The party breaks up into two groups. One group heads out with Tseren on a scouting mission. They will climb the peaks (that the party climbed from cache 2 to get here) and try to get a better view of what is coming their way. In this group is Lira, Zarbyn, and Vydar..
The other group heads with Baatar to the grave site and ancient tree. There are additional Toa-Suo who accompany you. This group includes Iólinder, Lev, and Amdaeng. The one near Iólinde says, "I do not know what these cultists will do, but the tree and grave site are sacred and must be projected. Those that fought them earlier found they were possessed with hatred and fanaticism.
(OOC: WHO HAS THE TWO ARTIFACTS, I think its Lira: Ebony and Iólinder: Bone?)
Vydar had planned on accompanying the scouting group, he is proficient in stealth after all... though the thought of climbing those mountains again isn't very appealing. Normally, the idea of visiting an ancient holy site might have sparked his curiosity, but with a fight near he doubts he'd be able to glean much information out of it. Then again, it would make more sense to split the group equally, and perhaps he'll get the chance to prove that he can actually hold his own, not to mention he'll be able to test out this new sword. He taps his sword hilt, a small smirk spreading across his face as he makes up his mind.
He glances at Amdaeng when she asks her question, "Don't think so. We haven't seen any collars on them, unless someone saw something i didn't."
GROUP 1 (SCOUTING) (PC's perception check, , advantage on check due to vision. ?? indicate things you might spot with decent perception rolls).
The scouting group heads out of the valley moving farther north and closer to the goblin hoard. The afternoon sun is fading and the cool crisp evening air starts to take over. Then they climb a sharp cliff face. Tseren expertly maneuvers and shows the group where the best path forward is. You climb to an elevation of over 13000 feet. The views are sweeping. You can see for 50 miles in almost every direction. Even south, you see the end of the mountain range and to the west, the mountains abruptly end as the crash into the sea, close to the Port of Rentarn where your unexpected adventure began, not so long ago. Finally you move toward a vantage point to view north. You see the enormous mountain range that you must climb to reach cache 4 and 5. Closer, the palace you traveled to carved into the mountain. A flock of black turkey vultures circles an area past the army, the scene of the 20 dead scouts.
A group of organized goblins is spotted, appearing to be more of an army than a random group. Different units of goblins are led by various commanders. Additionally, several large creatures, possibly ogres or trolls, are seen. A few wagons, pulled by strange strong walking creatures (?) carry cages with contents that move constantly but are too far away to identify. In the center, a command unit is marked by various decorative flags of different colors. There is also a group of drummers playing in harmony, with the units marching in time to the beat. They move slowly, methodically. (??Estimate on arrival at current speed?) Finally, there is a group of mounted goblins.(?)
From your vantage point, you also can spot the camp of your allies below. They are making preparations. The valley seems defensible. It closes into a smaller opening that possibly could be used to slow down this hoard of creatures.
From your vantage point, you also can spot the camp of your allies below. They are making preparations. The valley seems defensible. It closes into a smaller opening that possibly could be used to slow down this hoard of creatures. Tseren points out that a rock slide could possibly be engineered on one or both sides of the closing area.
The second group, led by Baatar heads to the holy site.
A sacred grove of towering Douglas fir trees is surrounded by a small, tranquil river. The air is fresh with pine, and soft-setting sunlight filters through the dense canopy above. The river flows gently, its clear waters gliding over smooth stones, creating a peaceful, rhythmic murmur. The atmosphere is serene as if the trees and even the water quietly hold ancient wisdom. In the center stands the largest of the trees, an impressive tree that must be over 400 years old.
On the land surrounding the island are grave sites of Toa-Suo. In addition, there is a fresh site, that has been recently dug up. It is empty.
A structure made of large rocks seems to be an altar of sorts to various gods of nature. Baatar looks at the group, then at the open grave, then gathers himself. "We must make preparations here in case the goblins come here. They must be stopped at all cost from entering this center island."
(Other perception rolls may reveal more from other pcs)
Lira's sharp eyes pick out in detail the creatures pulling the wagons with cages with things moving within. It appears to resemble an ogre in body, yet has a huge rat head. By her estimates from afar, it stands 6 feet tall. It is also clear the initial reports were somewhat inaccurate. This group has a mix of creatures and is large and organized.
The army seems to stop suddenly. They are a mile from the entrance to the Toa-Suo valley. Then, the drum beats seem to change, some banners that are red in color are waved, and the units seem to begin to set up into more organized groups.
The valley is separated by two mountains, that close in. Beyond is the open plans with road headed to the larger mountains beyond that you began to travel on.
