Rash isn't exactly an expert, but he does have some basic survival skills. He'll go ahead and poke around as well to see if there's a better way to avoid running straight into the goblin horde. (Survival: 17)
Rash's analytical mind gets the impression that the lay of the land is slightly more favorable (for hiding purposes) towards the west and briefly explores in that direction. He manages to locate the bed of a dry stream, relatively wide, shallow, but still deep enough to offer a good hiding place. By taking refuge there, it would be possible to put the cart out of sight... as well as the horses and the rest of the group.
[[ OOC: You must decide your course of action... Leave immediately and deviate, hoping the army does not discovers or follows the tracks? Or hide in the place Rash just found and hope not to be spotted? ]]
Roxana doesn't really find anything herself, but the spot that Rash has located seems good. "We take some risks either way. If we hide here, we'll have time to make sure we're well concealed. Guess that's my vote. Traveling away might inevitably leave tracks." She again glances around the spot. "How long until the lead of this troop are upon us? We need to decide one way or another."
"There has to be some little hollow in this streambed a small group like ours could hide in and still see the road.," Spira reasons, looking around at the terrain and light. " Help me search, Gaer. You're even better at this than I. And if its dark enough for Balfby, we could leave the wagon by the road to distract them instead of hiding it, make it look like it only made it this far after a dire wolf ambush. Meanwhile we ourselves are hiding and watching; and Zentromya can teleport us back to Grunwald if things go wrong."
=========
Survival (with Gaer's Help) to find a suitable ambuscade 12
(edited to account for bad case of missed-pageitis)
Rollback Post to RevisionRollBack
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
Antar al'Barmeqi - goblin warlock (The Genie: Marid) 1, THE MOON OF THORNS
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 - Sea of Death: Captain Hailstorm's Lost Treasure
Theris Dionte, shadar-kai rogue 1, Born of Stormmount
"Yes... that looks like our best bet right now. Lay low in a river bed and hope nothing finds us... also... l'm guessing we have a few minutes, I think it might be time for me to use that spell Blinn and I came up with just in case we need to make a break for it and want something to distract the goblins."
If there is enough time, Rash would like to ritual cast Blinn's Unseen Warrior twice to call up a pair of invisible archers (with the archery fighting style) which will open fire if goblins attack the party.
You find a little hollow in the streambed and hide there... Balfby, in fact, can also exit the cart there, if necessary. Rash has time to complete a ritual-cast, thus using one of the statuettes given to him by Blinn and summoning an invisible archer linked to it, who lurks according to the mental indications of the half-orc wizard.
You are thus ready for any eventuality and wait, hoping that the column of the small Golbinoid army passes by without noticing you. When the goblin scouts of the column approach, you notice that, albeit in a listless and careless manner, they are actively scanning the surroundings, coordinated by a hobgoblin, as if they feared enemies or an ambush. They actually behave almost like a unit of a regular army, rather than like a loosely organized tribe.
Let's see if anyone thinks of looking right in the place where you are...
Your hideout turns out to be excellent and none of the goblin scouts even think of looking there. Thus you see a small army of goblins marching by, with elite bugbear units, coordinated by hobgoblins. The units have relatively standardized equipment, reinforcing the impression that they are an organized military force, rather than a migrating tribe or large ragtag gang.
If any of you understand the Goblin language:
From the fragments of speeches that you occasionally manage to catch ("They must be close by now""We're almost there""We'll surprise them and destroy them")
You finally manage to resume your journey and, towards the end of the day, emerge from the tangled vegetation of the Lurkwood. Probably, the next day, with the morning light, you will be able to see the peaks of the Spine of the World in the distance!
Now... Do you prefer to spend the night in the Lurkwood, potentially more frequented by monsters, but also richer in hiding places? Or get out of the woods altogether and move away a little before setting up camp (and, conversely, you should find a less frequented area, but you will be more visible)? And do you intend to warn Grunwald about the goblinoid army you encountered? If so, who goes with Zentromya there?
"Yes... that looks like our best bet right now. Lay low in a river bed and hope nothing finds us... also... l'm guessing we have a few minutes, I think it might be time for me to use that spell Blinn and I came up with just in case we need to make a break for it and want something to distract the goblins."
If there is enough time, Rash would like to ritual cast Blinn's Unseen Warrior twice to call up a pair of invisible archers (with the archery fighting style) which will open fire if goblins attack the party.
