| Ovirid Thorvirson |
Hru watches carefully hoping to get a look at a map if someone should produce one. Wisdom dictates that he's not forthright amongst the Kannonfodders given a Dwarves natural learyness of orc-blood. He tries and to pick out a few of the younger ones that might bear a resemblance to Clareg or Dareg but soon finds it hopeless-they all look alike after a minute. After what seems like an eternity he's had enough and can't contain himself any more.
He suggests loudly "While this is in the early planning stages, I suggest we set up a watch and patrol. Any able bodies I can lead to show the lay of the defenses as they stand and the problem areas come with me. Gorum's favor is with us"
Hru will show them the areas and set a watch and patrol just so nothing surprises us in the next 8 hrs or however long it might take to plan the offensive vs the orcs-if the dwarves will even listen to an orc blood
"'at's a fine idea. Yer majesty, with yer leave, Ah'd like to be fer goin' along t' see if'n Ah can 'elp provide some surprises fer an invading army. 'ow many o' these sturdy lads d' ye think we c'n spare from th' plannin'?"
| Tarren the Dungeon Master |
Someone finds some parchment.
Dofan begins to draw on the parchment with a bit of coal but one of the Kannonfodders finds some red grease that he claims is war paint but his cousin says is to colour the grey out of his beard. Dofan uses that to paint the mountains. Another Kannonfodder comes up with some blue ink for the rivers. The map very quickly becomes colorful enough. With Manfred, Orlan, Quarrel, Dofan, and Yin all contributing, you eventually end up with this.
The map shows the location of the spires. The orcs were coming from the west (left)--presumably from the Hold of Belkzan--when Orlan met them. The orcs that Manfred, and Ovirid defeated were coming from the same direction. By the timing, the group that Manfred and Orlan fought would have been just in advance of the group Orlan fought. It may have been the group that Dofan and his fellow messengers saw.
Quarrel confirms that he has seen orcs travelling down the empty river bed. Orlan tracked them down that river bed and fought them just where the river turned but they did not.
Any questions about this map?
EDIT: Overview of the known spires
| Ovirid Thorvirson |
The map shows the location of the spires. The orcs were coming from the west (left)--presumably from the Hold of Belkzan--when Orlan met them. The orcs that Manfred, and Ovirid defeated were coming from the same direction. By the timing, the group that Manfred and Orlan fought would have been just in advance of the group Orlan fought. It may have been the group that Dofan and his fellow messengers saw.
Quarrel confirms that he has seen orcs travelling down the empty river bed. Orlan tracked them down that river bed and fought them just where the river turned but they did not.
Any questions about this map?
The force that Orlan wiped out was traveling west, also? So they hadn't reached the riverbed yet and Quarrel saw different orcs in the riverbed previously? That would imply at least one more group of orcs headed away from the Keep and unaccounted for. Or am I missing something?
| Tarren the Dungeon Master |
REPOST
Someone finds some parchment.
Dofan begins to draw on the parchment with a bit of coal but one of the Kannonfodders finds some red grease that he claims is war paint but his cousin says is to colour the grey out of his beard. Dofan uses that to paint the mountains. Another Kannonfodder comes up with some blue ink for the rivers. The map very quickly becomes colorful enough. With Manfred, Orlan, Quarrel, Dofan, and Yin all contributing, you eventually end up with this.
The map shows the location of the spires. The orcs were coming from the east (right)--presumably from the Hold of Belkzan--when Orlan met them. The orcs that Manfred, and Ovirid defeated were coming from the same direction. By the timing, the group that Manfred and Orlan fought would have been just in advance of the group Orlan fought. It may have been the group that Dofan and his fellow messengers saw.
Quarrel confirms that he has seen orcs travelling down the empty river bed. Orlan tracked them down that river bed and fought them just where the river turned but they did not.
Any questions about this map?
EDIT: Overview of the known spires
Whoops. Got my directions backwards. Silly me.
| Klyndak |
I look at the map and then tap a finger on the bridge.
"I'm thinking that we should be settin' up our first defense there. Iffin' the orcs march past us, we can take 'em from be'ind while Kerrigan is attackin' their front. Iffin' they try ta cross the bridge we can be whittlin' down their number 'n then fallin' back up the stairs iffin' they 'ave too many."
"I wouldn't be mindin' knowin' their numbers 'n their location though."
