let our followers know we are all right and will be back the following evening.
The next day just before dawn we will move to another point for an observation post, just to get a different angle. Thaddeus will cast invisibility on Jacques, who will get as close as safely possible. Agathon, Belric, and Thaddeus will remain in the new OP with a two on/one off rotation. At dusk the four PC's will return to camp.
We are looking for types, numbers, routines, activity cycles, hunting/scouting/patrol parties, guard rotations, purpose of buildings, apparent leaders and spellcasters.
The party will identify themselves as the new lords of Darzog and Ferin, and let them know that the Count is attempting to restore order in the land. We will purchase 10gp worth of dried/smoked venison from the hunting camp and set off to track the hill giants.
Agathon has some bonuses for tracking down Giants. Using his track ability, he makes a check every 5 hours and can ascertain details of the target. He is +11 (on a Prime Stat) to track giants.
We will move camp a half mile or so into heavy tree cover. Cold camp, no fire, the wizards will use prestidigitation to dry out equipment and heat food. We will resume the regular watch rotation (minus Idnae) as follows:
1st watch
Thaddeus, Edgar, Jacques
2nd watch
Agathon, Garsh
3rd watch
Belric, Verlik
In the morning we will offer prayers for Idnae and continue west towards Ferin, looking for any dragon-sign along the way - large trees knocked over, boulders clawed up, large patches of ground disturbed, and so on.
Try as he might to keep up, Thaddeus' fly spell is simply outpaced by the dragon, and there is nothing to be done for it. Even Jacques would be unable to keep up as the gathering dusk hinders his ability to move swiftly. As the dragon finally vanishes into the misty distance, Thaddeus drops altitude to fly next to Jacques. "It pains me to say it, but let us break off the pursuit. We'll never keep up with the dragon. We know it is heading constantly west, what its business is we cannot know, but the village of Ferin also lies in that direction. Come, let us find our missing and see to our wounded."
On their trip back to the camp site, the dragon fear effect long gone and the rush of the chase ebbing from their minds, Jacques and Thaddeus discuss what to do about the dragon. They agree that the dragon is a menace to all of their lands as well as Knurl, and represents a significant threat to resettlement and the return of commerce. Thaddeus is convinced that with adequate preparation and reconnaissance, the party will be able to kill the dragon. The desire to avenge Idnae, while understandable, must not influence our decision or approach.
At the camp site, Thaddeus will assist with the search for scattered henchmen, horses, and pack animals, using the last of his fly spell to do so. When he finds Edgar cowering under a fallen log, it takes ten minutes of gentle coaxing to get him out, and another ten minutes to talk him into returning to camp. Best to not tell him about Idnae yet or I'll never get him back. I can almost smell his fear, and I do believe he soiled himself. Poor man.
The wizard will listen to Agathon and ponder his response carefully. Agathon is in danger of becoming crazed for revenge. He is also humiliated by not fighting well and is drained coming off that [i]haste spell. His thirst for revenge, properly harnessed, would be a potent force. Uncontrolled he could lead us all to doom. Best to tread lightly for now.[/i]
"I agree with Agathon. Let us move our encampment, at least half a mile, and into heavy tree cover. Edgar and I have some minor magicks that will dry us out once the tents and tarps are up. The dragon flew due west for as long as we could keep it in view, and our next destination - Ferin - lies in that direction anyway. Let us not make hasty decisions when we are wet, tired, hungry, in the dark, and defeated.", Thaddeus looks at Agathon. "Instead, let us at least wait until the morrow, when Pelor's light chases away some of the evil that was done this night."
Some time later - at Jacques' suggestion - Thaddeus will find Agathon. He will put his hand on the larger man's shoulder, itself a rare gesture for the wizard. "My friend...you have nothing to be ashamed of. I felt it too. We all did, like an icy fist holding your heart still. Yet you stood your ground and fought. That is valor, not cowardice.", he pauses. "The dragon will and must die. I will be at your side when you fight it, and so will Jacques and Belric. Venegeance, yes, justice, yes, but keep your head and do not let it consume you! The darker emotions are immensely powerful and also immensely dangerous. Trust me...I know. The flame of your soul burns brightly and warms those around you. Please, do not let this night extinguish it!"
With that, Thaddeus will give Agathon a reassuring shake (or at least try to given the differences in size and strength), and make ready the camp.
