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Author Topic: [D&D 4th Ed.] Official GT Campaign 3: No Business Like Gnome Business  (Read 75209 times)
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kadnod
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« Reply #1840 on: August 09, 2012, 02:18:54 AM »

Yeah, let's just call the game.  Computer monitor is now flashing random colors, which I assume can't be good.  Sorry, folks!
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« Reply #1841 on: August 09, 2012, 02:23:15 AM »

Are you sure you aren't communicating with aliens?  Good luck, kadnod.
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« Reply #1842 on: August 09, 2012, 04:18:45 AM »

Quote from: Arnir on August 09, 2012, 02:23:15 AM

Are you sure you aren't communicating with aliens?  Good luck, kadnod.

Thanks.  I think I finally fixed almost everything, but I can no longer run the version of MapTools we've been using for some reason (screwed up my Java install, maybe?).  The newest version seems to work fine, though. 


So, could everybody please upgrade to MapTools version 1.3b87 prior to next game? 

OK, now back to important stuff:

Ryla, leaning heavily on her staff, insists she is ready to make her way back to Fort Scale.  Does the party have any business left in the House of Coin?

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« Reply #1843 on: August 09, 2012, 06:23:08 AM »

Short of maybe checking out the basement (which we skipped as we went upstairs first), it's time to head back to the relative safety of the Fort.

Good to hear you got your PC issues settled. Any guess what happened?

Also, FYI, I will not be able to make 8/22's game - family things have come up.
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« Reply #1844 on: August 10, 2012, 02:55:25 AM »

Quote from: Destructor on August 09, 2012, 06:23:08 AM

Short of maybe checking out the basement (which we skipped as we went upstairs first), it's time to head back to the relative safety of the Fort.

The basement is vast, at least twice as wide as the floor above, with twenty-foot high ceilings. Large, thick roots run from the ceiling down into the floor in the center of the room, but the walls themselves are made of gray bricks.  There are several rows of tall, metal shelves, all empty but for a few torn bags of sugar and a some small, tin cylinders oddly marked with illustrations of some type of bean.

Towards the back of the room is a large ramp, leading to 2 bronze double-doors.  The doors are open and you can see the rear courtyard wall outside.   The ramp itself has a series of gears and pulleys on both sides, apparently designed to help move heavy cargo.  

A smaller room with a metal door lies open to the west.   The door itself has a rather complicated lock, composed of many gears and levers.  It appears to be trapped as well, set to spray a poison or gas if the lock is tampered with.   There seems to be little need to disarm the device, though, as this door is wide open as well.  The room beyond is largely vacant, but for  3 thin, 3 foot high steel cylinders. They are each marked with three simple runes: "False," "Fire," and "Poison."  

Does anyone want to do anything else before returning to the Fort?

Quote from: Destructor on August 09, 2012, 06:23:08 AM

Also, FYI, I will not be able to make 8/22's game - family things have come up.

OK.  I might need to do a reschedule for a session next month as well.  I'll send a note around to everybody soon, to see if we can nail down when we can play the next few sessions. I might try to throw a "bonus" session in where we run different characters during part of the siege, if we have time & interest.  

Quote from: Destructor on August 09, 2012, 06:23:08 AM

Good to hear you got your PC issues settled. Any guess what happened?

Broke my mouse, then computer didn't like the replacement mouse, then lots of bad decisions on my part, apparently. icon_wink
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« Reply #1845 on: August 10, 2012, 07:22:55 PM »

Do you mean 'cider' by any chance, Kadnod, as 'cyder' doesn't mean much to me (nor Google).

If they're kegs of cider, it seems quite unusual to have such markings on them. Well, short of 'Poison' perhaps. And maybe 'Fire' (as it's really spicy/hot).
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« Reply #1846 on: August 10, 2012, 07:49:15 PM »

Quote from: Destructor on August 10, 2012, 07:22:55 PM

Do you mean 'cider' by any chance, Kadnod, as 'cyder' doesn't mean much to me (nor Google).