I look around to see what others think concerning strategies.
| Orlan |
I look around to see what others think concerning strategies.
"Fer the defenders, that be makin' sense," Orlan agrees, "If'n the orcs are comin' out o' Belkzen, they're unlikely ta be comin' around ta the other side o' the Spires. So holdin' the bridge should be the first line o' defense."
Orlan tugs his beard for a moment as he thinks further.
"O'course, those orcs be pullin' a variety o' siege engines with'em, too," he states, "So any defenders tryin' ta hold the bridge stay vigilant in case they try ta smash it or set part o' the bridge afire behind 'em ta cut 'em off from retreatin' back inta the Spires. As long as some others stand ready with ropes and the means o' puttin' out such flames back at Toragspire, they should be able to support an organized retreat, though."
The dwarf reaches out and taps the part of the map near the Caves of Chaos and where he fought the orcs straggling behind the group Manfred and Ovirid faced.
"What about here, cousin?" he asks, "Fer the group venturin' out o' the Spires ta seek out the orcs, this would seem the place ta be findin' more o' 'em. And, if'n we've got an interest in helpin' Kerrigan defend his keep...and helpin' ourselves at the same time...I reckon we better be sendin' someone that way to strike and harry those orcs long before they march on the Spires."
| Hru Gorumgrag |
| Ovirid Thorvirson |
"Friend Hru, d'ye know if we're fer 'avin' any extra axes 'n 'ammers around, would ye? I'm thinkin' some triggers could be fer settin' a 'ammer at a orcish knee (not to be offendin' ye, o' course) 'ere 'n there, slowin' 'em down 's they come in 'r run away." On the stairs, in particular, he investigates the possibility of false steps that would slide a climber out into the abyss. Without threatening anyone on the home team that might be right in front of said doomed climber.
| Tarren the Dungeon Master |
Hru:
Marketspire is the most difficult to guard as it has to be guard at the main level where the ettin was fought and at the bridge to the mines where you met the headcrabs. What you describe, assuming two guards at each point and 2 patrols rotating can be easily managed by 10 guards each shift and three shifts. That's pretty much all the Kannonfodder warriors. Of course, that doesn't stop you from taking 20 of them out and leaving just 10 behind for a long shift when it comes time to fight the orcs
Ovirid:
The kobolds left quite a bit of trapmaking supplies behind. You can easily use that to build traps but they had a preference for alchemical traps. I'd suggest alchemist's fire traps in Marketspire at mine level to make sure nothing crawls up from the mines.
| Tarren the Dungeon Master |
Tarren:
** spoiler omitted **
Ovirid:
I've been reading up at the crafting rules. They are so screwy. If you want to move a trap (call it a 'repair') that has a DC to craft of 20 and a value of 1000gp, you have to divided the price by 5 as it is only a repair. Then, we take the DC to craft and multiply it by your check. Then, we compare that to the cost in silver pieces. That's your progress in a week. So, to move one of these things, you need to get 2000 and it takes you a week to do. That is so dumb. I'm just going to say that if you hit the DC of 20, you manage to move one of these things without wrecking it. If you miss by 5 or more, you blow it up. It takes 1 day to move a trap. That's much more reasonable than the rules as written.
| Tarren the Dungeon Master |
Is there any chance of getting a partial list of Kannonfodders and their abilities?
Sure, just don't ask me to come up with 50 dwarven names. ;-)
| Klyndak |
"Thinkin' upon our numbers - Per'aps it would be best ta leave ten warriors 'ere, 'n one o' the elders, along wit' the workmen who can be both defendin' it 'n settin' up their 'ome's n' shops. They can also be makin' sure that the food is well guarded 'n prepared fer those ferther afield."
"The rest o' us can be travelin' down ta the bridge 'n settin' up there. Any forays can then be chosin' from the lads at the bridge. Those that journey past the bridge will 'ave the bridge ta fall back ta 'n those at the bridge will 'ave the spires to fall back ta."
"Any objections ta tha' plan?"
| Tarren the Dungeon Master |
Tarren the Dungeon Master wrote:.
.
.There is 1 third level priest. ...of Torag, hopefully? Or one of the other traditional dwarven deities?
It would really suck to have a Kannonfodder priest of Asmodeus right about now. ;-)
He's a priest of Torag. The Kannonfodders are a little cautious when it comes to religion. After the role that religion played in bringing down the spires, they tend to stick with Torag and be suspicious of other Gods.