CK summary
Thaddeus HP 38/38, AC 27
Secure Shelter Round 5/18 hours
Bless Spell Round 12/100 (+1 attacks & +1 saves)
Dragon Fear Aura Round 11/15 (-2 Attacks, damage, attribute checks and saves)
Resist Energy Mass Round 10/900 (DR 20 vs acid)
Mage Armor, Greater Round 10/9 hours (+6 AC)
Fly Round 9/90 minutes (fly 90', up 45', down 180' per round)
Message Round 8/9 (450' range, contact with Belric)
Elapsed 7 rounds on all spells and effects but unsure of actual time to round everyone up, move camp, etc.
Thaddeus will return to camp with Jacques, help round everyone up and help move the camp.
Thaddeus' mind grinds to a halt as he sees the dragon eat the gnome. What can we four possibly do against such might? At least she met her end quickly. Will Verlik even live to see the morning? Will any of us?
Stop it! Losing your head will gain nothing. Several weeks ago, a troll seemed an impossible opponent, and now..? Focus...I must not fear. Fear is the mind killer. Fear is the little death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
It is too far away for most of my spells. It appears to be leaving. We need a plan...communication...information. We must learn where its lair is. We must regroup the party. Once we have more information we can decide what to do.
The wizard casts message, and in an instant his familiar voice is in the dwarf's ears. "Message spell is in effect. Belric, please stay here with Agathon. He appears to be in shock of some kind. I fear Verlik is gravely wounded and when our companions recover from their terror they will need words of encouragement. The cottage will protect you from the elements and the fire should be up so you can all dry out. Garsh is to the west and I don't know where Edgar is. Jacques and I are going to follow the beast to its lair and mark a trail so we can find it on the morrow. We will be back as soon as we can."
He will then overfly Jacques. "Jacques! We need to pursue but not engage. We will follow the beast to its lair, marking a trail as we go, and come back in the next day or two to avenge our loss. I will guide you from the air."
I wish I felt half as collected as I sound!
With that, the two will set out. Thaddeus will do his best to stay in the treetops to stay hidden from view should the dragon look back. He will guide Jacques from the air and help him to avoid major obstacles. He will keep an eye on the beast while Jacques piles rocks or arranges branches to mark a trail. If we have not located the dragon's lair or nest in an hour, we will turn around and head back to camp.
[ooc]CK summary
Thaddeus HP 38/38, AC 27
Secure Shelter Round 5/18 hours
Dragon Fear Aura Round 4/15 (-2 Attacks, damage, attribute checks and saves)
Bless Spell Round 5/100 (+1 attacks & +1 saves)
Resist Energy Mass Round 3/900 (DR 20 vs acid)
Mage Armor, Greater Round 3/9 hours (+6 AC)
Fly Round 2/90 minutes (fly 90', up 45', down 180' per round)
Message Round 1/9 (450' range, contact with Belric)
Thaddeus will cast message and disseminate a plan to Belric. He and Jacques will head off to tail the dragon, marking trail as we go, and hope it leads us to its lair. We will stay hidden as much as possible and will not engage unless it cannot be avoided. If we don't find its lair in an hour we will call off the pursuit.
Thaddeus sees the dragon overfly him and hears the gnome's screams. It's never going to land and Agathon will never catch it. I can't hit it with a fireball because then Idnae would be incinerated. It's out of range of most everything else, except my crossbow, and I may as well throw peas at it. His mind rapidly ticks through several possible course of action and settles (unhappily) on one.
"Belric, if you have any spells that will help me in melee with that thing, now is the time. I have to do something drastic."
The wizard sighs to himself and pulls a small feather from his spell component pouch. He whispers a few phrases and drops the feather, now glowing faintly. Thaddeus drops to a knee, still chanting, and punches the feather on the ground. The ground around him ripples slightly and he shoots into the air, the fly spell now in effect.
Thaddeus will gain altitude and move towards the dragon, on a southish tack, away from the main body of the party.
By all accounts, this is a smallish and youngish dragon. There is a chance it will not even be looking for airborne enemies, using its advantage of flight to hunt ground targets. It is intelligent, but not experienced. The pattern indicates two dimensional thinking.
CK Summary:
Thaddeus HP 38/38, AC 27
Dragon Fear Aura Round 3/15 (-2 Attacks, damage, attribute checks and saves)
Bless Spell Round 4/100 (+1 attacks & +1 saves)
Resist Energy Mass Round 2/900 (DR 20 vs acid)
Mage Armor, Greater Round 2/9 hours (+6 AC)
Fly Round 1/90 minutes (fly 90', up 45', down 180' per round)
Thaddeus casts fly, matches altitude and moves towards the dragon, slightly south away from the party.
