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Post by venger on Aug 28, 2011 20:58:39 GMT -5
8/28/11 XP totals:
Paavo: 38884 --Dan: 3310 Freidrich: 58378 --Mary Tanner: 311 Trommer: 59635 Colby: 59916|10746 (not 7th) Danakes: 8810 Bolo: 8765 Marcus: 31898 Epicaste: 18215 (5th level) Danaus: 16798 Finnious: 8080 / 13110
Epi makes 5th. Colby is not 7th.
A search of the bodies turns up 4 wolf-hooded cloaks, 3 wildcat-hooded cloaks, loose change totalling 21GP, 2 unholy symbols fashioned to look like iron crowns, bunch of leather armor, longswords, longbows and arrows.
You also have a prisoner, wearing a wildcat-hood..
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Post by Wolfgar on Aug 29, 2011 7:30:42 GMT -5
I think you want Finious instead of Ingrid.
How were the human clerics and huntsmen traveling at night? Did they have torches or glowing stones? How wide is the river at the ford?
Should we go after them immediately or should we move camp and rest for the night? Since we know they crossed at the ford (in the dark?) it should be pretty easy to pick up their tracks on the other side of the river. We could send the two rangers and Finious ahead to scout.
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Post by venger on Aug 29, 2011 9:24:00 GMT -5
Your prisoner, Buckwalt, explains that these evil huntsmen know the woods like the backs of their hands. And they have the shadow hounds. Also Brother Theodocious (the priest who ran off) had a lantern which he kept hooded. And soon you'll all be sacrificed to the Dark One as it is written, so it shall be. The river at the ford is like this...
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Post by Ginger on Aug 29, 2011 10:39:05 GMT -5
What # watch was it? First?
I think pressing on might be a good idea. We don't want them to kill the prisoner, or escape with him.
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Post by Wolfgar on Aug 29, 2011 13:53:30 GMT -5
Yes, first watch. A party of 12 heavily-armed men will certainly put them on the defensive.
We should collect the long swords, long bows and quivers of arrows. We can hide them until we head back. They should bring some coin in Devonshire.
Anyone above 5' tall should put on an animal cloak. It may give the enemies pause if they think we are part of their group.
Buckwalt isn't likely to be of much use. I say we tie him up and gag him. And then bring him back to Devonshire.
Shall we have Dan and Paavo use their healing before we start using healing potions? I guess bind wounds first.
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Post by venger on Aug 29, 2011 14:37:24 GMT -5
Buckwalt thinks that's a good plan, he suggests using the demihumans as faux-captives, that way you can get right in there undetected.
He is fairly enthusiastic for a prisoner.
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Post by Wolfgar on Aug 29, 2011 15:36:59 GMT -5
Well since Buckwalt is being surprisingly talkative, Paavo will ask him what sort of forces are there at their base? How many huntsmen, priests, humanoids, etc.? Who is leading this group? How large is the base? How is it guarded?
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Post by Ginger on Aug 29, 2011 16:01:35 GMT -5
I have a Charm Person spell memorized, if we want to get him to be more than just talkative.
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Post by Wolfgar on Aug 29, 2011 17:41:53 GMT -5
Out of Buckwalt's hearing.
We'll ask him questions and have Marcus listen to his thoughts. Marcus may already have suggested that he answer our questions. What do you say Marcus?
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Post by Ginger on Aug 29, 2011 20:32:44 GMT -5
Oh, I totally forgot about the helm! Hopefully Marcus is conveying to the guy that we captured him and ended up treating him pretty well once he surrendered.
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Post by venger on Aug 29, 2011 22:28:14 GMT -5
Marcus tells you that the helm gives him a headache if he uses it for too long or in a crowd. So he pawned it for 200GP. Haha, just kidding, he snickers.
He'll lend it to the party as the novelty has worn off.
You learn from Buckwalt, with some help from the helm, that a great evil gathers in the heart of the wood. There's an accursed tree in the center of the Blightwood, a massive dead thing, beneath which they lair.
The Cult has allied with the kobolds of the Blightwood against the elves and faerie. (many kobolds)
Warlord Reinhart leads the huntsmen. (much diminished, no small thanks to you and the Church)
The Dread Patriarch Niallghas is there with priests and acolytes of the Dark One.
If that weren't bad enough the Master has freed Princess Katarina, the Horned King's daughter and she is there with her thralls. Also the Fallen Knights Sir Gringamore & Sir Andred and the warlock Cathbad (aka Lord Rotgrub)
He honestly believes that the dead king will soon arise and that the end of the world is nigh. He says they're expecting you.
