[sblock=Map]
http://virtualbattlemat.com/game/hells_basement_1/
I have a map up. It's butt ugly but workable. I used Excel because I suck at designing stuff and coudn't find an appropriate map in Dungeon. Next time, I find the map first abd build the story around it, as usual.
It is huge. Zooming to 50% migth help you.
The grey square a rocky formation. Single and double square are 1 square high, larger formations are 2 square high, the large block at the center of the fort is 3 square high.
The walls are 2 square high, the tower are 4. The double line on each tower indicates the ladder.
The tower are occupied by a ballista that make all 4 squares difficult. You have cover on each square and superior cover if wiedling the ballista (though I expect soldiers to do that, seeing as the curse prevents them from using other weapons).
You can fight on the walls and get cover from ranged attacked. The path is thin though, an each time you get hit, you are in danger of being thrown off. The basic check is Acrobatic DC 10. DC can increase based on the nature of the attack. If you get a push effect, there is no free save, you fall.
The grey blue squares are tent. They are flimsy and someone could try slashing his way throught them. The orange sqaure are permanent buildings.
The gate is the double line.
Green is a patch of wood, difficult terrain, cover if you stand in it, superior cover if you have one square of wood between you and the attacker, no LOS if you have two.
The X area on top of the large rock is the catapult.
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[sblock=Siege Engine]They do a lot of damage but are slow firing. Typically, only one ballista will fire each round, maybe 2 if the attacks are coming from two opposite front. I am tweaking stats, but it tends to do twice as much damage as a level 4 character but hits 50% as much. (Something like +5 vs AC, 2d10+8)
The catapult is a bit different. It needs coordinates. The people on top of the rock kinda see what's going on but need help. A PC can take a Standard action to call in a catapult strike. It's an area blast 1, +8 vs Reflex, 2d10+8. It requires a Standard Action from a PC, a perception check DC 15 then the player calls the square. If you roll 10 to 14, you'll miss the square by 1 in a random direction. Less than 10, you'll miss by 3.
That thing doesn't reload very quickly either. I am thinking 2 turns to reload, ready on the third.
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[sblock=Religion]Lots of high religion check. I even see a 30!
That convinces Ashir that this indeed the collpased essence of a divine beingm, albeit a minor one. So are most of the rocks laying around the fort.
He conceivably has a bit of essence left and was able to pull you here. This must have been his desmene but with him dead, it seems a feylord hijacked it.
There is a way to tap in his remaining essence to help you. After studying him for a bit, those who rolled above 25 in religion conclude that this minor deity was originally an archfey of some kind. Feys are notoriously mutable. This one seems to have fancied itself a protector of some kind. By defining itself and acting as such and presumably by gathering followers it eventually reached a limited godhood.
The resonance of its essence is seriously Lawful Good, in good ole D&D terminology. If you match its resonance, you can channel some power.
If you are Good aligned or if you have become bloodied in defence of others, you can attempt the following action:
Resurgence of the defender
Minor action, healing, encounter
Requisite: Must be within 10 square of the large rock at the center of the camp or adjacent (touching) one of the smaller one.
Religion Check DC 15, one target with
Target: An ally within 5 square or adjacent to one of the stones.
Action: make a religion check DC 15. If successful, the target may spend a healing surge and gain 1d6+5 additional HP.
Failure: The power is not expanded.
Special: This can be successfully used twice in one encounter but only once successfully per round.
Knight's fortitude
Minor, encounter
Requisite: Must be within 10 square of the large rock at the center of the camp or adjacent (touching) one of the smaller one.
Target: An ally within 5 squares or adjacent to one of the stones
Action: Make a religion check DC 15. If successful, the target gets an immediate saving throw with a +5 bonus.
Failure: The power is not expanded
Blessing of the protector
Standard, Daily
Target: You and every Ally within 10 square of the large rock or adjacent to one of the smaller ones.
Action: Make a religion check DC 20. If successful, targets gain +1 to attack until the end of the encounter as well as 10 THP.
Failure: The power is not expanded.
If you are lawful good: +2 to the check
If you are both bloodied and good: +2 to the check
If you stand adjacent to the big rock: +2 to the check
If one ally is dying: +2 to the check
If within 3 square of one of the organge building, +2 to the check (that's where the children are hiding).
These are all cumulative.
If you are character is not Good aligned but you want him to become so, I have no problem. Just make the change. Defending a village full of children when you know it'd be much safer to just walk away if pretty much good aligned.
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As the heroes equip themselves, several children cautiously leave the safety of the buildings and approach curiously the newcomers. Some parents seem very nervous, but seeing as many are orphans, they have no one to hold them back. Neva gently herds them some distance away, near the rock. It seems to have a calming effect on everyone.
-''Leave them some space. Remember you are not supposed to touch weapons and armors.'' she admonishes.
-''Poor kids. This is no place to grow up.'' says Tevense sadly.
-'To answer your question, we have never seen hunters appear, though we have seen a few disappear when they have reached their quota. It looks very much like teleportation. I suspect whoever let them in this desmene makes sure they appear out of sight. It's hardly just fey. Some are, obviously, but most are mortals. Humans, eladrin and goblins seem especially common. They always seem to be nobles or rich merchants. I am not sure if lord Severus will just send more hunters of if he will use special troops.
The most likely direction for an assault is the North or through the wood. That way we have very little warning before the attack. Second most likely is through the south. There are a lots of rocky formation to use for cover. West is a possibility though there is not as much cover and we'll have a bit more warning when they round the wood. East is the safest direction; we'd see them coming long before they are in reach and they have nowhere to hide.''
[sblock=Updated Characters]Now that I have given treasure, I'll appreciate any new updated CB files of your PCs.[/sblock]