Well, that didn't work out how I planned. I'd have thought Agathon would have drawn blood. I was also hoping the dragon would stand and fight...apparently I've misunderestimated how smart these things are. I wonder if I will live to benefit from the knowledge?
Over twenty spells to choose from and nothing looks like a sure bet. I must do something! But what..? Any good offensive spell will surely not be enough to slay the dragon and will only identify me as a wizard of some power...and thus make me the target of choice. Thus I must take a few moments to protect myself before doing anything really obvious...
Thaddeus whispers the words, his hands knitting together the magick forces that will help protect him from the dragon's attacks. The familiar magick surges through him as he casts mage armor, greater.
With any remaining action, Thaddeus will maneuver in an attempt to keep the secure shelter between himself and the dragon.
CK Summary:
Thaddeus HP 38/38, AC 27
Dragon Fear Aura Round 2/15 (-2 Attacks, damage, attribute checks and saves)
Bless Spell Round 2/100 (+1 attacks & +1 saves)
Resist Energy Mass Round 1/900 (DR 20 vs acid)
Mage Armor, Greater Round 1/9 hours (+6 AC)
Thaddeus casts mage armor, greater and tries to interpose the building between himself and the dragon.
Concentrating on his spell, Thaddeus does not see the impact of the flame strike. He does hear the shouts of 'illusion!' - followed by a great exhale, the sounds of splattering and then screams of pain and terror. Thaddeus looks up in time to see a black dragon perched atop the ridge, huge mouth dripping acid, surveying the remnants of the party. His heart skips a beat, his throat tightens, and a cold knot of terror forms in his chest.
He dimly hears Agathon shout something but it is lost in the sound of blood rushing in his ears. A flash of lightening completes the fearsome tableau. You had better do something, son. sounds the voice of Thaddeus' long-dead mother. You and all your friends will be killed if you don't move quickly.
"Mmmmmmmmm....", the sound is low in Thaddeus' throat, but his lips and mouth are frozen and will not work to complete the word.
"Mmmmmmm...", with a shaking hand he reaches into his spell component pouch, draws forth a shaving of licorice root, and clumsily shoves it in his mouth. The strong, faintly sweet taste chases away the tang of fear in his mouth.
"Move!", he says, no more than a whisper. His hands steady long enough to cast the haste spell, and when he speaks again his voice has power.
"MOVE!!"
With a burst of energy he will take cover behind the secure shelter, should the dragon breathe acid again.
CK Summary:
Thaddeus HP 38/38, AC 21
Dragon Fear Aura Round 1/15 (-2 Attacks, damage, attribute checks and saves)
Haste Round 1/9 (+1 attack, +1 dodge bonus to AC and reflex saves, +30' movement, extra attack)
Thaddeus casts haste on all party members. Range is 45' and he gets one creature per level, so all party members are affected. He will then take cover behind the secure shelter.
A second troll? Not unexpected. I wonder how many more there will be? And from which direction? While trolls are stupid, they are possessed of an insightful cunning. Better hurry.
Thaddeus casts his spell, making the motions of hammering and building, intoning words that are oddly reminiscent of a dwarvish work song. With a great cracking sound, the secure shelter sprouts into being, an unseen servant within.
If Thaddeus has action remaining, he will hand a store an item vial to theunseen servant and give instructions: "Take this to the fireplace and open it nearby. Then build a fire in the fireplace."
Edgar will continue gathering up the animals. If he is done and has action left, he will cast light inside the secure shelter.
CK summary:
Thaddeus: AC 21, HP 38/38
Thaddeus will cast secure shelter. If he has action remaining he will hand the invisible servant a store an item vial and tell it to build a fire in the fireplace.
Edgar will continue collecting the animals. If he has action remaining he will cast light inside the secure shelter.
Post on behalf of Jacques, whose player is out sick
Hearing Thaddeus call for light, Jacques hastily averts his gaze to protect his night vision. He motions to Idnae to keep watch on the 'back' side of the formation, the side of the wizards opposite the forming line.
Jacques takes up a position between the front line and the wizards, steadying his breathing and reaching out with his senses.
Annoyed by the lashing rain and tired out from the journey, Thaddeus fumbles in his spell component pouch for the chip of limestone he needs to cast his spell. "At least I won't have to worry about water", he mutters to no one in particular. Hearing Agathon's shouted alarm, his fingers close on the chip of stone and grip it tightly, the sharp edges cutting his fingers. The pain and the alert bring his mind into focus.
