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Ceol will stay, also helping to tend to the wounded, unless he is needed in the mount-retrieval team.
As his vows keep him from accumulating much in the way of treasure, he will gladly donate much of his share of the loot to helping the locals.
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Bitur will help retrieve the horses as well. And he's fine with the division of gold.
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Aside to Sir Thoroncir: "You are in command for the present - a Knight of Gondor should be given responsibility commensurate with his talents, and all the more for one who stands well with the King."
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Those retrieving the horses have little difficulties with plenty of scouts to lead the way out of the swamp. The fort is well subdued and those injured are well on the way to healing by the time the party returns. Every member of the party leaves the fort a 1000 gp richer. The Mask was successfully destroyed by Deor.
The party begins the journey to the second fort. This is listed as 1 on the map. From what I know and what we learned from some of the ex-guards, the next fort is a strong stone fort standing 40' tall and a 60' square with 10' walls on the north side of a low hill. It probably has some underground passages and perhaps many.
Luzi leads the dangerous party out of the swamp and to a safe camp site back in the woods.
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Thoroncir takes Gil-Gandel aside and asks, "My friend and Elf-captain, did you mean to relinquish your command and have me lead the entire party until you decide to resume authority, or to take command of just that portion of our party recovering the horses until we return?"
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Mulligan and Rorimac start trying to work out the best way to get into a stone fort while staying invisible in an area that seems to really dislike invisibility.
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The party sets out for the fort. They make good time and happily have a small escort for the dangerous prisoners back down to Raj in the form of Guards led by Gonung and his brother. Gonung wishes you luck and thanks you for his freedom. He warns you, the fort your headed for is rumored to have a dread guardian of elemental fire though perhaps your wizard can deal with that problem.
How does the party plan to break into a solid stone tower fort?
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Captain Sir Thoroncir will be glad to be corrected, but takes it from the otherwise recently uncommunicative Gil-Gandel's remarks that the Sea-knight is, at least for the moment, to lead the party now. Accordingly, we will advance in our usual careful order. Our magic users will, on the way, kindly brush up on spells that might be useful against a fiery foe, and our treasure-finders will prepare for invisible scouting upon our arrival at the tower fort. Any other suggestions are, as ever, welcomed.
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"Well given the amount of paranoia in this area, I would guess most of the methods will be pretty ineffective for anything involving magic. Skills unknown to them would stand a better chance."
Mulligan ponders the fort in the distance.
"Initial thoughts, brief scouting overhead from a great height by Drindoleth to espy what may be in the fort. It would be good to get an idea of what is inside. As it's standing on a base with tunnels and secret entrances, I would suggest we look for them to being with. Either detecting such magic as is used to hide them, or watching the dwarves find them with keen insight. It might be worth me trying to get over the walls invisibly, but I don't think that will work any better than it did in the last town."
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"I'd be willing to aid with the search for secret tunnels or entrances, but seeing as forts rely on few ways in and out so that enemies are forced into choke points, I don't expect us to find any. That said, if they were silly enough to make one, all the better for us. Just don't expect it to be free of resistance."
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As the party gets closer they see at a great distance the tower fort.
http://i18.photobucket.com/albums/b1...rFort40x60.jpg
A flyover by Drindoleth reveals the tower is roofed over but the roof is actually large wooden beams. The tower itself is stone but not of the greatest construction as the Dwarves report even from this distance.
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Do we have a sense for the number of guards / soldiers stationed at this fort? Is it comparable in manpower to the last one?
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Less guards and more mystery.
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Could Drindoleth or an invisible flying hobbit peek through some windows with a fair chance of not being detected?
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"It's a shame we didn't bring a catapult with us. Hold on the flying for the moment, we can move invisibly up there and hopefully Mulligan can see any magic before it sees us." Rorimac starts looking for the best way to go up the hill. "We might want to also find somewhere close by, we can leave the horse safely before the ensuing conflict."
Mulligan puts her glasses on and looks up "We will be back soon, hopefully without incident and with information."
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"Be safe, my friends." Ceol gives Rorimac and Mulligan a brief blessing of Eonwë before they depart.
