The party has arrived at the small town of Faring Ford. Crowning the top of a small rise near the ford, the town serves as a meeting place for all the mines in the eastern hills, and a link to the river running deeper into the mining territory.
Quick addendum to yesterday's post: the town will have a dock for ships. This means the abutments can be part of a bridge, most likely a drawbridge, allowing for a wider gap between them.
The mines in these hills are more recent than the ones upriver in Aron's Bowl. They are much rougher and cater to a wild assortment of vagabonds. Many of these mines are operated by half-orcs and "reformed" bandits of all kinds. They tend to operate in rather shady conditions, often hiring bands of mercenaries to serve as security. Only very select wagon drivers and crews are permitted to come to town, and they do so under guard.
This makes the entire town a strange mix of civilization and secrecy. The needed conduit provided by the river, linking mines with suppliers and markets, keeps the town operating with a modicum of order (at least during the daytime).
I've got nothing today... I hadn't expected a town yet. I'll need to figure this out. On the one hand, it seems too close to the wilderness they just left. On the other hand, they are meant to start encountering civilized territory (gradually, to be sure) as they near Aron's Bowl. It should be a stretch to call this a town. The dock and a warehouse can work, as well as a drawbridge. The rest I need to think about.
Tuesday, February 28, 2017
Monday, February 27, 2017
Just one more thing...
Touching base on last night's entry, escaping required getting past 3 or 4 watch groups. These should be smaller bands, probably with more muscle, like three hobgoblins and 1 or 2 hobgoblin captains. If they aren't able to get through without alerting them, have them encounter a larger "command" group, with 5 hobgoblins, 2 hobgoblin captains, and a hobgoblin warlord. This group would also have a mid-level warlock as well (I mentioned sorcerer last night, but I think the warlock could be worked up to fit better, though I'll admit I haven't compared them to be certain. Definitely something I'll get to soon).
Once the party deals with these groups and is able to get away, keep them moving until they get clear of the valley and are back near the river. At that point, if they would like to pause and take a short rest, they will have gotten far enough away from danger to be able to do so. Where the adventure leads from here is somewhat up in the air. If they found the folding boat earlier and have held onto it, they will have transportation. If not, what kind of boat will they find? This falls on the DM unless the party made any particular or detailed preparations days ago when they first left the river. Maybe the boat is right there where they left it (or one similar enough), maybe a delivery is on its way past, or maybe their only option is to proceed on foot for now.
I'm going with the last option. They return to the river, and whether they took pains to conceal or protect the boat or not, they find it smashed, looted and scattered along the shore. They will need to proceed on foot. If they prefer, they can head up into the hills around the shoreline and look for some kind of path or trail heading more directly upstream, but they should be reminded of the kobolds and company that poured out of those same hills so recently.
The players can head south along the western bank of the river, continuing upstream. There is a mostly level flood plain flanking the river for several hundred feet on either side at this point, and they can easily pick a path through it. The valley leading to the fortress was near one of the jutting ridges running down out of the mountains to the west, so the path they choose does run close to a steep rocky wall around the bend in the river.
Once they come around the bend, they see the river runs mostly straight (meandering from left to right in broad turns) for what looks like a couple of miles. The hillside drops back to a more gentle slope on their right as they move south upstream. From here on there are more signs of civilization. You quickly come across the makings of a rudimentary trail running along the western shore of the river, and on some of the steep rises on the far side of the river valley there appear to be mine openings, and evidence of roads. As yet, there are no visible signs of inhabitants. The lowland valley you are walking through is flattish, with small ridges and rises in places, but none standing out. There are small trees clustered in many spots near the bends of the river, with wide sandbars and sharply carved overhangs in many places as you walk. In the latter, there are often falls of dead wood and broken branches.
