A letter from Shalelu


Rise of the Runelords


During "Local Heroes" the party found Tsuto's tracks in the graveyard and decided to race off to follow the tracks into the woods on the other side of the wall.

I used this as my chance to introduce Shalelu to the party, so she gave her report before they set off, and Shalelu accompanied them following the tracks. I threw in a small set of encounters (lower XP rewards because Shalelu was there) and threw some treasure their way. Eventually the tracks led to the Lost Coast Road and were absorbed in the overall flow of tracks up and down the road.

The party wanted to continue down the road and hunt for goblins but Shalelu flat out told them they were "not ready."

So now the party has completed the glassworks and will head down to the CoW shortly. After that they will head to Thistletop. But when they do they will likely expect Shalelu to come with them. So I have to figure out why she isn't and what she is up to.

So my plan is to have a letter arrive by pigeon:

"Mayor Deverin, Sheriff Hemlock, et al.:

I have been patrolling the Mosswood for the past few days. Be advised that the Mosswood Goblins have organized their warriors into a war band at least 100 strong and have started moving north; I believe they intend to unite with the Thistletop Goblins for a major attack on Sandpoint.

By moving fast and keeping out of sight I have been sniping this horde and their movement has slowed to a crawl. They fear they face a number of hidden enemies in the forest and are jumping at shadows.

I will be able to do this for a few days but sooner or later the goblins will break with frustration and will simply run for the road. If they do this there is no way I can prevent most of the goblins from reaching the Nettlewood and Thistletop. I am already husbanding my remaining arrows.

If Sandpoint intends to send an expedition against Thistletop it needs to be now. Once the Mosswood Tribe unites with the Thisletop Tribe their force will be too large to deal with easily, and they can pick up some additional reinforcements from the Seven Tooths and Birdcrunchers enroute to Sandpoint. A nighttime attack of this magnitude would be devastating to Sandpoint.

Perhaps that group of adventurers that assisted in the raid could be conscripted in this task. Though they are inexperienced they have shown a certain resourcefulness and have a better variety of abilities than a group of soldiers would.

Regards,
Shalelu Andosana"

Thoughts?

Peet


I'm not saying it's a bad idea but here are a couple points where it may go astray, pending your player inclinations (which you are in the best position to judge.)

If my players were confronted with that information, their response is likely to be: Screw Thistletop. 100 marching Mosswood goblins are an immediate and huge threat, we need to deal with that right now! (And if they were thinking that linking up with Shalelu is the right thing, notice how that's exactly what would happen.)

They're also likely to ask why Hemlock is not immediately calling out the militia and marching out to engage. And be really disappointed in him if he doesn't - he'll look weak and foolish. Fighting goblins in Sandpoint is ALL BAD, houses will burn, civilians will die - he needs to take the fight to the goblins as far from town as possible.

Might be simpler to have Hemlock tell them: "I got a note from Shalelu. She thinks the Mosswood goblins are up to something - they seem to be sending messengers to Thistletop. She can't be in two places at once, can you go to Thistletop and see what's going on? Tsuto's journal has me concerned... Something really awful might be going on out there."


If I recall this point in the AP correctly Hemlock has gone to Magnimar to request aid and Shalelu has been asked to scout around to see what she can find. The PC's learn this information in their meeting with the Mayor. It would be easy to just not have Shalelu around because she is out doing what was requested of her (no need for letter from her), and the PC's have to go it alone.


Latrecis wrote:

Fighting goblins in Sandpoint is ALL BAD, houses will burn, civilians will die - he needs to take the fight to the goblins as far from town as possible.

I'd disagree with that - defending Sandpoint, his 50 militia (probably War1? Maybe some Com1/War1?), and his 12 War2 regular guards will stand and fight for their homes and can probably beat 100 goblins, especially with other local citizens lending a hand. If he marches them out to fight 100 goblins in the woods, then (a) they might lose, the militia will certainly take heavy losses even if they stand and (b) it leaves Sandpoint completely undefended, which is a terrible idea. His best bet would be to fortify Sandpoint, blocking the bridges alone would make the place quite defensible against 100-200 goblins.

OTOH I agree the PCs would likely want to join up with Shalelu. Personally IMC Shalelu does mostly accompany the PCs; they're melee types and she's an archer so she's usually at the back; she's nasty in the open but limited impact in confined spaces (I'm using AD&D/OSRIC but much the same goes for PF I reckon; 4e would be different).

I think the best approach is to let the PCs ally with Shalelu, but play the NPCs intelligently, no sitting in rooms waiting to die. If they react intelligently to PC incursion and group up likewise you can easily maintain the threat level.


S'mon wrote:
I'd disagree with that - defending Sandpoint, his 50 militia (probably War1? Maybe some Com1/War1?), and his 12 War2 regular guards

To clarify, Sandpoint has 62 militiamen that are listed in the AP appendix as Warrior 1's, and 12 guards listed as Warrior 2's. Adding Commoner 1 to some of them only gives you a few more HP, so it wouldn't break anything making some of them War 1/Com 1.