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It is around 11am on a nicely sunny day.
Mulligan Finds the entire tower radiates a protective magic and a detection magic.
Rorimac discovers that the hill is pretty easy to go up and the better mounts could easily charge up the hill if desired.
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How far off the ground are the lowest windows? If the picture is an accurate depiction, and that's a door centered on the left (sunlit) face at ground level, the windows would be oversized but well over our heads, even if mounted. Is that right?
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"Ok, so although we could charge up the to the tower, they could probably sit behind the walls and have that fire beast attack, leaving them free to mop up what's left. But we do know where the magic detection and protection starts. Although it appears heavy." Mulligan reports back.
"It might be worth having look round to see what other tracks there are in the grounds, see if I can find a different entrance." says Rorimac, "Otherwise, some of you get to charge up to the tower, make a lot of noise and retreat, pulling the cultists out so the rest of us can slip in and cause trouble."
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The windows start about 11' up.
The windows also narrow in from the outside to allow defense but a wide arc of fire.
The protections start at the wall and detections 10' out.
Gilraen recalls, "Dear Ghan-Buri-Ghan explained how Druids are quite fireproof against anything but huge dragons. Perhaps Drindoleth would be willing to be a major part of the distraction."
The tracks all lead to the doors.
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"Umm, how do you stop a dread guardian of fire?", asks Mulligan, "is there anything actually there to damage?"
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"Perhaps there is some magical means of quenching its fire?" Thoroncir says. "Dwarves tend to be resistant to fire, as well. Perhaps Ceol, Bitur and I can appear at the front door and challenge the castle's master to come out, or at least draw their attention, while Drindoleth and Mulligan land on the roof and see what sort of defenses the foe has there. We need not necessarily fight our way from the ground up as with our past attacks on towers of this sort."
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"I'll do what I can to help defend us from this. My usual approach of using fire as an act of aggression will probably be rather ineffective, but I may be able to dispell, deflect, or otherwise neutralize some of what is brought against us. I'll prepare with that in mind."
1: Comprehend Languages, Identify, Detect Magic, Feather Fall
2: Web, Knock, Detect Invisibility
3: Fireball, Fly, Invisibility 10' Radius
4: Ice Storm, Wall of Fire
5: Wall of Force
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"So, the direct approach then. I guess challenging them is probably better than going and asking for help and seeing if we could sucker some of them outside. If anyone can protect against their arrows, it might be a good idea to do that before you go up and say hello."
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Gilraen wonders if the Druid has any spells that might help?
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I doubt that any fire creature would want to be caught in an ice storm, and my lore suggests that any creature animate enough to move about of its own volition may well be susceptible to weapons of great workmanship and dweomercraft. I also know the druidic secret of protecting myself from fire, although one of Deor's best fireballs would singe me (and erode my defence until I had time to prepare it afresh).
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Welcome back, Malacandra! See post 422, and issue any new orders you wish.
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No new orders from me - Gil-Gandel is giving Thoroncir a turn at the reins and has no intention of undermining his authority.
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The Sea-knight captain clenches his jaw and says, "Right, then. Unless our magic users would like to rest for the night in order to have new spells on the morrow, Ceol, Bitur and I will advance to the front door and challenge the castle's master to come out, or at least draw their attention, while Drindoleth and Mulligan land on the roof and see what sort of defenses our foes have there. Deor may also fly up and lift someone along with him. If those above can exploit the situation to the party's advantage, they should do so. Those remaining on the ground should be prepared to rush forward if Ceol, Bitur and I are able to gain entry to the tower below. Any other thoughts or suggestions, my friends?"
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"Hmm, I wonder if Drindoleth can carry me up there without requiring a Fly spell, then Deor could use it on another. Otherwise, I'm ready."
"I'll be close by hidden to snipe at anything else other than giant fire creatures." says Rorimac
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Ceol nods in agreement at Thoroncir's plan. "It does seem as though most of our foes have been ready for a direct assault, but our less-than-direct allies should be able to catch them by surprise."
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"So I'm to be bait, eh?"