(nice! I think Rash should hold out for at least equal billing in the name of that spell. He's giving Blinn FIELD testing of the thing now ... LOL)
(unless, of course, BLINN turns out to be more than he seemed LOL)
Rollback Post to RevisionRollBack
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
Antar al'Barmeqi - goblin warlock (The Genie: Marid) 1, THE MOON OF THORNS
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 - Sea of Death: Captain Hailstorm's Lost Treasure
Theris Dionte, shadar-kai rogue 1, Born of Stormmount
Spira passes on to the others what she heard of the goblin army's plans. "They're strangely organized for a goblin horde. That could be the hobgoblins, but it might be something even worse that's gathered and sent them. The priests of Tyr certainly need to know ... the goblins are close to a target they hope to catch by surprise and destroy, what else could that be but Grunwald? Or even worse, the grove of the peaceful druids close by? I feel called to go and warn them, if Zentromya will do the honours. And perhaps we can think of a way to delay them afterwards so the town has more time to gather its defences. Then we can catch up with the rest wherever you decide to camp; I'd only suggest the forest might be a better place for that since you'd be more hidden while our forces are divided."
"Well, when we met them they weren't too close to Grunwald or the related Sacred Grove..." Gaer remains doubtful, scratching his chin "...we had been traveling almost all day... so the goblin army, if it had Grunwald as a destination, shouldn't be able to reach it until late tomorrow. But I suppose it could also depend on how much distance they had already travelled. If perhaps they had been traveling for a week, arriving a day away from their destination could well be perceived as 'close ' from them".
"Anyway," adds Dawnborn, with an unprecedented serenity in the voice and in her solid-gold eyes "perhaps it is still more prudent to bring the news to Grunwald and the Sacred Grove, considering that it will not cause us great disadvantages. Spira has also already spoken with the priests of Tyr, managing to conclude with them an agreement beneficial to everyone... she won't have a hard time making herself heard again, I guess".
"Of course. And if I'm wrong about the goblins, no harm will have been done worse than a slight delay in our journey. But I promise, Gaer, I will take the counsel of the priests of Tyr whether or not it makes sense to try and delay the goblins. They are the specialists when it comes to battling for justice, I must admit."
Roxana glances at Gaer and his response. "You think they are targeting something closer? I suppose Spira will still bring word to Grunwald. But what can we do here? Should we try to follow them from cover?" She looks around at the others, "Is there anything else around this area?" She tries to recall what she might know about the region and what other targets there might be. (Survival?: 6)
[[ OOC: To find out if there are other settlements closer than Grunwald I don't think Survival is appropriate... I think it's a situation not covered by the rules - we would probably need a 'Geography' skill similar to the already existing History based on Intelligence. I think of running it as an Intelligence check, where Roxana can add the proficiency bonus because Longsaddle, where she was born and raised, is relatively close to Lurkwood. So Roxana's Survival 2 + 4 = 6 becomes a Geography 2 + 1 + 2 = 5 ]]
The girl from Longsaddle cannot think of any other settlements found within the mysterious and wild Lurkwood... The only one she had already heard of before visiting it in person is Grunwald.
Gaer smiles at Roxana's proposal: "I don't know if there are other settlements, I've never been to the Lurkwood, but of course you don't miss an opportunity to demonstrate your courage, my dear... Stalk an army of goblinoids? By night, when they can see well and you can't? If this is meant to be an invitation to spend the night alone together" he winks "it would be better for me to accept... Also because at least I can see well at night. But maybe it would be safer to have them followed by Rash's pet, which is an unsuspected nocturnal animal..."
While the rest of the party decides on whether and how to keep an eye on the goblinoid army, Zentromya teleports herself and Spira (with Aedion), who quickly vanish, as if crumbling into glittering dust... only to recompose just as quickly in the middle of the Sacred Grove, in an area that Hollyphant remembered well from having been there personally. The sudden arrival startles with surprise two young druids who were chatting nearby, a tall, brown-haired guy with a sharp face and another dark-haired one with a thick beard that probably makes him seem more mature than he is and with a snub nose.
"Oh, look Agorth!" says the first, curious "It's the lady who stayed here last night, the one who helped Gostar".