After two miles of this terrain, the trail you have been following shows signs of greater traffic as it nears one of the sandbars in the river. Coming over one of the small ridges, you notice the trail continues on upstream, but forks with a branch turning to cross the river. The river crossing is a semi-permanent crossing, with stone abutments built out from each bank, with a large gap between them for boats to navigate through. The abutments are cribbed, with a ten foot wide gap of open water between them. On the far shore, the trail becomes a discernible road running straight up into the hills toward the distant mines, and south along the edge of the river toward a small hamlet tucked up on another of the small rises that dot this area. From the river, you can see the road leading into the village a half mile away, and at least three houses on the top of the rise. Gentle smoke rising from their chimneys issues you an inviting call.
Once the party deals with these groups and is able to get away, keep them moving until they get clear of the valley and are back near the river. At that point, if they would like to pause and take a short rest, they will have gotten far enough away from danger to be able to do so. Where the adventure leads from here is somewhat up in the air. If they found the folding boat earlier and have held onto it, they will have transportation. If not, what kind of boat will they find? This falls on the DM unless the party made any particular or detailed preparations days ago when they first left the river. Maybe the boat is right there where they left it (or one similar enough), maybe a delivery is on its way past, or maybe their only option is to proceed on foot for now.
I'm going with the last option. They return to the river, and whether they took pains to conceal or protect the boat or not, they find it smashed, looted and scattered along the shore. They will need to proceed on foot. If they prefer, they can head up into the hills around the shoreline and look for some kind of path or trail heading more directly upstream, but they should be reminded of the kobolds and company that poured out of those same hills so recently.
The players can head south along the western bank of the river, continuing upstream. There is a mostly level flood plain flanking the river for several hundred feet on either side at this point, and they can easily pick a path through it. The valley leading to the fortress was near one of the jutting ridges running down out of the mountains to the west, so the path they choose does run close to a steep rocky wall around the bend in the river.
Once they come around the bend, they see the river runs mostly straight (meandering from left to right in broad turns) for what looks like a couple of miles. The hillside drops back to a more gentle slope on their right as they move south upstream. From here on there are more signs of civilization. You quickly come across the makings of a rudimentary trail running along the western shore of the river, and on some of the steep rises on the far side of the river valley there appear to be mine openings, and evidence of roads. As yet, there are no visible signs of inhabitants. The lowland valley you are walking through is flattish, with small ridges and rises in places, but none standing out. There are small trees clustered in many spots near the bends of the river, with wide sandbars and sharply carved overhangs in many places as you walk. In the latter, there are often falls of dead wood and broken branches.
After two miles of this terrain, the trail you have been following shows signs of greater traffic as it nears one of the sandbars in the river. Coming over one of the small ridges, you notice the trail continues on upstream, but forks with a branch turning to cross the river. The river crossing is a semi-permanent crossing, with stone abutments built out from each bank, with a large gap between them for boats to navigate through. The abutments are cribbed, with a ten foot wide gap of open water between them. On the far shore, the trail becomes a discernible road running straight up into the hills toward the distant mines, and south along the edge of the river toward a small hamlet tucked up on another of the small rises that dot this area. From the river, you can see the road leading into the village a half mile away, and at least three houses on the top of the rise. Gentle smoke rising from their chimneys issues you an inviting call.
Sunday, February 26, 2017
Time to Go
After foiling the onslaught of the earth elementals and accompanying forces, the weakened structures of the fortress walls (if still intact) collapse, causing 3d6 bludgeoning damage to anyone still in the building. The characters are able to get into the dungeon before the collapse, but still take 1d4 bludgeoning damage from debris falling throughout the dungeon.
As the dust settles, word comes that the svirfneblin army has arrived. A hasty conference will suggest that the options are closing down, and that it is probably best to plan an escape before the kobolds bring in any more reinforcements. The svirfneblin are willing to aid in your escape, but have no interest in a protracted engagement this near to the surface. They will make a feint to give you an escape option, then fall back into their own tunnels, drawing the enemy in or collapsing the tunnels to seal them out as they think will work best.