If they're kegs of cider, it seems quite unusual to have such markings on them. Well, short of 'Poison' perhaps. And maybe 'Fire' (as it's really spicy/hot).

Cylinders!  Fixed!  Poison cider would have been cooler, though!
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« Reply #1847 on: August 11, 2012, 01:49:27 AM »

Jett takes a close look at the oddly designed cylinders, curious if he'd seen or heard of anything like them before (History check). And are they radiating magic of any sort (Arcana check)? Are they attached to the wall via something else, or just leaning up against them and are free to move if the party decided to do so?
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« Reply #1848 on: August 12, 2012, 05:50:09 AM »

Quote from: Destructor on August 11, 2012, 01:49:27 AM

Jett takes a close look at the oddly designed cylinders, curious if he'd seen or heard of anything like them before (History check). And are they radiating magic of any sort (Arcana check)? Are they attached to the wall via something else, or just leaning up against them and are free to move if the party decided to do so?

Bilon will do the same but adding Religion to the mix.
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« Reply #1849 on: August 14, 2012, 03:00:36 AM »

Quote from: Destructor on August 11, 2012, 01:49:27 AM

Jett takes a close look at the oddly designed cylinders, curious if he'd seen or heard of anything like them before (History check). And are they radiating magic of any sort (Arcana check)? Are they attached to the wall via something else, or just leaning up against them and are free to move if the party decided to do so?


The cylinders are freestanding.   The contents are radiating very faint magical energies, which Jett can not identify.

Jett recalls seeing the word "falsefire" (but not "poison") on some of the Prepotency incendiary weapons, but can't recall any other historical significance to the runes.  The cylinders themselves don't appear to be projectiles or canisters that could be plugged into a larger weapon, like the firebelchers the party took of Prepotency ogres earlier. It looks like the tops screw off, though. 

Jett - 
Arcana (13) + 20 = 33
History (5) + 20 = 25


Quote from: Arnir on August 12, 2012, 05:50:09 AM

Bilon will do the same but adding Religion to the mix.


Bilon does not think the item has any particular religious or spiritual significance. 

Bilon -
Religion (16) + 16 = 32
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« Reply #1850 on: August 14, 2012, 10:08:15 PM »

Winnish hasn't unscrewed them yet?  Amazing?

Are they warm or cold to the touch?  A hesitant touch, btw.
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« Reply #1851 on: August 14, 2012, 10:28:51 PM »

Unless Winnish doesn't find them trapped (or pops them open as mentioned biggrin ), I think we should take them and bring them with us back home. We'll find some use for them with a bit of study no doubt.
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« Reply #1852 on: August 14, 2012, 11:57:04 PM »

Quote from: Destructor on August 14, 2012, 10:28:51 PM

Unless Winnish doesn't find them trapped (or pops them open as mentioned biggrin ), I think we should take them and bring them with us back home. We'll find some use for them with a bit of study no doubt.

Darn good point.  Bilon will look for potential traps before touching.  To him that's a given, but....
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« Reply #1853 on: August 15, 2012, 11:03:29 PM »

Winnish thinks that there may be a pressure plate beneath the cylinders that will cause the room they are in to collapse should any of them be removed without immediately replacing the cylinder with an object of near identical weight! 

Bilon thinks Winnish is badly mistaken and picks up a cylinder with no ill effects.  It is slightly cool to the touch and weighs about 8 pounds.  The cleric guesses the cylinder is a hollow canister with a twist-off top and is filled with a viscous liquid of some sort.

Winnish-perception-15
Bilon-perception-32
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« Reply #1854 on: August 16, 2012, 03:20:57 AM »

Unless we can confirm the viscous liquid inside is not, say, a carnivorous slime monster the Prepotency was planning to catapult onto their enemies like a weapon of mass digestion, I think we should leave the cylinders sealed until Ryla is escorted back to safety.