"Don't talk as if she isn't here, Morn!" the other replies, abruptly; then he turns to the tiefling cleric, worried "Are there any difficulties, Sergeant of Arvandor?"
Roxana nods to Gaer's words, as they do make sense. "Yes, it might be foolish. But if something foul is afoot shouldn't we at least try to see if we can intervene? I guess we need to consider though how to do such a thing with caution." She then gives the tiefling a grin. "And in any case, I would have thought you'd love to get a night alone with me!"
"You can bet!" Gaer laughs at the last words of the girl from Longsaddle "But if we want to be both prudent and ready to help any victims of the goblinoids..." he frowns, pondering a compromise "We could leave carts and horses here and follow the tracks on foot, without using lights, in relative stealth... I can see them even in the dark, I shouldn't lose track of an entire army that has moved through the woods. Roxana and I, who are the most stealthy, we could keep about ten steps ahead of the others... and Rash could keep his pet a little further ahead of us. The others could follow behind us. So, we shouldn't unexpectedly run into the army... we should spot them at the point where has set up camp. And then, I don't know... I could send Rubybreeze, who sees very far, to scout the surroundings... She should detect any nearby settlements. And then we could decide".
"How about?" the tiefling ranger asks "I realize that sounds a bit vague, but I can't think of any other ideas..."
"Yes, we shouldn't take too much risk. I do think you and I would be best for tracking them down. Such a large group we could probably follow their path without even getting close enough for them to see us," Roxana says to Gaer. "What do you think Rash? Aidwyn? It would be good to have you near if something goes wrong. And you invisible warrior should be a good scout too." She pauses a moment to gauge others' reactions. "It may have been coincidence we crossed paths with these. But let's at least see if they're up to no good and we can do something about it."
[[ OOC: To find out if there are other settlements closer than Grunwald I don't think Survival is appropriate... I think it's a situation not covered by the rules - we would probably need a 'Geography' skill similar to the already existing History based on Intelligence. I think of running it as an Intelligence check, where Roxana can add the proficiency bonus because Longsaddle, where she was born and raised, is relatively close to Lurkwood. So Roxana's Survival 2 + 4 = 6 becomes a Geography 2 + 1 + 2 = 5 ]]
The girl from Longsaddle cannot think of any other settlements found within the mysterious and wild Lurkwood... The only one she had already heard of before visiting it in person is Grunwald.
Gaer smiles at Roxana's proposal: "I don't know if there are other settlements, I've never been to the Lurkwood, but of course you don't miss an opportunity to demonstrate your courage, my dear... Stalk an army of goblinoids? By night, when they can see well and you can't? If this is meant to be an invitation to spend the night alone together" he winks "it would be better for me to accept... Also because at least I can see well at night. But maybe it would be safer to have them followed by Rash's pet, which is an unsuspected nocturnal animal..."
While the rest of the party decides on whether and how to keep an eye on the goblinoid army, Zentromya teleports herself and Spira (with Aedion), who quickly vanish, as if crumbling into glittering dust... only to recompose just as quickly in the middle of the Sacred Grove, in an area that Hollyphant remembered well from having been there personally. The sudden arrival startles with surprise two young druids who were chatting nearby, a tall, brown-haired guy with a sharp face and another dark-haired one with a thick beard that probably makes him seem more mature than he is and with a snub nose.
"Oh, look Agorth!" says the first, curious "It's the lady who stayed here last night, the one who helped Gostar".
"Don't talk as if she isn't here, Morn!" the other replies, abruptly; then he turns to the tiefling cleric, worried "Are there any difficulties, Sergeant of Arvandor?"
"Major difficulties, Peacebringer of Silvanus. As in, a fairly large goblin army headed this way with hobgoblin command units and bugbear heavy artillery who we overheard saying they are nearly to a target they hope to catch by surprise and destroy. I think I need to talk to the priests of Tyr again, AND whomever your archdruid has charged with the safety of this grove."
In fact, following the trail of the goblinoid army is a simple task. A task that becomes even easier two hours later, when Gaer and Roxana notice, from a good distance, the faint glow of a wildfire that is going out. The smell of smoke and ash actually reaches their nostrils now in the cold night air.