It can't be just one troll to attack a group this size. There must be more. The horses will spook and run off, maybe breaking a leg in the process. I wonder if there is a secure stable spell? Fire will be difficult in this weather. Acid might wash off too. I wonder if the trolls are intelligent enough to know that the rain favors them?
"Bring the animals to me!", he shouts. "Semicircle centered on Agathon! There are sure to be more trolls! We will have fire for you in a moment!"
Thaddeus casts his spell, making the motions of hammering and building, intoning words that are oddly reminiscent of a dwarvish work song. With a great cracking sound, the secure shelter sprouts into being, an unseen servant within.
"Edgar - light spell inside the building", Thaddeus commands. "Then start pushing the furniture up against the walls. We'll keep the horses in there during the battle."
He then reaches into a belt pouch, recognizing a vial by feel. He hands the store an item vial to the unseen servant. "Take this to the fireplace and open it nearby. Then build a fire in the fireplace." The invisible servant silently obeys, and a neat stack of firewood with smaller piles of tinder and kindling spring into existence.
Thaddeus will then help push furniture up against the walls, clearing floor space. He and Edgar will guide the animals into the secure shelter, looking for torches on the pack animals and tossing them in a corner near the fireplace.
CK Summary:
Not sure at what point we become tactical or how much of this will get done.
Initiative 22
Thaddeus casts secure shelter (20' x 20') with invisible servant
Edgar casts light
Thaddeus and Edgar clear space, move horses into secure shelter, find torches and set them aside
invisible servant builds a fire using contents of a store an item vial.
The original four companions sit around a small campfire. The day's explorations are complete; in fact the party's survey of the steading of Darzog has been completed over the last few days. The followers are away on guard duty or tending to their own business as the 'old hands' settle on a way forward.
Agathon argues passionately that the lycanthropes must be dealt with immediately - cured or killed is no matter - and that the rest of the settlement could be relocated to the nearby ruined farmsteads. In this way the reclaiming of the Bone March could begin.
Thaddeus agrees (less passionately), pointing out that it is barely past Midsummer. If the settlement moved now they would have time to patch up the farmsteads, hunt and gather enough food to get them through the winter, and possibly even bring in a late vegetable crop.
Belric firmly declines these courses of action and insists we continue exploring the other steadings. "Lads, we hae mooch to learn yet aboot our lands. I'll nae risk us spillin' blood o'er this lot just yet. They'll still be here in a moonth or e'en next spring. There be nae call tae rush in! Ye bairns should learn some patience!"
Thaddeus and Agathon exchange unhappy looks. Agathon makes another attempt to convince Belric, but Jacques chimes in. "This is his fiefdom. When we're out in the wilderness a group consensus makes sense. But here, in Darzog, Belric is the lord of the land." The wizard thinks a moment, nods, and leans forward to stir the stew. Agathon senses the shift and falls silent, poking at the fire. Belric inclines his tankard ever so slightly at Jacques in salute.
"So...on to Ferin then?", Thaddeus will ask the group, receiving assents in reply.
DM summary: Thaddeus will update his maps with what we've found in Darzog. The next morning we will head for Ferin. Watch lists per Agathon's post some time ago
Thaddeus will listen attentively, letting Belric do most of the talking initially. When it is becoming clear the dwarf is ready to end the conversation he will nudge Agathon. "Invite them to stay and have lunch with us", he will murmur to the larger man. They must know something of the local area, these hills and mines. I need more time to get the information out of them!
Over lunch, Thaddeus will begin with asking Garin questions about what kinds of interesting things they have found during their scavenging excursions, being certain to compliment their resourcefulness. That would lead to further questions about what their settlement might want in trade and what skilled tradesmen (if any) live in the settlement. Finally he will pull out the map of the fiefdom he has been working from. "Most of what we are doing out here is the simple gathering of information - an inventory, if you will, of what is in Sir Belric's lands. Since you live here and range about looking for scavengeable goods, I'm sure there is much you can tell us about the surrounding area. For example" - Thaddeus points to a place on he map - "can you tell me if Farhand's Bridge still stands?". He will continue asking questions about roads, trails, bridges, mines, monsters, terrain features, and so on as long as they will answer. Thaddeus will also make sure their mugs are kept reasonably full of wine, ale, or whatever other tongue-loosening substances we have with us.