A careful search of the area near the stairs up into the fortress building will show that it is completely buried above. The only apparent options are to go into the svirfneblin tunnels, or make a break through the lower entrance. Encourage the party to do a careful search of the tunnels for another way out. With the collapse of the buildings above, part of the ceiling in one of the rooms nearest the stairs (next to the kobold tunnels) has fallen in and reveals light coming through.
Checking this out is promising. With the buildings all trampled, and access to the tunnels from above cut off, the kobolds have left the hilltop to gather for an assault at the lower entrance. There is a small group of 6 kobolds and two bugbears left at the ruins to keep an eye out. Knowing they have sealed off the entrance, they are not paying very close attention to anything on the hilltop.
Night is falling quickly, and everyone is poised for an almost certain night assault. Studying the movements of the few opponents above will show them huddled near a small fire about 50 feet from the edge of the ruined walls. They appear to have found a wild boar that they are roasting over the fire, while they divide the spoils they have gathered from the battlefield.
The gnomes will aid you in slipping out into the night through the partially collapsed ceiling. Have the characters make Stealth checks with advantage against the monsters' passive perception scores. Anyone who makes a successful check is able to slip out and take cover amid the debris. If someone fails, the bugbears head over to check out the noise. Let them roll a perception check against their stealth checks for them to remain hidden. If they notice nothing, they will return to the fire. Otherwise, they will approach whoever they notice.
If the characters are quick, they can overpower the small band, and slip away. Once they have taken the hilltop, they can survey the valley below. At some signal, the bulk of the forces below move around the hill toward the lower entrance. The svirfneblin pour out of the entrance to engage the kobold army, and draw all of their attention to that area. This opens a path down the hill and across the valley. The players need to make three or four perception checks to notice roving guard units, followed by stealth checks to avoid detection. They have the option of fighting, but doing so will create noise and draw attention.
If they engage two or more of the groups, it will trigger an encounter with a tougher band, led by a powerful sorceress.
As the dust settles, word comes that the svirfneblin army has arrived. A hasty conference will suggest that the options are closing down, and that it is probably best to plan an escape before the kobolds bring in any more reinforcements. The svirfneblin are willing to aid in your escape, but have no interest in a protracted engagement this near to the surface. They will make a feint to give you an escape option, then fall back into their own tunnels, drawing the enemy in or collapsing the tunnels to seal them out as they think will work best.
A careful search of the area near the stairs up into the fortress building will show that it is completely buried above. The only apparent options are to go into the svirfneblin tunnels, or make a break through the lower entrance. Encourage the party to do a careful search of the tunnels for another way out. With the collapse of the buildings above, part of the ceiling in one of the rooms nearest the stairs (next to the kobold tunnels) has fallen in and reveals light coming through.
Checking this out is promising. With the buildings all trampled, and access to the tunnels from above cut off, the kobolds have left the hilltop to gather for an assault at the lower entrance. There is a small group of 6 kobolds and two bugbears left at the ruins to keep an eye out. Knowing they have sealed off the entrance, they are not paying very close attention to anything on the hilltop.
Night is falling quickly, and everyone is poised for an almost certain night assault. Studying the movements of the few opponents above will show them huddled near a small fire about 50 feet from the edge of the ruined walls. They appear to have found a wild boar that they are roasting over the fire, while they divide the spoils they have gathered from the battlefield.
The gnomes will aid you in slipping out into the night through the partially collapsed ceiling. Have the characters make Stealth checks with advantage against the monsters' passive perception scores. Anyone who makes a successful check is able to slip out and take cover amid the debris. If someone fails, the bugbears head over to check out the noise. Let them roll a perception check against their stealth checks for them to remain hidden. If they notice nothing, they will return to the fire. Otherwise, they will approach whoever they notice.
If the characters are quick, they can overpower the small band, and slip away. Once they have taken the hilltop, they can survey the valley below. At some signal, the bulk of the forces below move around the hill toward the lower entrance. The svirfneblin pour out of the entrance to engage the kobold army, and draw all of their attention to that area. This opens a path down the hill and across the valley. The players need to make three or four perception checks to notice roving guard units, followed by stealth checks to avoid detection. They have the option of fighting, but doing so will create noise and draw attention.