The tiefling ranger flies Rubybreeze up to check and when she returns he reports that, further ahead, in a clearing, there must have been a camp of some kind, with large, crude buildings (shanties or tents made of wood or hides, perhaps). The fire destroyed it. But someone must have prevented the flames from spreading indiscriminately to the forest, so now the colossal fire, whose last tongues of flame are confined to the center of the burned clearing, is slowly dying out due to lack of fuel.
The goblinoid army is encamped just beyond the clearing.
"It seems clear that the army destroyed the camp that was in the clearing..." concludes Gaer "I wonder if it was the intended target from the beginning or if it simply found itself in their path at the wrong time. I suppose" he smiles with complicity at Roxana "that you haven't lost the desire to snoop around yet... after all we were just warming up, following them here. What seems more interesting to you? The remains of the destroyed camp? Or the camp of the goblinoid army?"
Rash isn't exactly an expert, but he does have some basic survival skills. He'll go ahead and poke around as well to see if there's a better way to avoid running straight into the goblin horde. (Survival: 17)
Rash's analytical mind gets the impression that the lay of the land is slightly more favorable (for hiding purposes) towards the west and briefly explores in that direction. He manages to locate the bed of a dry stream, relatively wide, shallow, but still deep enough to offer a good hiding place. By taking refuge there, it would be possible to put the cart out of sight... as well as the horses and the rest of the group.
[[ OOC: You must decide your course of action... Leave immediately and deviate, hoping the army does not discovers or follows the tracks? Or hide in the place Rash just found and hope not to be spotted? ]]
Roxana doesn't really find anything herself, but the spot that Rash has located seems good. "We take some risks either way. If we hide here, we'll have time to make sure we're well concealed. Guess that's my vote. Traveling away might inevitably leave tracks." She again glances around the spot. "How long until the lead of this troop are upon us? We need to decide one way or another."
Rabbit Sebrica | Skarai | Katryl Brightfury | Rylia Lionrage | Roxana Raincrest | Janek Whitmor | Lokilia Vaelphin
(edited to account for bad case of missed-pageitis)
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
Antar al'Barmeqi - goblin warlock (The Genie: Marid) 1, THE MOON OF THORNS
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 - Sea of Death: Captain Hailstorm's Lost Treasure
Theris Dionte, shadar-kai rogue 1, Born of Stormmount
"Yes... that looks like our best bet right now. Lay low in a river bed and hope nothing finds us... also... l'm guessing we have a few minutes, I think it might be time for me to use that spell Blinn and I came up with just in case we need to make a break for it and want something to distract the goblins."
If there is enough time, Rash would like to ritual cast Blinn's Unseen Warrior twice to call up a pair of invisible archers (with the archery fighting style) which will open fire if goblins attack the party.
You find a little hollow in the streambed and hide there... Balfby, in fact, can also exit the cart there, if necessary. Rash has time to complete a ritual-cast, thus using one of the statuettes given to him by Blinn and summoning an invisible archer linked to it, who lurks according to the mental indications of the half-orc wizard.
You are thus ready for any eventuality and wait, hoping that the column of the small Golbinoid army passes by without noticing you. When the goblin scouts of the column approach, you notice that, albeit in a listless and careless manner, they are actively scanning the surroundings, coordinated by a hobgoblin, as if they feared enemies or an ambush. They actually behave almost like a unit of a regular army, rather than like a loosely organized tribe.
Let's see if anyone thinks of looking right in the place where you are...
Goblin scouts mass-perception: 6
Your hideout turns out to be excellent and none of the goblin scouts even think of looking there. Thus you see a small army of goblins marching by, with elite bugbear units, coordinated by hobgoblins. The units have relatively standardized equipment, reinforcing the impression that they are an organized military force, rather than a migrating tribe or large ragtag gang.
If any of you understand the Goblin language:
From the fragments of speeches that you occasionally manage to catch ("They must be close by now" "We're almost there" "We'll surprise them and destroy them")
You finally manage to resume your journey and, towards the end of the day, emerge from the tangled vegetation of the Lurkwood. Probably, the next day, with the morning light, you will be able to see the peaks of the Spine of the World in the distance!
Now... Do you prefer to spend the night in the Lurkwood, potentially more frequented by monsters, but also richer in hiding places? Or get out of the woods altogether and move away a little before setting up camp (and, conversely, you should find a less frequented area, but you will be more visible)? And do you intend to warn Grunwald about the goblinoid army you encountered? If so, who goes with Zentromya there?