-Autistic Angel
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« Reply #1855 on: August 17, 2012, 04:03:58 AM »

Quote from: Autistic Angel on August 16, 2012, 03:20:57 AM

Unless we can confirm the viscous liquid inside is not, say, a carnivorous slime monster the Prepotency was planning to catapult onto their enemies like a weapon of mass digestion, I think we should leave the cylinders sealed until Ryla is escorted back to safety.

-Autistic Angel

Noting that a large ox-cart filled with luxury goods has somehow vanished from the House's courtyard during their struggles inside, our heroes manage to stumble back to the Fort at approximately 9 pm.   Ryla does her best to keep up appearances, but many of her tribe whisper about how frail she looks.  As she excuses herself and retires to her quarters, she suggests Bilon get some rest as well, "lest you meet Avandra in person sooner than is convenient, my friend."

Soon after Ryla takes her leave, Barger gives the party a report on what has happened in their absence.  Several hundred residents left the city, but most avoided the North Gate after it was clear a battle was taking place in the nearby House of Coin.  Other citizens, and some refugees from the battle at the House, have barricaded themselves in Kraken Hall near the city's center.

Barger also had a squad do some reconnaissance at the docs.  A few dozen fleeing residents were actually able to slap together working watercraft from the burned out hulks they found there and flee by ship, but Barger's Boys were still able to salvage a Prepotency cannon and restore a small cargo ship, The Dragon Turtle, to seaworthiness.  They also have recovered a few of the large rafts they used to ferry the minotaurs into Scaleport during the early parts of the assault.

What do you do?
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« Reply #1856 on: August 17, 2012, 05:20:00 PM »

Bilon needs to take Ryla's advice and sleep.
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« Reply #1857 on: August 17, 2012, 05:46:25 PM »

Have we been able to find out exactly where "The Mountain" is that Kriv was being taken to...I know we found references, or were told there was a connection with that and an above ground city of the deep dwarves.
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« Reply #1858 on: August 17, 2012, 06:33:26 PM »

Well, it seems that we have a few options at this point.

1) Use the rest of our time to fortify Scaleport for the incoming invasion.
2) Head to Craterhome and see if we can figure out why the Prepotency left our ancestral home after taking it like the jerks they did. Also see if maybe they left anything behind.
3) Head to Craterhome and see if we can recruit all of them to help defend Scaleport. If we open the destination portal back up in Scaleport, Jett has the Ritual (and maybe some scrolls) to open up a portal back.

Jett does have the power to summon flying mounts (as we have lots of Residuum handy - which we could also use for other things), so getting to Craterhome isn't too much of a problem at this point as far as time goes. But the question is, how much time do we have?

So, Kadnod, questions:

1) Best guess how much time we have before the Prepotency come a-knocking upon our doorstep?
2) Best guess if the troops that were at our ancestral home will arrive at Scaleport about the same time as #1 (if they had mounts, when they left, if they double-time it the whole way back, etc)?

Also, before turning in for the evening, Jett (along with Winnish's help perhaps (or someone else with Brew Potion)) would like to find an unoccupied corner of our base (as well as one that has an outside window for venting) and see if he can determine what's inside these tubes via his Brew Potion skills. Maybe take a tiny amount out of one, put it in a flask, throw it against a wall, or try lighting a tiny amount on fire, etc etc.

And just as a reminder, Kadnod - I won't be here this Wednesday. I'm good any other weekday that time short of Monday.
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« Reply #1859 on: August 18, 2012, 02:52:45 AM »

Quote from: Destructor on August 17, 2012, 06:33:26 PM

So, Kadnod, questions:

1) Best guess how much time we have before the Prepotency come a-knocking upon our doorstep?
2) Best guess if the troops that were at our ancestral home will arrive at Scaleport about the same time as #1 (if they had mounts, when they left, if they double-time it the whole way back, etc)?