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Post by Wolfgar on Aug 30, 2011 8:26:51 GMT -5
Let Trommer take the helm of telepathy. Or Trommer can take the pearl crown and Paavo can use the helm.
Hmm. That seems like a lot. That is 6 named foes - which I would guess are at the minimum 4th level (Fallen Knights - double specialized fighters) up to 8th level (Patriarch). Multiple priests (3rd level) and acolytes (1st level) of the Dark One as well as huntsmen (longsword specialized 1st level or 2nd level rangers). Plus kobolds, shadow mastiffs, thralls of the Horned King's daughter (?) and Cathbad's undead buddies.
I think we need to level the odds. Does Colby have any of the summoning spell scrolls? Want to try controlling an earth elemental? We could arm the skeletons from the bag of bones with the huntsmen stuff but I would worry that the Dark One's clerics would try to command them. Dan can use the lizard figurine (4 HD dinosaur). (Is there a command word for it?) I would suggest letting Dan Danbury or Mary Tanner use the rod of lightning since they don't have much in the way of offensive power.
Summary of attack options: Paavo: melee, symbol of pain, potion of invulnerability Freidrich: melee Trommer: melee Marcus: melee Epicaste: melee Danaus: melee Danakes: missile fire, melee Bolo: missile fire, glass beads Colby: spell load, scrolls, wand of flesh to stone, psionic cap (for use against Cathbad?), short sword Finnious: spell load, missile fire Dan: healing, turn, direct dinosaur, potion of black tentacles Mary Tanner: rod of lightning?
What else do we have?
Before we go any further, everyone should have at least one waterskin of healing. Also hand out the holy waters since Friedrich is unlikely to use them.
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Post by Ginger on Aug 30, 2011 8:32:20 GMT -5
What does Buckwalt think about their prisoner? Remember that we don't have to fight all of these guys. We're just on a rescue mission.
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Post by Wolfgar on Aug 30, 2011 10:03:35 GMT -5
Stealth is not our forte. More importantly this would strike a major blow against the forces of the Dark One. (And some people might find the appeal of gaining magic items from NPC worthwhile.)
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Post by Ginger on Aug 30, 2011 11:28:49 GMT -5
The only NPC I'm interested in looting is Cathbad the warlock, and I already looted him!
Bolo and Colby have specialized in moving silently. With a few invisibility spells, we can be very sneaky.
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Post by venger on Aug 30, 2011 14:15:05 GMT -5
What does Buckwalt think about their prisoner? Buckwalt doesn't think much about the prisoners, aside from capturing them. He says you'd have to be more specific, as they've been sacrificing them in droves.
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Post by Ginger on Aug 30, 2011 14:27:11 GMT -5
In the past month a sage from Critchley Falls would have been brought in with a bunch of books and other sagely stuff. His name is Benesarion. Does that jog his memory?
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Post by Wolfgar on Aug 30, 2011 15:49:20 GMT -5
How about Sir Derwood and his men?
How many prisoners are there?
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Post by venger on Aug 30, 2011 18:25:19 GMT -5
Many have been taken by the Cult and brought to the Blightwood in the past months. They go in the hole and they don't come back out. Could be a hundred down there for all he knows.
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Post by Wolfgar on Aug 31, 2011 22:09:52 GMT -5
Doesn't sound like a simple rescue mission for a single old man. We need to destroy this evil Cult which is praying upon the good people of Aldagmor.
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Post by Wolfgar on Sept 1, 2011 9:29:26 GMT -5
I think this would now be appropriate.
The Blightwood: You will never find a more wretched hive of scum and villainy. We must be cautious.
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Post by venger on Sept 1, 2011 9:59:05 GMT -5
I'm using that line for Threshold in the (eventual) write-ups.
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Post by Wolfgar on Sept 1, 2011 11:17:55 GMT -5
That works better with the Mos Eisley parallel. I am surprised no one mentioned it at the time.
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Post by Bolo on Sept 1, 2011 17:48:04 GMT -5
Was Buckwalt's party out looking for us? Or was it a scouting patrol? Or just hunting? Or what?
How far is it to his base? Will he describe the layout of the base (terrain, buildings, caves, watch schedules, defensive positions, picket positions, etc.)? Who is typically on watch? Bowmen? Rangers? Clerics? Dogs? All of the above?
How sure is Marcus (or whoever else is using the helm) that Buckwalt is telling us the truth? What does Buckwalt say if we ask him why we should believe what he says?
Oh, and regarding Buckwalt's suggestion of using the non-humans as faux captives ... Bolo has been a captive. Bolo doesn't wish to be a captive again, even a faux one. He would be happy to wear one of the cool furs, however, if one of the Big People would like to pretend to be a captive. (Danakes says he is not going to volunteer for this.)