When it is finally time to part ways, Thaddeus will urgently whisper something to Jacques, then deliver a friendly warning to the men. "I thought you should know that last night we were attacked by a werewolf and a couple of wolves. The wolves at your own camp seemed particularly well trained, and you yourselves seem stout and well armed, but I would counsel vigilance nonetheless."
On cue, Jacques will interject, "It is a pity that the afflicted must live that way."
Thaddeus nods. "Yes, especially when there are those such as us who can at least give the afflicted a chance to be cured and live normally again. Be at peace, gentlemen, and we hope to see you again."
A party discussion of what was just learned will then ensue, with the eventual decision to perform a quick inspection of the mine. We will determine how much equipment is left, what condition the tunnels are in, and if possible, what was mined there and what it might take to restore the mine to production. Thaddeus and Belric will both take notes on these subjects.
We will then spend 3-4 days in a patrol of Belric's lands to check on the accuracy of the information Garin provided to us. The search will focus on infrastructure and production items, as well as locating population - both friendly and hostile.
DM summary
Thaddeus will attempt to gather information on these guys. He has CHA as a prime stat at +2 and has a +2 cloak of charisma. He is trying to get information both about their settlement and the surrounding area.
He will also attempt diplomacy on Garin and the other two. Thaddeus wants to plant the idea that we are powerful and friendly, and willing to at least try to cure those afflicted with lycanthropy rather than kill them outright.
The party will make a brief inspection of the mine to gather information pertaining to how serviceable it is and what would be required to restore it to production. If we don't know ourselves then at least we have information to give to an expert when we find one.
Finally, the party will spend 3-4 days patrolling Belric's lands in a general survey of infrastructure and population. Night camp SOP is per this post.
Thaddeus sees the flare of Agathon's sun rod up ahead, and hears Belric curse and begin to chant. Through the message spell: "The fight is joined! Hope you left something for us!"
The wizard will then cast mage armor. New AC: 25, duration 9 hours. Otherwise he will watch and develop situational awareness.
Turning to Edgar: "There are times when we are called upon to act immediately, and times when we should first enhance our defensive posture. All identified foes are in melee. It seems to go well for our side, but there are likely invisible foes that are not accounted for. Thus at this moment, I believe the correct course of action is to cast a long-lasting defensive spell and wait for more information. Bear in mind that spellcasters are priority targets, and as soon as we cast offensive spells, we paint a target on our heads. Painful as it may be for our friends, sometimes it is best to wait for the enemy spellcasters to identify themselves."
I really should cast darkvision on Jacques and send him forward. He wouldn't go though; he'd insist on staying with me. Probably better that way with invisible foes about.
Thaddeus will continue to move towards the 'fake' camp and the sounds of combat at a trot, trying to follow in Agathon's path if he can see him or at least catch glimpses to know vaguely which way he went. Going the right way at a good speed and not tripping are more important than stealth.
Again, if he gets to within 190' of both Belric and Agathon, Thaddeus will cast message.
Thaddeus motions to Jacques, his mouth near the monk's ear. "I need to get within sixty or seventy yards of Belric. Then I can cast a message spell so they can tell us where the invisible creatures are without them hearing it".
The wizard will point in the general direction of 3.06 and 3.07, letting Jacques lead the way and pick the path. When he feels he is in range to Belric and Verlik, he will cast message on all party members in range. range 190', AoE 9 creatures
For the benefit of those who have not operated with this spell before, if he has the chance to cast it, Thaddeus will whisper this introduction: "This is one of our standard spells. If you whisper, we can all hear what you say - but I must respond for you to be able to speak again, so keep the chatter to a minimum please. Belric and Verlik - as soon as you think you know where the invisible enemies are, please let me know through the spell and I will try to dispel their magicks."
The piercing shriek of Belric's spell wakes Thaddeus out of a sound sleep. He lies awake for a second wondering if he heard thunder or if it was something more serious. Belric's alarm confirms the latter and Thaddeus rolls to his feet, hastily tugging on his boots and catching Jacques' eye in the process.
Thaddeus looks around. Seeing no immediate threat, he loads his crossbow, and motions to Edgar that he should do the same. "My first rule of waking to an alert: if there is time, load your crossbow!", he will say quietly.
He will peer into the darkness, straining his senses and waiting for more information. Thaddeus will stay behind Agathon but will move off to his right about 20', looking to take cover behind a tree or boulder if one is available.