1) 5 to 7 days, if your scouts can be believed.
2) If they were all mounted on something that moved roughly as fast as horses, it is possible troops heading your way from the ol' stomping grounds could arrive at about the same time as the main force heading down from Tiam-Krey.  If they have to wait for infantry or are toting heavy weaponry, 10 to 20 days would be more likely.  If the winter weather gets very fierce, they could be bogged down completely. 


Quote from: Destructor on August 17, 2012, 06:33:26 PM

Also, before turning in for the evening, Jett (along with Winnish's help perhaps (or someone else with Brew Potion)) would like to find an unoccupied corner of our base (as well as one that has an outside window for venting) and see if he can determine what's inside these tubes via his Brew Potion skills. Maybe take a tiny amount out of one, put it in a flask, throw it against a wall, or try lighting a tiny amount on fire, etc etc.

Jett finds that some of Ryla's apprentices have set up an alchemy lab while experimenting with some ammunition they found for the cannons that atop the Fort.  Their own tests ended in failure ("We kept getting sick, no matter how extreme our precautions," exclaims a mage barely out of his teens,) and were abandoned, but their makeshift facility is perfect for Jett's needs.

When Jett opens the container, the thick, dark-red substance inside does indeed appear to be the "falsefire" the Prepotency uses to fuel their flame and siege weaponry.  If the substance does cause some sort of sickness by merely handling it, though, Jett is unable to determine why.  Does he continue with his experiments?

Jett - Arcana (20+9) 29

Quote from: Destructor on August 17, 2012, 06:33:26 PM

And just as a reminder, Kadnod - I won't be here this Wednesday. I'm good any other weekday that time short of Monday.

I'll send around PMs regarding upcoming game schedule tonight!
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« Reply #1860 on: August 22, 2012, 10:09:36 PM »

Server up @8EST tonight.
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« Reply #1861 on: August 22, 2012, 11:24:02 PM »

Jett will continue with his experiments. He believes with the aforementioned warnings, along with a change of tactics (using Mage Hand to move the chemicals around (as it holds 20 pounds) instead of his own, as well as Prestidigitation to keep himself clean, and use it to light the alchemy equipment he works with (assuming it has things like oil lamps and such to warm things up), will keep himself safe as he tests.

He'll keep watch via his magical sight as he works, too, incase there's something magical related to why his cohorts got sick instead of alchemy based.

Also, have fun, all. Off to family related stuff. I might drop in later on if you're still around once I get back. You're welcome to use whatever is in Jett's collection of magical tricks if you think it's worth it to further the party's cause. Want to ride off to our ancestral home? Make it so.
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« Reply #1862 on: August 23, 2012, 12:05:35 AM »

Quote from: Destructor on August 22, 2012, 11:24:02 PM

Jett will continue with his experiments. He believes with the aforementioned warnings, along with a change of tactics (using Mage Hand to move the chemicals around (as it holds 20 pounds) instead of his own, as well as Prestidigitation to keep himself clean, and use it to light the alchemy equipment he works with (assuming it has things like oil lamps and such to warm things up), will keep himself safe as he tests.

He'll keep watch via his magical sight as he works, too, incase there's something magical related to why his cohorts got sick instead of alchemy based.

Jett learns that the substance catches fire when fire is applied to it or when it strikes an object with a great enough impact.  Still, Jett begins to feel a bit light-headed after mage-handling the goop for only a few minutes.  He's unable to determine the cause, be it alchemical or arcane.

Jett-Arcana -20+5 = 25


Quote from: Destructor on August 22, 2012, 11:24:02 PM

Also, have fun, all. Off to family related stuff. I might drop in later on if you're still around once I get back. You're welcome to use whatever is in Jett's collection of magical tricks if you think it's worth it to further the party's cause. Want to ride off to our ancestral home? Make it so.