But yes, for the militia and guard to march out to fight the Mosswood Goblins in the Mosswood is clearly suicide. Not only are they facing superior numbers, the enemy is in good defensive terrain, and the enemy are the kind of troops that can take advantage of that terrain well. On top of that the Mosswood goblins may be the biggest tribe in the region, but they are not the only one, and sending out your entire force leaves Sandpoint vulnerable to attack from other tribes.

On the other hand, Sandpoint is kind of doomed if the united goblin tribes attack. The defenses of the town are pitiful, most of the buildings are wood, and the goblins, if they attacked, would surely do so at night this time. There are forests right up to the edge of the town; guards on the wall will not be able to see goblins approaching until the goblins are on the wall. Meanwhile the Turandarok river is not very wide and easily swimmable, and the bridges are unfortified.

I don't want to bring Shalelu along as her rapid shot archery will trivialize a lot of the encounters at Thistletop. Also I think the players will feel like they accomplished a lot more without a "babysitter".

Maybe a reference to her setting traps in the Mosswood will deter the players from going to the Mosswood. That and her instructions to head for Thistletop...

Peet


S'mon wrote:
Latrecis wrote:

Fighting goblins in Sandpoint is ALL BAD, houses will burn, civilians will die - he needs to take the fight to the goblins as far from town as possible.

I'd disagree with that - defending Sandpoint, his 50 militia (probably War1? Maybe some Com1/War1?), and his 12 War2 regular guards will stand and fight for their homes and can probably beat 100 goblins, especially with other local citizens lending a hand. If he marches them out to fight 100 goblins in the woods, then (a) they might lose, the militia will certainly take heavy losses even if they stand and (b) it leaves Sandpoint completely undefended, which is a terrible idea. His best bet would be to fortify Sandpoint, blocking the bridges alone would make the place quite defensible against 100-200 goblins.

OTOH I agree the PCs would likely want to join up with Shalelu. Personally IMC Shalelu does mostly accompany the PCs; they're melee types and she's an archer so she's usually at the back; she's nasty in the open but limited impact in confined spaces (I'm using AD&D/OSRIC but much the same goes for PF I reckon; 4e would be different).

I think the best approach is to let the PCs ally with Shalelu, but play the NPCs intelligently, no sitting in rooms waiting to die. If they react intelligently to PC incursion and group up likewise you can easily maintain the threat level.

Yes indeed. The adventure really pushed you out (go get killed assaulting them), but our group concluded digging in and doing a seven samurai would be the smarter option (and we could use non pcs to soak some damage). The dm denied us this action though. He was a terrible dm so it turned out.

For sandpoint and the goblins, really smashing an invasion force at sandpoint would be a great idea. Especially if you can skirmish and level up a bit before the main battle.


I kinda like the idea. I think maybe if the letter made sure to emphasise that they don't really know how many Goblins are already at Thistletop it could push the PC's to go there instead of following Shalelu. Particularly if they make sure to note that taking Thistletop without the Mosswood tribe knowing would be a great advantage. I.e. Ambush.

Make sure the letter is really pressing the fact that the PC's are against the clock and this could be great.

Just my thoughts :)


I like this idea of where Shalelu is and what she's up to at this time, but I prefer Latrecis' idea of just giving the PCs a summary. Mayor Deverin can deliver this if Sheriff Hemlock is still in Magnimar.


Not to hijack the thread especially since the OP seems to have worked out an answer but for Hemlock and his forces to hole up in the town in the face of 100 or more goblins is simply insane. He cannot possibly defend the border of the town. Sure there's a nice wall on the northeast side but the rest of the town's perimeter is sheltered merely by water, none of which - especially the Turandarok river - is described anywhere as treacherous or unswimmable. The goblins are not going to line up in military formation and attack the walls, they're going to use guerrilla tactics, infiltrating with small groups, striking and retreating. Everywhere they go, they'll start fires and kill civilians. He can't possibly defend the noble estates as well as the town. His number one mission is to keep the town from burning and civilians from dying - staying in the virtually indefensible town guarantees both will happen.

And I didn't mean he should march his entire force directly into Mosswood and leave the town defenseless. That'd be equally foolish. He should take a sizable force and take the high ground at the Pauper's Graves or Leb's Tors (or both.) If he doesn't think he can get there fast enough, then he should take high ground in Ravenroost. He should also have the eastern shore of the Turandarok patrolled (up and down the farm road) to make sure the goblins don't loop around him to the south.

That 100 Mosswood goblins are on the march means war has come to Sandpoint. Those goblins can't be allowed to link up with the Thistlewood goblins and if they do, he can't let them reach Sandpoint at least not without a fight. He needs to bloody them hard, try to break their morale or at least set them up for that if he does have to fight them in Sandpoint.


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You could say it is indefensible, that is until the players, the capable npcs and the militia all work together to kill goblins day and night.

There are a lot of wasted figures with strong capabilities not doing jack against a major threat.


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Latrecis wrote:
Not to hijack the thread especially since the OP seems to have worked out an answer but for Hemlock and his forces to hole up in the town in the face of 100 or more goblins is simply insane. He cannot possibly defend the border of the town. Sure there's a nice wall on the northeast side but the rest of the town's perimeter is sheltered merely by water, none of which - especially the Turandarok river - is described anywhere as treacherous or unswimmable.