The party will create a 'decoy' camp in a location that is a good camp site, but not obviously a decoy. We will be as realistic as possible with the decoy site, including a secure shelter, a fire in the fireplace but deliberately poor light discipline, and the horses/mules. We will go so far as to do any cooking and eat our meals there.
The 'real' camp site will be about 100 yards away in a hidden location. Extra time will be spent on camoflauge and removing noise hazards in the camp site (twigs, etc). Watches will be split between the real and decoy sites: Thaddeus and Edgar will pull watch at the decoy site while Jacques is at the real site (so Jacques can maximize his stealth), Agathon will watch at the decoy site while Garsh is on watch at the real site (Garsh will have infravision and not require a light source), Belric and Verlik will watch at the decoy site and Idnae will watch at the real site (she is somewhat stealthy and has infravision). In this way the decoy site looks inhabited but we still have someone on watch at the real site.
Those with woodcraft skills will examine the surrounding area in an attempt to determine type of traffic in the last few weeks. The previous post mentioned 'not large numbers' but the type of creature could be noteworthy - trolls or ogres yes, goblins and gnolls not so much.. We will also identify good locations for observation posts and keep them manned as much as possible - both for current situational awareness and the future use of Belric's followers.
The party will also investigate the mine entrances and within to 10 or 20 yards. The objective is to determine if the mine is serviceable or not (ie full or partial cave-in). Understand that there may be blockages further back. We will also look for abandoned equipment, attempt to determine what the mine produced, what type of humanoids may have inhabited them, how long it as been since the mines were inhabited, and so on. Essentially a surface layer examination.
The party will stay in the area long enough to both perform these tasks and to satisfy ourselves that there are no humanoid patrols in the immediate vicinity - two or three days should do it. After that we will resume course for Ferin.
Thaddeus strolls into the Count's dungeon, humming idly to himself. He raps the bars with the shod end of his staff. The watch sergeant answers: "Sir Thaddeus! We were not expecting you. How may we be of assistance?"
The wizard produces a scroll with an elaborate seal. "I am here to take custody of the prisoner, Szarthelion. This scroll is signed and sealed by Count Dunstan himself."
The watch sergeant examines the document closely. He considers calling his lieutenant for the transfer of such an important prisoner, but truth be told he is glad to be rid of the drow sorceress. And who better than a wizard to keep another wizard in line? The sergeant takes a ring of keys and gestures to Thaddeus. "This way, please." He leads the wizard down a hall to the specially prepared cell. "We set it up the way you instructed, sir. The cell gets full sun during the day and we move her every few hours to keep her in the sun. We didn't let her sleep - or meditate - or whatever it is that drow do. Just bread and water, the rest of the time she is kept tightly gagged. We adjusted the manacles every few hours."
Thaddeus nods, hoping the preparations had the desired effect. He studies Szarthelion's bent and bedraggled form, her eyes slowly focusing on him. "Thank you, sergeant, you have done well. I have to cast a spell before you can release her, however." With that, he will perform the correct series of hand gestures and recite the arcane words. The drow's eyes widen with realization of what is happening, her lithe body stiffening and then slackening again in the chains. Thaddeus nods again. "You can safely release her now, sergeant."
The sergeant unlocks the cell, enters, and unlocks the arm and leg irons. He casts a hesitant look at Thaddeus, draws his dagger and holds it to Szarthelion's throat. "One word that sounds remotely like a spell and you'll be in hell before you know it!". He then removes the crude gag.
"It's all right, sergeant. She will make no further trouble.", says Thaddeus. "Isn't that right, Szarthelion?"
Her words are hesitant. "Yes...sir...I will...make no trouble.", yet her malevolent glare at Thaddeus hints otherwise. She walks stiffly out of the cell and down the hall.
Thaddeus signs the appropriate entry in the custody book. "Thank you and good day, sergeant! Come, Szarthelion!"
Once outside the keep, he extends his arm to her. A moment later her cool hand closes on his forearm. Confident that the dominate person spell has taken hold Thaddeus leads her towards the manor house.
"You'll never get away with this!", she hisses, almost a whisper.
He turns and beams at her. "My dear, I already have! And soon you will appreciate all that I have to offer.", continuing on to the manor house....
...and was awakened by a sharp rapping on his chamber door. "Master Thaddeus!", exclaims Elsinore's voice. "Masters Agathon and Belric are stuffing corn cakes down their gullets! I bid you make haste if you want any!"
