GREYHAWK CY 576: GREAT LEGENDS RETOLD -- CAMPAIGN THREAD

Tellerian Hawke

Defender of Oerth
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You reach the caves area without having any encounters. As before, it is a matter of about 9 hours travel by horse. You tether the horses about a thirty minute walk from the ravine's mouth, and go the rest of the way on foot. Having left at dawn (about 5:30 am), it is now 2:30 pm. The hottest part of the day is ending, but the sun is still high and bright in the sky. Sunlight filters through the trees of the ravine forest. Everything is quiet; not so quiet that the birds and other small animals are silent, but the kind of quiet that permeates a forest where no human (or humanoid) activity has occurred in quite some time. The party makes it to the copse of trees just above entrance #4, which, as everyone remembers quite well, is the entrance to the Goblin lair, which is now overrun with Green Slime. Everyone also remembers that entrance 5 is the entrance to the Ogre Cave, and Entrance 1 is the entrance to the Kobold Lair. Given that most humanoids are nocturnal, their absence is not unusual, but you know for sure that at least a few Wendol tribesmen should be out and about; however, this is NOT the case. There is no activity here.

GM: Everyone needs to make a SENSE MOTIVE roll. This is an untrained skill; if you don't have the skill, then simply roll a d20 and add your Wisdom bonus to the roll.

Hawke (Sense Motive): 18
Nimbar (Sense Motive): 26


Hawke HF Portrait 001.png

Hawke says, in a whisper, "Something's off; I have a bad feeling about this."



Nimbar HF Portrait 001.png

Nimbar nods in agreement; he whispers back, "This is an ambush. They're waiting for us."




Quixt, Sphynx, go ahead and roll your skill checks; then whisper your intentions to Hawke and Nimbar.
 
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Aust Thale

Adventurer
Quixt:
Sense Motive (Rolz) = 21
It’s an ambush alright. But why would an ambush be set up for right when we return? Something more than the obvious seems amiss.
Quixt places his left hand casually on his short sword while simultaneously placing his right hand on the wand of hold person scabbarded along his belt to locate it. He then quietly readies himself to cast Invisability Sphere by pinching his gum-wrapped eyelash out of his spell pouch and centering it into the palm of his right hand, and then back to touching the wand.

He observes his surroundings closely, particularly the presence of footprints as well as the absence of animals.
 
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Tellerian Hawke

Defender of Oerth
Nimbar whispers, "My guess is that traps were set, and guards posted, and perhaps Alarm spells set at the perimeter to notify them whenever anyone drew near. Alarm spells don't have to be noisy. They can be silent. We should be on guard."
 

MacConnell

Creator of The Untamed Wilds
OOC: Sense Motive: d20 + 6 = 9 + 6 = 15

There is no telling where Sphynx's mind may have been wandering when the party pulled to a halt, bringing him from his thoughts. Listening to the ideas of the others, he responds, quietly.

"Suspecting a trap, whatever the trigger, I think it foolhardy to venture in. We should backtrack a bit, change direction, and approach from a different angle."

Sphynx will listen, intently, to the surroundings and use his druid ability to detect magic.
OOC: Listen: d20 + 12 = 13 +12 = 25
 

Tellerian Hawke

Defender of Oerth
It takes Sphynx a little less than 20 seconds (18, to be exact) of intense concentration to determine that the ravine area is a veritable no-man's land, filled with magical auras, probably either alarm spells, or maybe even magical traps. Looking behind at the way you came, you are relieved to see that there are no magical auras. Apparently, whomever set these spells didn't leave the ravine itself. All of the auras are either on the cave entrances, or within the copses of trees that litter the area. All of the auras register as faint, meaning that they are minor magicks. [3rd Level or below.] You know, however, that there are some so-called "minor magicks" that can and often do prove fatal. Your ability to see the auras will last about 4 minutes, so it is possible to guide the party around them, while on the ravine floor. But once you approach any of the cave entrances, you will not be able to avoid them. You are beginning to see that your initial hunch was correct; you should find another way in, because the "front door" to this place is one, big trap.
Somewhere to the Southwest, above your position, possibly in some position overlooking the ravine from above, you hear voices. They are calm and low, conversational in tone. Perhaps guards standing watch on an alternate entrance? You can't be sure.
 

Tellerian Hawke

Defender of Oerth
Nimbar whispers, "I remember from our earlier trips that there are trails on both sides that lead up to the top of the ravine, but right before we reach the top, we will be exposed. Quixt, I noticed you preparing spell components a few moments ago. I don't suppose you have any spells that would help us to hide? Invisibility Sphere, perhaps? If so, perhaps we can get the drop on them..."

Quixt nods, smiles, and casts his spell. The party begins to move up the side trail, away from the trapped ravine floor, gaining elevation quickly.

OOC:
Move Silent checks:
Hawke: (1d20+6) = 16
Nimbar: (1d20+8) = 23

Quixt and Sphynx: Make move silently checks, please.

 



Tellerian Hawke

Defender of Oerth
GM:

Map of Cliff Top / Ravine Overlook
Terrain is flat and rocky with only minimal vegetation; it is COMPLETELY EXPOSED, offering no place to hide.

The party's position is marked. The Invisibility Sphere has prevented your detection by the monsters up to this point.

Blue = Bugbear Guards
Yellow = Wendol Guards
Red = Orc Guards

1,2,3 = Large Tents

Listen checks: (Bugbears, Orcs, Wendol): 2,6,10 (All Failed.)

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These sentries look like they have been here for awhile; all of them, save for the Wendol, look tired. You surmise that this is because the Bugbears and Orcs are normally nocturnal, and not used to being active during the day.



Even the noisiest member of the party, Hawke, does not make enough noise to alert the sentries. Even the seemingly alert Wendol guards do not seem to notice anything amiss. The stage seems perfectly set for an ambush.

EVERYONE: Discuss options in LINE chat, and then post your individual intentions here. Combat has not yet started. It may be possible to get into a better position before attacking. WHAT DO YOU DO?
 
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Aust Thale

Adventurer
Quixt (whispering to the others):
Move to the rear of the far tent (southeast). We can’t cast distractions and attack, cutting the Wendol off from the pit and bunching the rest together.” Quixt readies a scroll (Summon Monster), and proceeds to navigate the Invisibility Sphere and his mates to the rear of the southeastern tent before the spell wears off.
 

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