One of the priest stares at the Hru's symbol of Gorum suspiciously.
I imagine everyone will be back in the spires now for any discussion of tactics.
| Ovirid Thorvirson |
Klyndak wrote:"Any objections ta tha' plan?""I be thinkin' Torag will smile upon our layered defense," Orlan agrees.
"Yer majesty, Ah'm fer thinkin' we might be fer movin' some o' the lizards' lil' fire traps to layer our defenses a bit more, 'round the mine entrance in particular. It's be fer takin' me a bit o' time, but Ah'm fer thinkin' it worthwhile."
| Klyndak |
I answer Ovirid, "I think we need ta be tryin' ta move down ta the bridge in the mornin'. I am loathe to wait any longer 'n give the orcs time ta be movin' agin us. Can ye be workin' through the night? Likewise are there others that can be 'elpin' ye 'n speedin' the work. Kelborn might be useful ta ye there."
| Ovirid Thorvirson |
I answer Ovirid, "I think we need ta be tryin' ta move down ta the bridge in the mornin'. I am loathe to wait any longer 'n give the orcs time ta be movin' agin us. Can ye be workin' through the night? Likewise are there others that can be 'elpin' ye 'n speedin' the work. Kelborn might be useful ta ye there."
"Aye, Ah'm not fer wantin' t' miss out, Ah'll get some workers t'gether 'n we'll see if'n we can't get at least a couple moved. It's fer bein' slow, careful work, not t' be rushed."
With that, Ovirid will inquire with the Kannonfodders for a couple of laborers with steady hands and will round up Kelborn to find out whether he's up to the task.
Our limiting factor is really time. With "one day" - which I'm interpretting as eight hours of effort - and a DC 20 check, I can move one trap without blowing it up. My first two rolls were well above that, so if the DM allows, I should be able to coach and oversee a couple teams through the process and make that mine entrance a bit less enticing - at least to small- to medium-sized invaders. No guarantees about mindcrabs. ;-)
| Tarren the Dungeon Master |
Klyndak wrote:I answer Ovirid, "I think we need ta be tryin' ta move down ta the bridge in the mornin'. I am loathe to wait any longer 'n give the orcs time ta be movin' agin us. Can ye be workin' through the night? Likewise are there others that can be 'elpin' ye 'n speedin' the work. Kelborn might be useful ta ye there.""Aye, Ah'm not fer wantin' t' miss out, Ah'll get some workers t'gether 'n we'll see if'n we can't get at least a couple moved. It's fer bein' slow, careful work, not t' be rushed."
With that, Ovirid will inquire with the Kannonfodders for a couple of laborers with steady hands and will round up Kelborn to find out whether he's up to the task.
Our limiting factor is really time. With "one day" - which I'm interpretting as eight hours of effort - and a DC 20 check, I can move one trap without blowing it up. My first two rolls were well above that, so if the DM allows, I should be able to coach and oversee a couple teams through the process and make that mine entrance a bit less enticing - at least to small- to medium-sized invaders. No guarantees about mindcrabs. ;-)
Kelborn is pretty handy; he could probably help. If smaller visitors come, the guards could always trigger the traps as they fled.
| Tarren the Dungeon Master |
Two traps are successfully moved and reset by Ovirid and his team. Anything bigger than a housecat will burn bad. Pairs of Kannonfodders are sent to all the choke points in the spires. The workers begin to take over Garrison spire, including burning the mess out of the toxic dining hall.
That leaves you 10 fighting men, a priest, and an elder to join the heroes and head down to the bridge. Quarrel joins you and Dofan volunteers to be a runner if messages need to be delivered. He'll go with you if you want or remain here to run messages down. You get the sense that 'danger' is not his middle name and he'd just as rather stay at the spires but he is willing to help as long as it isn't with face-to-face fighting.
| Ovirid Thorvirson |
Two traps are successfully moved and reset by Ovirid and his team. Anything bigger than a housecat will burn bad. Pairs of Kannonfodders are sent to all the choke points in the spires. The workers begin to take over Garrison spire, including burning the mess out of the toxic dining hall.
That leaves you 10 fighting men, a priest, and an elder to join the heroes and head down to the bridge. Quarrel joins you and Dofan volunteers to be a runner if messages need to be delivered. He'll go with you if you want or remain here to run messages down. You get the sense that 'danger' is not his middle name and he'd just as rather stay at the spires but he is willing to help as long as it isn't with face-to-face fighting.