Damn that woman! I drive her from my conscious mind and she invades my dreams!
later, with Jacques:
"Oh, absolutely it would be appropriate to talk about resupply! However, I would speak with Sir Gendar or the Count's quartermaster instead - I should not trouble the Count with such mundane matters."
"Now, about this magick item to allow one to see in the dark. Come upstairs and we'll talk about it.", Thaddeus asks Elsinore to bring up some tea and leads the monk up to his chambers.
He stands before a large piece of slate mounted on the wall and twiddles with a piece of chalk in his hands. "The laws of magick have changed in the last few weeks - on the surface the changes are minor, but it seems that the time and materials required to craft magick items has changed drastically. It will take some time to tell you exactly what is required."
Thaddeus begins sketching on the slate. "Now, darkvision is a spell of the second circle. So we will need a third order catalyst - ruby or emerald should work. I'd also need a first order substrate, some kind of wood, I think. Ebony would be best since we're talking about darkvision, but ivory could work too. Now if we go with ivory, which might actually be easier to obtain, the binding agent would have to be some sort of finely tanned leather..."
Sensing that he has lost his audience the wizard sets the chalk down. "I'm sorry! I sometimes lose myself. Bottom line is that you're looking at a set of masterwork goggles worth a minimum of a thousand gold pieces. The lenses would have to be precisely ground gemstones, the frame to hold them in place would be some sort of rare wood, and the strap to hold them on your head would have to be a fine leather. Then I would need roughly another two thousand gold pieces worth of inks, ichors, powdered gems, and other materials, and four or five days to actually perform the enchantment. I'll have to think about it to give you a more precise estimate. Unfortunately I do not think there are any in Knurl with the skill to properly grind the gemstones for the lenses, so we may have to wait until we go to a larger city."
"In the meantime, as a low cost alternative, I can scribe a couple of scrolls with darkvision on them. That way I can cast it on you even if I didn't memorize the spell that day. I could also brew up a potion, which you could take when I wasn't around to cast the spell, but that would be more expensive."
"Now: as to your holding. I would be honored to act as your mouthpiece at first. During our travels I will do what I can to teach you the basics of public speaking. It's not hard, really - the biggest thing I try to do is to make eye contact with everyone in the audience. That way everyone feels like you're talking to them personally. I know you dread it, but consider: you have fought giants, dragons, trolls, and evil clerics - surely speaking to a few hundred peasants can't be so bad?"
"Finally, about going to Shirana's settlement. I agree that the refugees there are in need of inspiration. And I have been curious for some time to see Shirana's village. However, as landowners we now have a responsibility to the people who reside in our holdings. I really think that first we should go to visit our respective holdings, and then visit Shirana's settlement. Unless it's easily on the way to one of our holdings...? Either way, of course I'll go with you!"
on the road with Edgar:
"Okay, first field lesson. Don't blow all your spells in one engagement - unless your life depends on it! Be judicious - there will be a temptation to put down as many opponents as the warriors to show your worth. Trust me, I know that temptation well, but do not give in to it! Our worth is in having the correct spell at the right time. Belric and Agathon can swing their weapons all day, but you and I can only channel so much magick. Even if you are not casting a spell, there is always something you can do to help the group. If someone goes down you can run forward and give them a healing potion. You can shoot a crossbow at an enemy. If nothing else, you can look around - the others are engaged in blade-to-blade combat and will likely not be thinking about the larger picture!"
"As a general rule, your first target should always be an enemy spellcaster - be they arcane or divine in nature. Like us, they have the ability to neutralize or even kill the entire party in one go. It is up to us to keep that from happening, or at least tie them up long enough for Jacques to run in and paste them! If no spellcasters are immediately evident, then target any obvious leader types. When you're fighting humanoids, generally if you kill the leader, the rank and file will lose heart and may run away."
"When you are on watch: pay attention and for Rao's sake, don't go to sleep! Be alert but not frightened. Use your judgement about when to wake the party - you can't wake them for everything that goes 'bump' in the night, but on the other hand that 'bump' may be a hobgoblin. You never know."
"Lastly - be at ease! Our companions are stout and Belric is strong in the Forger of Souls. Keep your head and let reason prevail."
At the cliffside campsite
Fortuituous that we should camp here again! What new adventures await us...blast this rain! I'll be hanged if I set up camp in this slop!
"Stay from setting up the tents, my friends. I would have us in the dry in moments!", Thaddeus will say cryptically. He will drop a chip of stone, some crushed lime and sand, and several splinters of wood at a likely spot. He will then cast secure shelter with the unseen servant and alarm options.