Sorry we couldn't work out a reschedule for this week!  I'll make sure the bonus game happens when you are available!
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« Reply #1863 on: August 23, 2012, 02:38:56 AM »

And our weary heroes do their best to prepare their new-found home for the siege of steel that will surely strike!

2000 xp each (including Kriv and Arkon)

summary of tonight's events:
Ryla is sleeping.
Bilon, after checking on Jett and being relatively certain he is not about to die from a mysterious illness, is also sleeping (but NOT with Ryla.)
The Monk and some minotaurs destroyed the sewer entrance to the north of the city.
Scouts have been dispatched to investigate some strange lights at a fishing village up the coast.
An enthusiastic young druid has been given permission to shrink, uproot, and redeploy the House of Coin as some sort of tree-based defense at the south gate. (EDIT-Unless Kriv or Jett objects.  The druid needs at least 10,000 gp worth of residuum to try this)
Winnish bribed some bull-men with silverware and promises of loot to dig pit-traps at both the north and south gates.
It is now midnight.  If there are other defensive preparations you would like to take at this time, speak now or forever be besieged.

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« Reply #1864 on: August 31, 2012, 02:31:52 AM »

And our (substitute) heroes slay some savages and salvage a scout!

At this point, it is noon the day after The Monk sent forth his scouts.  Hawk is the only one to have made it back safely.  The party now knows:

1) A large group of Praetorian shadow-assassins were sent to infiltrate Scaleport via the sewer system last night.  It seems likely that they were thwarted by the destruction of the main sewer entrance north of the city, but their current whereabouts are unknown.

2) The orcs of the Rhino Tribe, employed as auxiliaries and advance scouts by the Prepotency, have taken over a the small fishing village of Gull to the North of Scaleport.  Based on some smoke arising from the village, you believe the Mist warriors who decided to burn Gull's granary, in an attempt to slow the Prepotency advance, were successful.  The warriors have yet to return, however, so you can not be certain.

3) One of Hawk's companions was slain, while another, the dragonborn known as Eb Warden, was captured outside Gull while covering Hawk's escape.

Does anyone have any questions or further siege-preparations to enact?
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« Reply #1865 on: September 01, 2012, 01:53:42 PM »

Is there any sort of ritual we could use to prevent the shadow assassins from sneaking in to the town?  Perhaps some sort of ward like the illusion one that stripped Ryla's illusions could be used to strip stealth, or set off alarms.

Where would we say the weak spots on the defense are, any sort of alarms or scrying we could set up to watch for movement?
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« Reply #1866 on: September 01, 2012, 03:36:57 PM »

The assassins might be in psionic contact with the shardminds -- maybe there's a Detect Psionics skill we could use to sweep the city or set up alarm wards.

Also, effective immediately, all conspicuous stacks of hay, pigeon roosts, and benches with exactly two people sitting on opposite ends are banned from all public spaces.

-Autistic Angel
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« Reply #1867 on: September 01, 2012, 11:43:23 PM »

LOL AA slywink

Also, fun session!  I missed our first go at a bonus session so it was nice to get in on this one.  I feel a bit guilty now, with my PCs cavalier attitude.  Even something as simple as Kadnod's intro for the night helped to humanize the actions of our party, and really set the mood for playing a group of Misties who have been uprooted, stripped of their home and tossed into a foreign environment YES because of the Prepotency, but we sure didn't help matters by showing up on their doorstep that day!
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« Reply #1868 on: September 03, 2012, 06:26:06 PM »

Two questions

1) (easy one) Game this week?  I know it's our regular week, and we played a "bonus" session NOT a "replacement" session but I thought I'd ask just in case (I was assuming a yes on this one)

2)  Are we sticking around for the seige?  Loaded question I know but I'll toss it out there slywink
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« Reply #1869 on: September 03, 2012, 07:55:35 PM »

Quote from: Arkon on September 01, 2012, 01:53:42 PM

Is there any sort of ritual we could use to prevent the shadow assassins from sneaking in to the town?  Perhaps some sort of ward like the illusion one that stripped Ryla's illusions could be used to strip stealth, or set off alarms.

