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(Rappan Athuk) CE response to a PC-led assault
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<blockquote data-quote="timbannock" data-source="post: 3737198" data-attributes="member: 17913"><p>Here's what I had:</p><p></p><p>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.</p><p></p><p>The Goblins of Greznek</p><p> 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.</p><p>· 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.</p><p></p><p>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.</p><p>· 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.</p><p></p><p>Under Attack!</p><p> If the Goblin Outpost raises the alarm, Greznek is immediately notified, as is the nearby Talon of Orcus.</p><p>· 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.</p><p>· 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.</p><p></p><p>Endhome</p><p> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>An End In Sight</p><p> 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.</p><p></p><p>Speak with dead will also be used whenever possible (or even more powerful magic, if necessary) in order to investigate the situation.</p></blockquote><p></p>
[QUOTE="timbannock, post: 3737198, member: 17913"] 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. [/QUOTE]
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