If they engage two or more of the groups, it will trigger an encounter with a tougher band, led by a powerful sorceress.
Saturday, February 25, 2017
A Crushing Blow
After a few hours, another assault is made. This time, the 30 kobolds are joined by 6 bugbears, 6 hobgoblins, and 2 earth elementals. Around midday, a shout goes up from the forces gathered below, followed by a ripple of laughter and taunts as the troops make their way up toward the fortress.
The kobolds rush forward, with the bugbears and hobgoblins following in a more ordered march. The earth elementals lurch forward in a surreal fashion, almost seeming to glide over the earth and through all rocks and natural obstacles in their path.
As they near the fortress, the kobolds lose their enthusiasm, especially coming in view of the scattered carcasses of their kinsmen. They drop back, allowing the others to move past, falling in step behind the elementals. The hobgoblins and bugbears are less skittish, but they also seem to slow as they approach. The elementals continue to glide forward.
The elementals head directly for the most intact buildings, working to bring them down to rubble. The kobolds and others will fan out behind them to attack anyone that tries to stop or interact with the elementals.
If the party was able to recover one of the ballistas, they can use it against this new assault. Otherwise, they will have to find another way to deter the assault.
Meanwhile, the svirfneblin are facing an attack from the kobolds in the tunnels below. This battle can be managed as the DM sees fit. I feel like the best option is use the conflict as a means to keep the gnomes busy and block access to the players from the tunnels. Given the release this week of rules for mass combat, this could also be a way to try those out.
It is probably the time to bring this whole scenario to a conclusion. Tomorrow. As a setup to that, it is probably best to allow the elementals to destroy the buildings above, and have the main svirfneblin force arrive at the conclusion of these battles.
Tomorrow, we'll figure out a way to engage the main force and allow the players an opportunity to slip away. I'm blank at the moment. They could escape through the svirfneblins' access point to the Underdark, but I don't like that. It feels too much like an ex machina solution.
The kobolds rush forward, with the bugbears and hobgoblins following in a more ordered march. The earth elementals lurch forward in a surreal fashion, almost seeming to glide over the earth and through all rocks and natural obstacles in their path.
As they near the fortress, the kobolds lose their enthusiasm, especially coming in view of the scattered carcasses of their kinsmen. They drop back, allowing the others to move past, falling in step behind the elementals. The hobgoblins and bugbears are less skittish, but they also seem to slow as they approach. The elementals continue to glide forward.
The elementals head directly for the most intact buildings, working to bring them down to rubble. The kobolds and others will fan out behind them to attack anyone that tries to stop or interact with the elementals.
If the party was able to recover one of the ballistas, they can use it against this new assault. Otherwise, they will have to find another way to deter the assault.
Meanwhile, the svirfneblin are facing an attack from the kobolds in the tunnels below. This battle can be managed as the DM sees fit. I feel like the best option is use the conflict as a means to keep the gnomes busy and block access to the players from the tunnels. Given the release this week of rules for mass combat, this could also be a way to try those out.
It is probably the time to bring this whole scenario to a conclusion. Tomorrow. As a setup to that, it is probably best to allow the elementals to destroy the buildings above, and have the main svirfneblin force arrive at the conclusion of these battles.
Tomorrow, we'll figure out a way to engage the main force and allow the players an opportunity to slip away. I'm blank at the moment. They could escape through the svirfneblins' access point to the Underdark, but I don't like that. It feels too much like an ex machina solution.
Friday, February 24, 2017
New Day, New Trouble
The rest of the night passes without major incident. After defeating the oni, the party is able to return to their base for the night. Occasional sounds of skirmish come from the tunnels as the svirfneblin hold off the kobolds through the night. More curious are the sounds rising up from the valley floor. There are shouts from time to time, and the sound of something heavy being moved, but no attack comes.