(nice! I think Rash should hold out for at least equal billing in the name of that spell. He's giving Blinn FIELD testing of the thing now ... LOL)
(unless, of course, BLINN turns out to be more than he seemed LOL)
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
Antar al'Barmeqi - goblin warlock (The Genie: Marid) 1, THE MOON OF THORNS
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 - Sea of Death: Captain Hailstorm's Lost Treasure
Theris Dionte, shadar-kai rogue 1, Born of Stormmount
Spira passes on to the others what she heard of the goblin army's plans. "They're strangely organized for a goblin horde. That could be the hobgoblins, but it might be something even worse that's gathered and sent them. The priests of Tyr certainly need to know ... the goblins are close to a target they hope to catch by surprise and destroy, what else could that be but Grunwald? Or even worse, the grove of the peaceful druids close by? I feel called to go and warn them, if Zentromya will do the honours. And perhaps we can think of a way to delay them afterwards so the town has more time to gather its defences. Then we can catch up with the rest wherever you decide to camp; I'd only suggest the forest might be a better place for that since you'd be more hidden while our forces are divided."
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
Antar al'Barmeqi - goblin warlock (The Genie: Marid) 1, THE MOON OF THORNS
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 - Sea of Death: Captain Hailstorm's Lost Treasure
Theris Dionte, shadar-kai rogue 1, Born of Stormmount
"Well, when we met them they weren't too close to Grunwald or the related Sacred Grove..." Gaer remains doubtful, scratching his chin "...we had been traveling almost all day... so the goblin army, if it had Grunwald as a destination, shouldn't be able to reach it until late tomorrow. But I suppose it could also depend on how much distance they had already travelled. If perhaps they had been traveling for a week, arriving a day away from their destination could well be perceived as 'close ' from them".
"Anyway," adds Dawnborn, with an unprecedented serenity in the voice and in her solid-gold eyes "perhaps it is still more prudent to bring the news to Grunwald and the Sacred Grove, considering that it will not cause us great disadvantages. Spira has also already spoken with the priests of Tyr, managing to conclude with them an agreement beneficial to everyone... she won't have a hard time making herself heard again, I guess".
"Of course. And if I'm wrong about the goblins, no harm will have been done worse than a slight delay in our journey. But I promise, Gaer, I will take the counsel of the priests of Tyr whether or not it makes sense to try and delay the goblins. They are the specialists when it comes to battling for justice, I must admit."
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
Antar al'Barmeqi - goblin warlock (The Genie: Marid) 1, THE MOON OF THORNS
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 - Sea of Death: Captain Hailstorm's Lost Treasure
Theris Dionte, shadar-kai rogue 1, Born of Stormmount
Roxana glances at Gaer and his response. "You think they are targeting something closer? I suppose Spira will still bring word to Grunwald. But what can we do here? Should we try to follow them from cover?" She looks around at the others, "Is there anything else around this area?" She tries to recall what she might know about the region and what other targets there might be. (Survival?: 6)
Rabbit Sebrica | Skarai | Katryl Brightfury | Rylia Lionrage | Roxana Raincrest | Janek Whitmor | Lokilia Vaelphin
[[ OOC: To find out if there are other settlements closer than Grunwald I don't think Survival is appropriate... I think it's a situation not covered by the rules - we would probably need a 'Geography' skill similar to the already existing History based on Intelligence. I think of running it as an Intelligence check, where Roxana can add the proficiency bonus because Longsaddle, where she was born and raised, is relatively close to Lurkwood. So Roxana's Survival 2 + 4 = 6 becomes a Geography 2 + 1 + 2 = 5 ]]
The girl from Longsaddle cannot think of any other settlements found within the mysterious and wild Lurkwood... The only one she had already heard of before visiting it in person is Grunwald.
Gaer smiles at Roxana's proposal: "I don't know if there are other settlements, I've never been to the Lurkwood, but of course you don't miss an opportunity to demonstrate your courage, my dear... Stalk an army of goblinoids? By night, when they can see well and you can't? If this is meant to be an invitation to spend the night alone together" he winks "it would be better for me to accept... Also because at least I can see well at night. But maybe it would be safer to have them followed by Rash's pet, which is an unsuspected nocturnal animal..."
