(Rappan Athuk) CE response to a PC-led assault

timbannock

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First, a bit of background:

My PCs (currently levels 11-13) came to Rappan Athuk (from Rappan Athuk Reloaded, Necromancer Games, for those of you uninitiated) following a vague prophecy (very vague, of course) leading them to it.

IMC, Rappan Athuk is north of Endhome (Lost City of Barakus), and the first temple (well, the "lowest EL" one, anyway, featuring Zehn) sent a number of priests forth, gathered up Ghotan's and Daarog's brigand groups (bandits from the Wilderness portion of RA:RE), and took over Endhome. They've sort of instated themselves as the law, but allow Endhome to operate much as it was, though they've increased trade between Endhome and the goblins of Greznek (Area 12A of Rappan Athuk).

So...my players followed the idea that heading into Rappan Athuk via Greznek (Wilderness Area 11) was the best way to "sneak" and attack Orcus (eventually). Being that there is now consistent trade with Endhome, I added a small force of goblins guarding the entrance.

When the PCs couldn't talk their way past them (at least not easily), they panicked and roasted the goblins with magic. Very flashy, loud, explosive magic. (Can't remember the spell name, but it's a cleric spell that costs Str in order to rain ridiculous amounts of holy fire down from the skies, harming only evil creatures...I'm sure it's from Book of Exalted Deeds, because it's ridiculously over-powered).

I'm curious what you guys think would be an appropriate response from Greznek, a city of mostly CE goblins (and the forces at Endhome)? How organized? How tough?

I've written up a potential "response" from the goblins and the priests of Orcus, but I feel that it's a little too organized for a largely Chaotic Evil group (though I did try to keep in mind they wouldn't stay organized for long).

Let me know what you all think. I'll post what I have written as the response shortly if anyone wants to critique that more specifically.
 

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Here's what I had:

With the 2 patrols (plus approx. 30 goblin thugs) decimated by Elspeth’s spell and Athena’s gunfire, things are going to get very hot for a little while.

The Goblins of Greznek
Mesifin Styx generally keeps a status spell on one of the goblin leaders (rog 5) that commands the garrison at the entrance to Greznek (Wilderness Area 11). He’s only going to use this for approximately 3-6 hours per day, usually when a caravan is expected (as this is the most likely time for an attack). There is a 40% chance this has occurred.
· If this is the case, Mesifin immediately knows something is wrong, and alerts the leaders of Greznek. A patrol is set at each of the entrances to Greznek, and the Goblin Outpost is now on full alert.

If Mesifin didn’t have a status spell in effect, then the goblin leader instead sends a crew of goblin thugs to report on topside activities to Mesifin and the Goblin Outpost leaders. If there’s no report, the Outpost is put on alert and one Acolyte (with status placed on him by Mesifin via scroll) is sent with some goblins (scouts and barbarians) to check things out. This version of things gives the PCs 0-3 hours (1d4-1), as the goblins check in every 3 hours.
· The journey into the Goblin Outpost takes some time, which could mean the group runs into the scouts on their way down if they have an hour or less time. If they make it quickly enough, they still have the standard numbers at the Outpost readied as usual.

Under Attack!
If the Goblin Outpost raises the alarm, Greznek is immediately notified, as is the nearby Talon of Orcus.
· Greznek’s Response: An extra patrol is placed in the entrance corridor leading to the Goblin Outpost. If anyone is able to hack their way through the entire Outpost, the trap in the hallway is sprung, collapsing the corridor and cutting the Outpost off from the city.
· The Talon’s Response: The Talon is immediately placed on alert and the connecting hallway between the Talon and the Goblin Outpost is watched carefully. Any signs of fighting will draw the full wrath of the Talon in what starts as an all-out assault to destroy whatever is hacking through the goblins. If heavy losses are sustained, the remnants will try to secure the Talon, and/or lead the attacking force into the Bloodways or another dangerous area of Rappan Athuk. Only under dire threat will the Talon alert other areas of Rappan Athuk (starting with any nearby temples of Orcus and direct servitors, and ignoring unfriendly or unallied forces/areas), usually with a sending spell for immediate effect.

Endhome
Goblin patrols regularly accompany merchants to and from Greznek, so any interruption will be noticed within 2d10 hours, either by merchants, returning patrols, or outgoing patrols. Merchants will not alert anyone immediately unless they are near enough to do so safely. Patrols of any kind will find the quickest route to some allies and raise an alarm.

If Endhome is alerted to the presence of attackers on Greznek, the watch is put on high alert (especially if an attack was particularly destructive). The people of Endhome will quickly find themselves under military law, and patrols will be reinforced with at least one spellcaster who can make use of status and sending scrolls, so that there is a constant eye on all such forces.

An assault on Endhome is met first with extreme force, and then immediately by the execution of prisoners and innocents, which will start riots (that the more cunning minions of Orcus will use as a cover for an escape back to Rappan Athuk). A sending will alert the mid-level Temple of Orcus.

An End In Sight
If everything quiets down for a little while (4d6 days), all alerts will settle down over the course of 1d4 days. However, areas that suffered during the initial assault will quickly find themselves bolstered whenever possible by a few of acolytes of Orcus and the use of status spells and the like to keep a better eye on things.

Speak with dead will also be used whenever possible (or even more powerful magic, if necessary) in order to investigate the situation.
 

I like it. I especially like how your making sure the adventure is dynamic and responds to what the PC's do and do not do.

Have you read the Rappan Athuk forum on Necromancer Games messageboards? Several good stories over there. Not to mention the forum for Endhome/LCoB.
 

I posted this there in fact...no responses yet :( The Necro forums seem to be a little slow recently.

I'm just worried the response is too structured for a largely Chaotic Evil group of baddies.
 

Is the party still in the relate immediate area or have they retreated some distance ( > 5miles ) to lay low for a while? Were there witnesses? Can the party be tracked?

I ask this because unless the goblins have a clear target, the response will vary.

If the party is in the relate immediate area or can be tracked, it will be a full on attack in force or ambush of the party. If the party prevails, the goblins will double or triple up on the defence forces, lay out traps and will wait for the party to come to them and fight the goblins on ground of the goblins choosing - the home turf advantage.

If the party is not in the area, there were no witnesses and can't be tracked, the goblins will patrol the immediate area heavily for a while and double up on the guard posts. Eventually they will downscale if no immediate threats re-appear in a span of a few days but guards will be more vigilant (allow a circumstance bonus to spot & listen checks) for probably up to a week. Then it will be business as normal.
 

Currently the group is standing over the torched bodies of about 40 goblins. I haven't decided yet if there was an active status spell in effect, so whether or not someone knows is TBD.

There are wandering patrols, and if I remember correctly, the spell description for the spell cast by the cleric says that the fire rains from about 120' up in the air. That's probably high enough to seen for some distance around, so I'm thinking that at least one patrol noticed something funky going on.
 

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