"Agathon, your watch schedule sounds fine to me. I do think the watchers should be outside the shelter."
Thaddeus will participate in the get-to-know-you session, especially playing up Belric and Agathon, but relating stories of Jacques' speed and agility as well. I must cement their stature with the henchmen early on.
Thaddeus will make discreet inquiries around town about Darios Nessar to get an idea of his general character and what he might want with us.
We will invite Darios Nessar to dinner with us at our house. There we can give him some details of our experiences in Spinecastle, and give him the opportunity state his business in private - whether a simple bard looking for a story or an ambassador of a small beleaguered nation that needs help.
General state of Ratik would be useful too - overrun by frost barbarians? Overrun by the humanoids? Absorbed into the north kingdom?
HP 38/38 AC 20
Armor class assumes Jacques followed through on giving his old +3 bracers to Thaddeus after he got the +4 bracers in division
Thaddeus stands up from the desk, stretching in an effort to unkink his back, then moves to the basin to wash the ink from his fingers. Finished! It is only by the grace of Rao that I did not become a scribe! I would have died a slow, agonizing, boring death, hunched over a desk and going blind. Better to be run through by an orc and be done with it!
He takes his mid-day meal on the roof, enjoying the noontime sun and listening to the sounds of life and commerce on the streets below. Pity it will take so long for the population to return to the Bone March. I wonder that the true economic impact has not yet been felt. Clearing our lands of the humanoid infestation is required - not just to grow our holdings, but for the very survival of the people we are responsible for. I wonder how much longer the humanoid organization will last? Perhaps it has already begun to break down? We will learn more as we clear our lands.
What to do about Edgar? He's been a gofer for Cephali since this all started. I'd hate for anything to happen to him - I don't want to be responsible for him too. I have enough trouble keeping myself alive! I'd prefer a henchman with more rogueish skills - preferably female, attractive, and with an irresistable attraction to me - but I guess we can't have everything.
Later, he will have dinner and drinks with Edgar at the Gnoll's Head. "Listen, hiring you on is weird for me, you know? We've been friends for a year and I don't want anything to happen to you. It's still very dangerous out there - while it's true that facing danger is the fastest way to learn, it's also risky. Tell you what - we're going to be inspecting the new holdings we were awarded, and doing what we can to clear the surrounding area of humanoids. That will make it safer for people to live here and hopefully some of them will move back. Tell you what - let's try it for three months and see how it works, okay? I'll pay you 32 gold crowns a month, plus lodging, food and healing should you need it. I'll also teach you what I can. Deal?"
Thaddeus and Edgar will clank mugs and drain them. Like Agathon, Thaddeus will also pay Edgar 100gp - two months in advance plus some for outfitting. He will also get a light warhorse for Edgar (if none are available, he will get a riding horse).
The next few days he will catch up with his family (father, 2 brothers, 1 sister), Cephali and her husband, and Hendrik (who knows pretty much everything going on in town). If Shirana or Ebbers is at the Gnoll's Head he will buy drinks and conversate.
Thaddeus will also do what he can to get whatever maps of our holdings are available, and the lands between them and Knurl, in as high a detail as possible.
The morning of the 12th will find Thaddeus in high spirits, as much so as Agathon. He will see Agathon's interaction with Margarette and share a knowing glance with Jacques. The big guy has it bad!
DM note: it might eventually be useful to see a political map of the Bone March, as well as who the adjacent lords are and what their status is.
Belric will take the week to write the following scrolls for party benefit: CLW Mass, Stone Shape Greater, Protection from Negative Energy, Create Food and Water, Remove Blindness/Deafness, Remove Curse, Remove Disease, Skull Watch, CCW, Restoration, CLW Mass.
Thaddeus will take a few days to write the following scrolls for party benefit: minor globe of invulnerability x2, secure shelter x2, dispel magic x2, mage armor greater x2. This will take Thaddeus a little over 3 days.
Thaddeus will spend his remaining time in town renewing old friendships. He will also ask around to see if anyone knows where some of the skilled tradesmen from our new holdings might have fled to - boatbuilders, fishermen, blacksmiths, carpenters, mining engineers, construction engineers, and expert farmers. Thaddeus will also try to find out if there are any druids in the local area.
The party action is to wait for Belric to finish writing his scrolls and then set out for Ferin (Jacques' holding). If possible we would like to use the warhorses and pack animals we were issued earlier.