In the light of morning, you notice that the kobolds and company have been busy in the night. There are three ballista set up lower down the hill. Each of them has a crew of five, with two hobgoblins and three kobolds around each one. There are two groups of attackers between each ballista that charge as the first shots are fired. Each group consists of three hobgoblins, 10 kobolds, and four winged kobolds.
Ballista, AC15, HP 50, can fire at a target once every three rounds. Their range is 120/480, so the assumption is that the kobolds crept pretty close to the fortress atop the hill in order to set up their siege weapon. I think setting up at 150 feet makes sense, with their first shots targeting the building itself. Given the size of the building, the disadvantage from long range attack is negated.
The walls are meant to withstand damage, but most of the outer walls have fallen in the fortress, and the remaining building has been fortified from the rubble as needed. It is not meant to withstand direct assault. The walls have a damage threshold of 10, with 35 hp damage enough to bring the building down, causing 3d6 bludgeoning damage to anyone inside when it collapses.
The two groups will rush forward to engage anyone coming out of the fortress, while the ballista try knocking the building down. The kobolds don't mind blocking the entrance to the dungeons, or losing allies in the process. They are able and confident tunnelers, and the overall plan is to trap the players within and overrun the tunnels to take them.
If the two groups are defeated, the ballista will continue to fire as long as possible, with the hobgoblins rushing forward to engage while the kobolds continuing to fire. If the hobgoblins are killed, the kobolds will abandon the ballista and race back toward their allies below.
The PCs have the option of attacking the ballista directly to break or disable them, or of defeating the defenders and recovering one of the massive firearms for themselves.
Following a defeat, the players can take a short rest to recover before the next assault begins in early afternoon. Recovering the ballista may prove to be a useful option...
In the light of morning, you notice that the kobolds and company have been busy in the night. There are three ballista set up lower down the hill. Each of them has a crew of five, with two hobgoblins and three kobolds around each one. There are two groups of attackers between each ballista that charge as the first shots are fired. Each group consists of three hobgoblins, 10 kobolds, and four winged kobolds.
Ballista, AC15, HP 50, can fire at a target once every three rounds. Their range is 120/480, so the assumption is that the kobolds crept pretty close to the fortress atop the hill in order to set up their siege weapon. I think setting up at 150 feet makes sense, with their first shots targeting the building itself. Given the size of the building, the disadvantage from long range attack is negated.
The walls are meant to withstand damage, but most of the outer walls have fallen in the fortress, and the remaining building has been fortified from the rubble as needed. It is not meant to withstand direct assault. The walls have a damage threshold of 10, with 35 hp damage enough to bring the building down, causing 3d6 bludgeoning damage to anyone inside when it collapses.
The two groups will rush forward to engage anyone coming out of the fortress, while the ballista try knocking the building down. The kobolds don't mind blocking the entrance to the dungeons, or losing allies in the process. They are able and confident tunnelers, and the overall plan is to trap the players within and overrun the tunnels to take them.
If the two groups are defeated, the ballista will continue to fire as long as possible, with the hobgoblins rushing forward to engage while the kobolds continuing to fire. If the hobgoblins are killed, the kobolds will abandon the ballista and race back toward their allies below.
The PCs have the option of attacking the ballista directly to break or disable them, or of defeating the defenders and recovering one of the massive firearms for themselves.
Following a defeat, the players can take a short rest to recover before the next assault begins in early afternoon. Recovering the ballista may prove to be a useful option...
Thursday, February 23, 2017
Round Two
After three or four hours of relative quiet, with darkness swallowing all view of the valley below, the sound of battle is heard from deep in the tunnels below the fortress. Word spreads quickly, and a runner from the svirfneblin ranks comes to the party's base of operations (I assume this would be the room at the base of the ladder into the fortress, or the fortified room above it). The runner reports that an assault has begun in the outer, natural tunnels.