*Pulls out his axe and shield.*
"Works for me. Let's go."
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You will have a skilled archer to cover your back, never fear. almost imperceptibly nods approval to Sir Thoroncir
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Ceol gives Bitur a wry smile. "Fear not, friend Bitur...if bait we be, we shall give the fish tremendous indigestion all on our own."
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"Don't misunderstand, I do not fear our enemy. If anything, they should fear us. I'd actually feel sorry for them with what's coming if I thought they had any humanity left."
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I'm still not sure what the plan is and maybe someone should nudge the Druid.
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See post 429.
:: nudges the Druid ::
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The Druid responds. "Flying Mulligan and myself to the roof to check defenses seems a good plan to me." Can Drindoleth handle Mulligan's weight without a Fly spell as suggested, or will one be necessary first? In either case, Drindoleth is prepared to change to the Eagle and begin.
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Soooo, are we taking this place apart or what?
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Thoroncir's plan seems quite suitable to me.
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Agreed. And as mentioned, if we find ourselves in trouble with a fire-creature, I can hold it for a short while.
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Gwaelur offers to join the the distraction party.
The rest stand ready as the 4 approach the door. Thoroncir, Gwaelur, Bitur & Ceol walk forward.
Gwaelur has some excellent resistance to fire from his helm and quaffs his Fire Resistance potion.
Bitur looks like and armored tank.
Thoroncir & Ceol are taller and look like good targets.
Three arrows fly down are each of the men. Thoroncir is hit once for 5 points and Ceol 3 times for 16 points
Then a fireball engulfs the 4. It does horrendous damage to them, searing their flesh and ruining some of their equipment. Ceol takes another 32 points for 48 total. Ceol also has his pouch damaged and will eventually find he lost a Super Hero potion.
Thoroncir fails an takes 64 for 69 of 84. He is fortunate that most of his equipment survives though his large +4 shield warps and breaks.
Bitur's dragon helm means he takes only 16 points of damage and all of his Dwarven made equipment is unaffected.
Gwaelur is wearing Rilthol and has fire resistance and takes the least. Only 8 point of damage.
They see a fiery creature in the doorway of the tower only 90' away. What does the party do?
Meanwhile Drinoleth lands Mulligan on the roof. The roof is empty and there is an obvious wooden hatch 3'x5' in the roof.
I am assuming things like strong bows and arrows were not carried towards the tower by the men.
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Cursing himself for being so slow, Deor will prepare to try to counterspell any further Fireballs. He only hopes he isn't already too late...
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What does the fiery creature look like, more specifically? he asked through cracked and blackened lips.
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The creature looks like a 10' manlike creature on fire.
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"They probably know we are here already, although hopefully they will be concetrating on the others down below. I really hope they have the sense to get out of there after that blast. Oh and you might want one of these" Mulligan hands a vial to Drindoleth. "It will allow you to see clearly through the smoke clouds I'm going to be using if I need to." Then she puts her specs on to check the trap door for magic and traps.
At the base of the tower, Rorimac will be looking for where the arrows and fireball came from in the tower to see if he can mark any of those inside.
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Mulligan sees the door radiates the same magic as the tower but has no traps.
Rorimac sees an archer getting ready to fire from every front window. He sees it would hard to hit them. Also he sees Thoroncir looks terrible.
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Drindoleth will return to his Man form once they're on the roof, as that will be a more useful form for now, and accepts the vial from Mulligan.
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If my keen Elf-eyes spot movement near the arrow-slits, I will aim a song of fear at this side of the tower. At a rough guess it looks as though I can just hit all six arrow-slits and if this is so I will apply the "Opponents save at -2" enhancement, but if I guess it is necessary to opt for the "Increased area" enhancement I'll do that instead.
But if I've not glimpsed the archers, I'll loose off some of the dwarven +3 arrows at the fire-creature: they have excellent item saving throws and may be enchanted enough to hurt it (they would be more than enough for a fire elemental).
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Throroncir rasps, "I fear I must withdraw, my friends; come back with me, or press on, as you see fit. I'm sorry." He will stagger back out of harm's way as best he can.