This is a view from the army side. Your camp is inside the V
Iólinder took in the sight. For a place up high in the cold mountains it had a sort of tranquil peace to it. It was a shame violence will come to it but Iólinder's mind already raced with possibilities and options to shore up defences.
'How deep are these waters? Goblins are small so this can already function as a moat.'He said when examining the waters. 'Elevated plateaus are good for ranged attacks.'He kept looking around before turning to Baatar.'Is this the only entrance? Or can this site be approached from all sides?'
There are several entrances to the groove. One on the north (army is north of the valley)
"There are two ways to get into the valley. One from the road you traveled on to get to the mountain with the palace. From our camp to here is the east entrance." He points and takes you to the north, "but there is another entrance north from another smaller trail system. They may not find this but if they have decent scouts, they will look for other ways into our camp. I know I would."
Taking a look at the stream and sticking a stick or weapon into the water, you conclude thestream is 4 feet or more deep, the waters moving fairly quickly due to the spring runoff from the mountains above. It is possible a small gobin would have some difficulty in this situation. A regular-sized person would be slowed going through and would be fighting the current (Strength check).
"Should we see what he wants?" Zarbyn is curious as to what they hope to gain by talking.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
It appears to be a goblin coming to talk terms. What bothers her is the group of goblin archers moving to the southeast. Maybe another way into the valley?
This post has potentially manipulated dice roll results.
Zarbyn tries to guess where they're going and if there's cover or some advantage for the archers.
Investigation: 4
"Wonder what those archers are up to?"
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Iólinder took in the sight. For a place up high in the cold mountains it had a sort of tranquil peace to it. It was a shame violence will come to it but Iólinder's mind already raced with possibilities and options to shore up defences.
'How deep are these waters? Goblins are small so this can already function as a moat.'He said when examining the waters. 'Elevated plateaus are good for ranged attacks.'He kept looking around before turning to Baatar.'Is this the only entrance? Or can this site be approached from all sides?'
Amdaeng looks a little lost, " Most of my fights outside the ring have been no more than half a dozen or so on both sides....even with you guys. I would say I'd like to see if I could bottleneck those coming along that trail though."
Rollback Post to RevisionRollBack
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The party breaks up into two groups.
One group heads out with Tseren on a scouting mission. They will climb the peaks (that the party climbed from cache 2 to get here) and try to get a better view of what is coming their way. In this group is Lira, Zarbyn, and Vydar..
The other group heads with Baatar to the grave site and ancient tree. There are additional Toa-Suo who accompany you. This group includes Iólinder, Lev, and Amdaeng. The one near Iólinde says, "I do not know what these cultists will do, but the tree and grave site are sacred and must be projected. Those that fought them earlier found they were possessed with hatred and fanaticism.
(OOC: WHO HAS THE TWO ARTIFACTS, I think its Lira: Ebony and Iólinder: Bone?)
Amdaeng turned to the others, " The goblins aren't controlled like the kobolds are they?"
Vydar had planned on accompanying the scouting group, he is proficient in stealth after all... though the thought of climbing those mountains again isn't very appealing. Normally, the idea of visiting an ancient holy site might have sparked his curiosity, but with a fight near he doubts he'd be able to glean much information out of it. Then again, it would make more sense to split the group equally, and perhaps he'll get the chance to prove that he can actually hold his own, not to mention he'll be able to test out this new sword. He taps his sword hilt, a small smirk spreading across his face as he makes up his mind.
He glances at Amdaeng when she asks her question, "Don't think so. We haven't seen any collars on them, unless someone saw something i didn't."
" Good.", Amdaeng said as she slipped the knuckles over her fists.....
GROUP 1 (SCOUTING) (PC's perception check, , advantage on check due to vision. ?? indicate things you might spot with decent perception rolls).
The scouting group heads out of the valley moving farther north and closer to the goblin hoard. The afternoon sun is fading and the cool crisp evening air starts to take over. Then they climb a sharp cliff face. Tseren expertly maneuvers and shows the group where the best path forward is. You climb to an elevation of over 13000 feet. The views are sweeping. You can see for 50 miles in almost every direction. Even south, you see the end of the mountain range and to the west, the mountains abruptly end as the crash into the sea, close to the Port of Rentarn where your unexpected adventure began, not so long ago.
Finally you move toward a vantage point to view north. You see the enormous mountain range that you must climb to reach cache 4 and 5. Closer, the palace you traveled to carved into the mountain. A flock of black turkey vultures circles an area past the army, the scene of the 20 dead scouts.