Concerned that their reinforcements haven't arrived yet, the runner is asking that you join them in the tunnels to defeat the intruders. Three of the svirfneblin remain on guard in the fortress to keep a lookout on the valley below. As you race to join the battle, further word comes that this is more than just a unit of kobolds. There is something much larger threatening everyone as well. The svirfneblin have been reduced to ten warriors in addition to the three above, and their leader.
The kobolds have come with a band of 15 kobolds, 4 bugbears, and an oni. The svirfneblin have been split into two groups, with seven of them not accounted for. When the party arrives, there are 8 kobolds and two bugbears before them. As they fight, the oni arrives. It uses its spells to blast everyone from a distance.
The battle can move throughout the tunnels, with both sides feinting and trying to outflank each other. The other group of svirfneblin can resolve their battle and regroup with the main gang at any point you choose.
Concerned that their reinforcements haven't arrived yet, the runner is asking that you join them in the tunnels to defeat the intruders. Three of the svirfneblin remain on guard in the fortress to keep a lookout on the valley below. As you race to join the battle, further word comes that this is more than just a unit of kobolds. There is something much larger threatening everyone as well. The svirfneblin have been reduced to ten warriors in addition to the three above, and their leader.
The kobolds have come with a band of 15 kobolds, 4 bugbears, and an oni. The svirfneblin have been split into two groups, with seven of them not accounted for. When the party arrives, there are 8 kobolds and two bugbears before them. As they fight, the oni arrives. It uses its spells to blast everyone from a distance.
The battle can move throughout the tunnels, with both sides feinting and trying to outflank each other. The other group of svirfneblin can resolve their battle and regroup with the main gang at any point you choose.
Wednesday, February 22, 2017
The Gathering Forces
During the night, while the party is getting their rest, several things are happening at the same time. A large army of kobolds, led by several ogres and other villains pours into the valley around the central hill from tunnels and paths all around. Within the tunnels below the fortress, another band of creatures is tentatively making their way out into the dungeons.
Moving forward out of the Underdark on the trail of the grimlocks, a large group of svirfneblin makes their way into the fortress complex. The grimlocks broke through from their own tunnels into the labyrinth dug by the kobolds, rushing forward to attack the players. Now, it turns out they were likely being driven out by the band of svirfneblin.
The final watch of the party will note the arrival of the crawling horde on the plains below as the sun creeps over the ring of mountains. Shortly thereafter, three svirfneblin will make their way into the party's presence, requesting a meeting. In brief, the entire hillside is surrounded, but you are not alone in your defense. The gnomes have secured the lower entrance, which is also threatened, and have sent runners back to their underground city to send reinforcements.
With the growing light, you note ogres and two large brutes that seem to be made of the mountain itself, earth elementals. The svirfneblin assure you they have xorn coming with the balance of their forces, and that they will arrive soon.
In the full light of day, it becomes apparent that other creatures have been drawn to the valley. In the distance, on the slopes of the icy heights, you notice several yeti, and on another hill a shifting image of large dogs, stealthily taking in the proceedings. A Survival check (DC16) will recognize them as blink dogs.
Through much of the morning, little appears to be happening. Suddenly, the army seems to surge forward as one. They advance on the hill, tightening their pincer grip. Then two groups of 20 kobolds, each led by an ogre, and surrounded by 5 winged kobolds, break away from the others and charge up the mountain toward the ruined buildings of the fortress. One groups is coming directly at the party's location, while the other one is rushing toward a mostly intact building several dozen feet away. The leader of the svirfneblin will send a companion back into the tunnels to call more troops, then head forward with his other companion to meet that attack. Five others will come from the dungeon to follow them forward.
The kobolds will send another two waves forward after a short rest once the first has been dealt with. If their numbers are greatly reduced, the sally will retreat and regroup. After three attempts, the kobolds will settle in for a long rest to consider their options.
Soon, the big boys will enter the battle, and things will open up on a second front, but that is good for now.
Subscribe to:
Posts (Atom)