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Post by Bolo on Sept 1, 2011 18:03:05 GMT -5
If we think we need to level the odds, perhaps we should consider this a scouting mission. Get a look at the layout. Send Bolo and Colby in to get a closer look, moving silently and with magical invisibility. Maybe skirmish with the pickets a little. They already know we're coming, so an encounter, followed by a withdrawal, might be the best way to put them off their guard while we round up reinforcements (perhaps from the Church) for a proper assault.
In any case, Bolo likes Colby's suggestion of being made magically invisible.
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Post by venger on Sept 2, 2011 10:30:15 GMT -5
Was Buckwalt's party out looking for us? Or was it a scouting patrol? Or just hunting? Or what? They were escorting the priests through the wood when they found your camp. They did not know it was the famed Heroes of Willowsby. How far is it to his base? The center of the Blightwood, 6-7 miles away, about 1/3 of a day through the woods for an unencumbered man afoot. For you guys, well, more like 3/4's of a day. Will he describe the layout of the base (terrain, buildings, caves, watch schedules, defensive positions, picket positions, etc.)? Who is typically on watch? Bowmen? Rangers? Clerics? Dogs? All of the above? Watch? Who would dare trespass here? The kobolds have their warrens and they guard the Blightwood's perimeter. The huntsmen patrol the interior -- his brethren are all that remain in Aldagmor and they are stretched thin throughout the barony. The Master has summoned most of the faithful west, to Dunthrane, leaving Niallghas and the least of the Dark One's clergy to attend Princess Katarina. The bulk of the acolytes camp at the foot of the hangman's tree. It's not so much a base or a fort as a big hole dug out beneath a big dead tree. He's never been down there, so he has no idea what horrors await you. How sure is Marcus (or whoever else is using the helm) that Buckwalt is telling us the truth? What does Buckwalt say if we ask him why we should believe what he says? The wearer of the Helm of Telepathy is fairly certain he's not being intentionally deceptive. He genuinely believes "the end" is imminent and inevitable. Nothing he says and nothing you do will impact its arrival.
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Post by Bolo on Sept 2, 2011 21:03:41 GMT -5
Kobold warren as in rabbit warren, i.e. tunnels and underground chambers? Or something on the surface?
Where are the dogs? Do they patrol with the huntsmen?
Is Buckwalt aware of any other entrances to the big hole under the tree?
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Post by venger on Sept 2, 2011 22:44:41 GMT -5
Yes, underground warrens. Yes, dogs with the huntsmen. No, only one evil pit.
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Post by Bolo on Sept 3, 2011 15:36:17 GMT -5
Some options to consider:
A. Direct assault. Nothing fancy, just attack. This has the advantage of simplicity and doesn't risk splitting up the party.
B. Diversion followed by assault. A small team attacks from one side to draw the defenders out of position. Then the rest of the party attacks from another direction. The diversion team withdraws and attempts to rejoin the main party. If the diversion team is Bolo and Colby, they could become silent and invisible when they withdraw. (Maybe Finnious too?) This might get the main party into the pit faster than if they have to kill all the surface enemies first. That could be a good thing if rescuing the prisoners has priority over wiping out the bad guys. On the other hand, it could also get us surrounded (bad).
C. Surprise enemy clerics, then assault. Bolo and Colby (and Finnious?) penetrate the perimeter silently and invisibly and attempt to surprise the cleric encampment near the tree with as much (mostly magical) firepower as we can muster -- staff, spells, glass beads, what else? Then the rest of the party attacks. In the encounter by the ford, my impression was that we were in pretty good shape in straight combat, but that the magic of their clerics could have turned out really badly for us. Hence the thought of trying to take their clerics out early, rather than letting them cast spells from the back, defended by ranks of kobolds and huntsmen and dogs.
D. Just scout the site. Bolo and Colby (and Finnious?) scout inside the perimeter silently and invisibly then return without engaging. Then the party skirmishes at the perimeter a little, mostly for show. We withdraw and return later with reinforcements, including Ingrid and whoever else the Church will provide. The bad guys know we're coming, so it's not as if this would lose us a chance at strategic surprise. Some scouting and a bit of a skirmish would help us prepare a better plan for a real assault later. And reinforcements would help us not die (always a plus). On the down side, reinforcements would want a share of the loot, and withdrawing without killing everyone might set us up for an ambush on the way out. Also, Paavo may feel obliged to attack without delay, whatever the rest of us think, and it wouldn't be nice to let him do it all on his own. :-)
Just throwing out some ideas ...
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