While the rest of the party decides on whether and how to keep an eye on the goblinoid army, Zentromya teleports herself and Spira (with Aedion), who quickly vanish, as if crumbling into glittering dust... only to recompose just as quickly in the middle of the Sacred Grove, in an area that Hollyphant remembered well from having been there personally. The sudden arrival startles with surprise two young druids who were chatting nearby, a tall, brown-haired guy with a sharp face and another dark-haired one with a thick beard that probably makes him seem more mature than he is and with a snub nose.
"Oh, look Agorth!" says the first, curious "It's the lady who stayed here last night, the one who helped Gostar".
"Don't talk as if she isn't here, Morn!" the other replies, abruptly; then he turns to the tiefling cleric, worried "Are there any difficulties, Sergeant of Arvandor?"
Roxana nods to Gaer's words, as they do make sense. "Yes, it might be foolish. But if something foul is afoot shouldn't we at least try to see if we can intervene? I guess we need to consider though how to do such a thing with caution." She then gives the tiefling a grin. "And in any case, I would have thought you'd love to get a night alone with me!"
Rabbit Sebrica | Skarai | Katryl Brightfury | Rylia Lionrage | Roxana Raincrest | Janek Whitmor | Lokilia Vaelphin
In Lurkwood:
"You can bet!" Gaer laughs at the last words of the girl from Longsaddle "But if we want to be both prudent and ready to help any victims of the goblinoids..." he frowns, pondering a compromise "We could leave carts and horses here and follow the tracks on foot, without using lights, in relative stealth... I can see them even in the dark, I shouldn't lose track of an entire army that has moved through the woods. Roxana and I, who are the most stealthy, we could keep about ten steps ahead of the others... and Rash could keep his pet a little further ahead of us. The others could follow behind us. So, we shouldn't unexpectedly run into the army... we should spot them at the point where has set up camp. And then, I don't know... I could send Rubybreeze, who sees very far, to scout the surroundings... She should detect any nearby settlements. And then we could decide".
"How about?" the tiefling ranger asks "I realize that sounds a bit vague, but I can't think of any other ideas..."
"Yes, we shouldn't take too much risk. I do think you and I would be best for tracking them down. Such a large group we could probably follow their path without even getting close enough for them to see us," Roxana says to Gaer. "What do you think Rash? Aidwyn? It would be good to have you near if something goes wrong. And you invisible warrior should be a good scout too." She pauses a moment to gauge others' reactions. "It may have been coincidence we crossed paths with these. But let's at least see if they're up to no good and we can do something about it."
Rabbit Sebrica | Skarai | Katryl Brightfury | Rylia Lionrage | Roxana Raincrest | Janek Whitmor | Lokilia Vaelphin
"Major difficulties, Peacebringer of Silvanus. As in, a fairly large goblin army headed this way with hobgoblin command units and bugbear heavy artillery who we overheard saying they are nearly to a target they hope to catch by surprise and destroy. I think I need to talk to the priests of Tyr again, AND whomever your archdruid has charged with the safety of this grove."
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
Antar al'Barmeqi - goblin warlock (The Genie: Marid) 1, THE MOON OF THORNS
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 - Sea of Death: Captain Hailstorm's Lost Treasure
Theris Dionte, shadar-kai rogue 1, Born of Stormmount
In Lurkwood:
In fact, following the trail of the goblinoid army is a simple task. A task that becomes even easier two hours later, when Gaer and Roxana notice, from a good distance, the faint glow of a wildfire that is going out. The smell of smoke and ash actually reaches their nostrils now in the cold night air.
The tiefling ranger flies Rubybreeze up to check and when she returns he reports that, further ahead, in a clearing, there must have been a camp of some kind, with large, crude buildings (shanties or tents made of wood or hides, perhaps). The fire destroyed it. But someone must have prevented the flames from spreading indiscriminately to the forest, so now the colossal fire, whose last tongues of flame are confined to the center of the burned clearing, is slowly dying out due to lack of fuel.
The goblinoid army is encamped just beyond the clearing.
"It seems clear that the army destroyed the camp that was in the clearing..." concludes Gaer "I wonder if it was the intended target from the beginning or if it simply found itself in their path at the wrong time. I suppose" he smiles with complicity at Roxana "that you haven't lost the desire to snoop around yet... after all we were just warming up, following them here. What seems more interesting to you? The remains of the destroyed camp? Or the camp of the goblinoid army?"