A group of organized goblins is spotted, appearing to be more of an army than a random group. Different units of goblins are led by various commanders. Additionally, several large creatures, possibly ogres or trolls, are seen. A few wagons, pulled by strange strong walking creatures (?) carry cages with contents that move constantly but are too far away to identify. In the center, a command unit is marked by various decorative flags of different colors. There is also a group of drummers playing in harmony, with the units marching in time to the beat. They move slowly, methodically. (??Estimate on arrival at current speed?) Finally, there is a group of mounted goblins.(?)
From your vantage point, you also can spot the camp of your allies below. They are making preparations. The valley seems defensible. It closes into a smaller opening that possibly could be used to slow down this hoard of creatures.
From your vantage point, you also can spot the camp of your allies below. They are making preparations. The valley seems defensible. It closes into a smaller opening that possibly could be used to slow down this hoard of creatures. Tseren points out that a rock slide could possibly be engineered on one or both sides of the closing area.
The second group, led by Baatar heads to the holy site.
A sacred grove of towering Douglas fir trees is surrounded by a small, tranquil river. The air is fresh with pine, and soft-setting sunlight filters through the dense canopy above. The river flows gently, its clear waters gliding over smooth stones, creating a peaceful, rhythmic murmur. The atmosphere is serene as if the trees and even the water quietly hold ancient wisdom. In the center stands the largest of the trees, an impressive tree that must be over 400 years old.
On the land surrounding the island are grave sites of Toa-Suo. In addition, there is a fresh site, that has been recently dug up. It is empty.
A structure made of large rocks seems to be an altar of sorts to various gods of nature. Baatar looks at the group, then at the open grave, then gathers himself. "We must make preparations here in case the goblins come here. They must be stopped at all cost from entering this center island."
Lira perception check: 22
(Other perception rolls may reveal more from other pcs)
Lira's sharp eyes pick out in detail the creatures pulling the wagons with cages with things moving within. It appears to resemble an ogre in body, yet has a huge rat head. By her estimates from afar, it stands 6 feet tall. It is also clear the initial reports were somewhat inaccurate. This group has a mix of creatures and is large and organized.
The army seems to stop suddenly. They are a mile from the entrance to the Toa-Suo valley. Then, the drum beats seem to change, some banners that are red in color are waved, and the units seem to begin to set up into more organized groups.
(Perception Rolls)
(Of note, all tattoos are still active)
The valley is separated by two mountains, that close in. Beyond is the open plans with road headed to the larger mountains beyond that you began to travel on.
This is a view from the army side. Your camp is inside the V
Iólinder took in the sight. For a place up high in the cold mountains it had a sort of tranquil peace to it. It was a shame violence will come to it but Iólinder's mind already raced with possibilities and options to shore up defences.
'How deep are these waters? Goblins are small so this can already function as a moat.' He said when examining the waters. 'Elevated plateaus are good for ranged attacks.' He kept looking around before turning to Baatar. 'Is this the only entrance? Or can this site be approached from all sides?'
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There are several entrances to the groove. One on the north (army is north of the valley)
"There are two ways to get into the valley. One from the road you traveled on to get to the mountain with the palace. From our camp to here is the east entrance." He points and takes you to the north, "but there is another entrance north from another smaller trail system. They may not find this but if they have decent scouts, they will look for other ways into our camp. I know I would."
Taking a look at the stream and sticking a stick or weapon into the water, you conclude the stream is 4 feet or more deep, the waters moving fairly quickly due to the spring runoff from the mountains above. It is possible a small gobin would have some difficulty in this situation. A regular-sized person would be slowed going through and would be fighting the current (Strength check).
The army seems stopped and sets up in a formation.
The scout team sees a single small colorfully dressed goblin begin to walk toward the camp. He carries a white flag, a symbol of parley.
(perception roll)
Zarbyn's Perception: 16
"Should we see what he wants?" Zarbyn is curious as to what they hope to gain by talking.
Zarbyn notes a group of the goblins begin moving south east fairly slowly.
The scouting group also sees a cavalry group, riding worgs.
In addition, there are several ogres in the group. This is truely an army.
Lira's eyes narrow at the lone goblin approaching the camp, wondering if it is some kind of trick.
Insight: nat 20 + 5
It appears to be a goblin coming to talk terms.
What bothers her is the group of goblin archers moving to the southeast. Maybe another way into the valley?
Zarbyn tries to guess where they're going and if there's cover or some advantage for the archers.
Investigation: 4
"Wonder what those archers are up to?"
Amdaeng looks a little lost, " Most of my fights outside the ring have been no more than half a dozen or so on both sides....even with you guys. I would say I'd like to see if I could bottleneck those coming along that trail though."