Where would we say the weak spots on the defense are, any sort of alarms or scrying we could set up to watch for movement?

Warding the whole city is beyond the capabilities of any of the magic-users you are allied with.

Now that the large sewer entrance is sealed, the docks and the northern and southern walls are all sparsely defended.  You simply don't have enough troops to man them constantly.  A small, well trained group have a good chance of slipping into the city, particularly at night.  Trapping or warding small areas might be possible, but any infiltrators would have to be extremely unlucky to stumble into such a trap.
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« Reply #1870 on: September 03, 2012, 08:04:18 PM »

Quote from: Autistic Angel on September 01, 2012, 03:36:57 PM

The assassins might be in psionic contact with the shardminds -- maybe there's a Detect Psionics skill we could use to sweep the city or set up alarm wards.

Also, effective immediately, all conspicuous stacks of hay, pigeon roosts, and benches with exactly two people sitting on opposite ends are banned from all public spaces.

-Autistic Angel

The only psion you know that might be able to scan the entire city would be Amehez back at Crater Town.  If you contacted him, he might be able to use the fragments of the Living Gate to preform the scan.  That could reveal Crater Town to enemy telepaths, though.

Your scouts have also reported that some Prepotency loyalists have barricaded Kraken Hall, former center of government in Scaleport.  If enemy telepaths remain in town, that might be a good place to search for them.
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« Reply #1871 on: September 03, 2012, 08:05:23 PM »

Quote from: Doopri on September 03, 2012, 06:26:06 PM

Two questions

1) (easy one) Game this week?  I know it's our regular week, and we played a "bonus" session NOT a "replacement" session but I thought I'd ask just in case (I was assuming a yes on this one)


Yup, game this week.
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« Reply #1872 on: September 04, 2012, 11:17:33 AM »

Quote from: kadnod on September 03, 2012, 08:04:18 PM

Quote from: Autistic Angel on September 01, 2012, 03:36:57 PM

The assassins might be in psionic contact with the shardminds -- maybe there's a Detect Psionics skill we could use to sweep the city or set up alarm wards.

Also, effective immediately, all conspicuous stacks of hay, pigeon roosts, and benches with exactly two people sitting on opposite ends are banned from all public spaces.

-Autistic Angel

The only psion you know that might be able to scan the entire city would be Amehez back at Crater Town.  If you contacted him, he might be able to use the fragments of the Living Gate to preform the scan.  That could reveal Crater Town to enemy telepaths, though.

Your scouts have also reported that some Prepotency loyalists have barricaded Kraken Hall, former center of government in Scaleport.  If enemy telepaths remain in town, that might be a good place to search for them.

If there are psions in Kraken Hall, we must get them out of there, that is too dangerous.
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« Reply #1873 on: September 05, 2012, 02:42:12 PM »

So at this point, how many days out is the siege?  Do we have the time and/or resources to put together some siege weaponry on the walls, or at least boiling oil/tar pots that can be dropped on incoming enemies?  What about digging a (large spike/some other nasty trap filled) trench outside of the gates that could be covered with some sort of illusory terrain ritual/spell?

Jett, your flying mounts, what is the duration on them, and can they be used in battle?

Do the druids, or others from the mists have any way to call on nature to send us some wildlife as allies?
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« Reply #1874 on: September 05, 2012, 10:24:05 PM »

Server up at 8EST.

Quote from: Arkon on September 05, 2012, 02:42:12 PM

So at this point, how many days out is the siege?  Do we have the time and/or resources to put together some siege weaponry on the walls, or at least boiling oil/tar pots that can be dropped on incoming enemies?  What about digging a (large spike/some other nasty trap filled) trench outside of the gates that could be covered with some sort of illusory terrain ritual/spell?
....
Do the druids, or others from the mists have any way to call on nature to send us some wildlife as allies?