Sounds good to this dwarf. When do we leave?
| Tarren the Dungeon Master |
While climbing up the 'Stair of Kings' takes six to eight hours, descending takes only four. You could do it faster but would risk taking a tumble. For safety, best to take your time.
For four hours the Kannonfodders, Quarrel, Kelborn, Ovirid, Yin, Manfred, Orlan, and Klyndak descend the impossibly long tunnel carved by dwarven kin through solid rock. The stairs are steady with chambers off to the side every mile. Statues of the first clans to settle here--the Hammerfoes, the Highgrains, the Stonesons, the Canyonfathers, and others--mark the passage in little alcoves. Occassionally, the unnel ends and you walk in the bright daylight. In some places, a side shaft allows air to enter or for the curious or cautious to take a quick peak around.
No trace remains of the nasty spiders that made their home here many years ago ... other than a few scorch marks where a fire burnt fast and bright.
At the bottom of the stairs, two guard towers with broken doors and stairs allow an impressive view of the bridge. They can still be climbed but once repaired will make a somewhat defensible point.
| Ovirid Thorvirson |
"I suggest some o' us be scoutin' out ahead. Ye Kannonfodders can be workin' up a defense 'ere. Show these lads the sort o' work dwarves do wit' such things. O' the rest o' ye, who wants ta be trekkin' wit' me out a ways to espy the lay o' the land?"
"Ah would be fer wantin' t' scout, yer majesty."
| Tarren the Dungeon Master |
Tarren the Dungeon Master wrote:what I am chopped liver?
For four hours the Kannonfodders, Quarrel, Kelborn, Ovirid, Yin, Manfred, Orlan, and Klyndak descend the impossibly long tunnel carved by dwarven kin
Oh. ... ummm ...
Hru ran down the stairs at a breakneck pace.
Make a reflex save.
| Kelborn |
"It's much easier going down that it is going up, I must say."
After hearing Klyndak's suggestions, Kelborn decides he'd like to be part of the scouting party. He'll volunteer and move ahead once the group is decided.
Stealth: (1d20+11=29)
Perception: (1d20+6=23)
18 and 17? Kelborn is particularly perceptive today!
May be computerless for up to a week (depending on whether or not I can fix my parents' computer), but I'll try to check in as often as possible. Hopefully I'll be able to fix it and there will be no problems.
| Ovirid Thorvirson |
For scouting:
Perception 1d20+8=15, Stealth 1d20+8=23
Who'd a thought a dwarf could be so light on his feet?
| Tarren the Dungeon Master |
"I suggest some o' us be scoutin' out ahead. Ye Kannonfodders can be workin' up a defense 'ere. Show these lads the sort o' work dwarves do wit' such things. O' the rest o' ye, who wants ta be trekkin' wit' me out a ways to espy the lay o' the land?"
Where are you guys going to head? The riverbed heads North before the branch heads off to the West. The gorge heads East-West.
| Ovirid Thorvirson |
"D'we want t' be 'eadin' to where th' fire machine 'n its crew met th' business end o' Orlan's axe? Ah'm fer thinkin' it would be that way." He points upriver.
Anywhere's fine, just happy to be doing something. Unfortunately, if we are doing something this weekend, I will be largely unavailable. Feel free to NPC Ovirid as necessary.
| Tarren the Dungeon Master |
The scouts leading the way, the adventurers move along the ancient riverbed. Water must have pounded away at this rock for thousands of years to carve out this channel. It is now full of dirt and grit, but compared to the rocks around it, it makes for a fairly smooth road right up to the bridge. There is no sign that orcs have come this way. Once you travel to the point where another similar flattened riverbed branches off heading west, you can easily see signs that the warmachines Orlan, Manfred, and Ovirid described have been pulled this way.
Survival Check DC 15
Orcs have travelled this way in the last day. The tracks would have been deeper if they were made earlier than that because the ground would have been softer due to the light rain.
| Ovirid Thorvirson |
| Orlan |
For DM:
FYI. I'll be out of town Tuesday, Wednesday, and Thursday of this week. I'm not sure if I'll have access to the internet during that time. You can either have Orlan stay behind to organize the defense of the Spires (as any priest of Torag would probably do)...or, if you want to NPC him with the scouting party, that's fine, too.