I certainly agree with this - Sandpoint is toast if the goblins attack it as-is. The defenses are a joke.

You mention the wall but frankly I think the wall is pretty pathetic too, and does almost nothing to protect the town from a landward attack. The part by the gate is shown as wide, but then where the forest is the wall is narrow and though specifics aren't given it looks like there is no wall-walk; merely a barrier. With the trees growing right up against the wall the enemy can simply climb over the wall unopposed.

Latrecis wrote:
And I didn't mean he should march his entire force directly into Mosswood and leave the town defenseless. That'd be equally foolish. He should take a sizable force and take the high ground at the Pauper's Graves or Leb's Tors (or both.) If he doesn't think he can get there fast enough, then he should take high ground in Ravenroost. He should also have the eastern shore of the Turandarok patrolled (up and down the farm road) to make sure the goblins don't loop around him to the south.

Basically here you are splitting his forces, which seems like an even worse move. The problem with setting up defenses in the intervening area is that the goblins can simply go around them. The gap between the coast and the river is about 3/4 of a mile. The goblins will be moving at night and the humans won't be able to do much about them going past. Meanwhile setting up defenses there allows the Mosswoods and the Thistletops to link up, and if the goblins decide to attack the human fortification anyway the Seven Tooths can also attack from the rear. Also remember the Pauper's Graves are infested with Ghouls. Meanwhile the Licktoads can still attack Sandpoint from the south.

Latrecis wrote:
That 100 Mosswood goblins are on the march means war has come to Sandpoint.

This is the premise of the module; little changes knowing this fact over the information about the "real raid" from Tsuto's notes.

The reality is that while Sandpoint as-is is indefensible, it doesn't need to stay that way. The people of the town should be getting serious about its defenses. They should do the following:

* Cut down the forest north of the wall for at least 150 yards.
* After that is complete, cut back the forest on the far side of the river.
* Use the lumber to build a stockade along the shore of the river.
* Likewise a stockade would need to be built protecting the noble estates on the point. I have been assuming that the nobles hire their own guards for these estates, so possibly they could man this wall.
* Build guard towers at the bridges and other key points.
* Turn the bridges into drawbridges.
* Add a wall-walk to the narrow section of wall (and to the stockades).
* Equip the guards on the wall with reach weapons.
* Dig a ditch on the far side of the wall. Fill said ditch with spikes.
* Build a catapult or two. Maybe some ballistae.
* Skyrocket fireworks are also great. Star candles could be used for signals.
* Station horse-mounted reserves in the town squares to respond to said signals.
* Buy packs of guard dogs from Magnimar. Build a kennel for them near the guardhouse.

Most of the construction needs to be made of timber for now (unless a high level sorcerer or wizard can be hired from Magnimar to spam wall of stone), because it has to be done quickly. And though a commoner isn't much good in a fight, he certainly can cut trees and dig ditches. The Scarnettis would love this as they could bill the town for the use of their lumber mill.

These are just mundane ideas. Some more fantasy related ideas could include:

* Hire some aquatics to patrol the river and harbour (i.e. Merfolk or Gillmen). A dozen of these guys would be worth their weight in gold.
* If they are not available, hiring some beast-handlers that deal with aquatic animals would be great, or perhaps a druid/ranger with an aquatic animal companion.
* A water elemental could also be summoned, either by a caster or through an elemental gem.
* Arrange for aerial scouting, either through flying mounts/familiars or through flying NPCs (a Strix would make an awesome scout). Even charming a harpy would work (though tricky).
* Origami swarms and wasp nests of swarming would be great to throw into the path of an oncoming goblin horde.
* Alarm spells could be used in the areas where there are lots of trees or on the far side of the river (or even in the river).
* Give the guard leaders elixirs of dragon breath or potions of enlarge person.
* Hand out acid flasks or alchemist's fire to the guards. That 1 point of splash damage is automatic.

There are lots of ways that Sandpoint could be made defensible. It just needs to be down and the town needs the will to do them. My players are fairly savvy about medieval defenses and I'm guessing they will suggest many of these things to the mayor.

As for Shalelu's letter, I'll probably save if for if I feel the players are dragging their feet.

Peet


Taking just the letter and ignoring all the strategic planning over Sandpoint's defences, my immediate reaction is that she won't be getting all that written on a letter carried by a pigeon. The army might have done it in WW1 or 1863, but that assumes some specific technology letting you write very small on very thin and light paper. She's going to be using a quill pen on parchment while sitting on a treestump. Limit it to maybe 30 short words (1/10 of the current). For a start, she doesn't sound the sort of person to write a long-winded letter.

eg

To Mayor D, Hemlk: am in MWood sniping v 100+ MW goblin warband. WARNING Think MW & TTop gobs intend attack SP soon? I will keep MW busy. Pls send adventurers now to TTop stop TT goblins. Shalelu A

If she's met the PCs, she'd probably use a name instead of 'adventurers'.


@ Mudfoot: yeah, I was considering that too, but was trying to find ways to build tension. But I like your shorthand.

Peet

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