4-8 days out for the Prepotency arrival, depending on how well the granary raid went.  You could send scouts north to get more information, but it is possible they'll be intercepted by the Empire auxiliaries that are based out of the village of Gull (aka strange light/granary town.)

You could move the siege weapons you have to the outer walls if you want.  Building more defenses means either pulling men off guard duty or conscripting townsfolk. 

When you called for druids, only one of any ability stepped forward (during the session you missed, Arkon) and she seemed a bit daft.  You doubt she could conjure up significant allies.  Some of the Mist mention a few Ent allies back at    Misthome, but they haven't tagged along on the journey to Scaleport.
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« Reply #1875 on: September 07, 2012, 01:17:40 AM »

And our heroes have a nice chat with a possessed hobgoblin and a cleric has a fantastic vision or hallucination or is maybe just making crap up to impress women.   Da Freakin' Pope!

2000 xp each and please continue to discuss siege preparations!
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« Reply #1876 on: September 07, 2012, 04:38:37 PM »

...I could have *sworn* I posted in here earlier today.  Has there been a server hiccup or did I actually forget to push the 'Post' button this morning?

Either way, I'm really sorry about missing the game on Wednesday.  I'm away from home this whole week and didn't expect my evenings to be so hectic.  Should be back by Sunday!

Destructor-kun says that Bilon saw that Rangrim has been captured, but I haven't heard about the hobgoblin yet.  What did he have to say?

-Autistic Angel
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« Reply #1877 on: September 07, 2012, 04:48:35 PM »

Quote from: Autistic Angel on September 07, 2012, 04:38:37 PM

...I could have *sworn* I posted in here earlier today.  Has there been a server hiccup or did I actually forget to push the 'Post' button this morning?

Either way, I'm really sorry about missing the game on Wednesday.  I'm away from home this whole week and didn't expect my evenings to be so hectic.  Should be back by Sunday!

Destructor-kun says that Bilon saw that Rangrim has been captured, but I haven't heard about the hobgoblin yet.  What did he have to say?

-Autistic Angel

He was taken over by the same Shardmind that talked to us through Victus, before Victus was brutally slain.  He again asked us to reveal the location of Amahez etc...so that the Living Gate could be reforged.  If we agreed, then he would cease communication with the Prepotency, essentially blinding/deafening the legions who are on their way to Scaleport.
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« Reply #1878 on: September 08, 2012, 04:13:08 AM »

Not only the legions (plural - he told us that there's three other legions planned on making their appearance if the first one fails), but the entire communication network period with the Prepotency. Everywhere.

It was very, very tempting to agree with him in full this time.

Until our Cleric rolled a natural 20 and ruined everything. Tongue
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« Reply #1879 on: September 08, 2012, 03:06:02 PM »

Quote from: Arkon on September 07, 2012, 04:48:35 PM

He was taken over by the same Shardmind that talked to us through Victus, before Victus was brutally slain.  He again asked us to reveal the location of Amahez etc...so that the Living Gate could be reforged.  If we agreed, then he would cease communication with the Prepotency, essentially blinding/deafening the legions who are on their way to Scaleport.


So instead of a bureaucratic force under a centralized command structure that could be negotiated with, we'd have roaming bands of well armed and professionally trained mercenaries ransacking the countryside at random?  Maybe if we also cede control of Scaleport, he'd agree to throw in a free 12 Monkeys plague they could scatter in their wake.

My character still believes the best course of action is to make the siege of Scaleport as long and costly to the enemy as possible, prepare an evacuation of the civilian population, and rig the city for the most lethal degree of infrastructural collapse as possible on our way out.  Perhaps watching the bulk of his shock troops get swept out to sea by a boiling tide of carnivorous mermen will fine tune our mystery friend's feel for diplomatic delicatesse.

-Autistic Angel
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