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DnD Game Group Roleplaying

Empire Of Iron

Here’s the main page for the new campaign. From here, we’ll link off to characters, record world setting stuff, and all the rest.

History, Cultures, Rumors, Random, Character Rules, People, Deities.

The heroes

Lazon, an escaped human slave. He has taken up war, wielding the spiked chain as his instrument of vengeance.

Human Fighter 2, Swordsage 4. Lazon is an escaped human slave who suffered terribly at the hands of his Draconian master.  He has taken up the war, wielding the spiked chain as his instrument of vengence.

Oxido is one of the reclusive Silverene Elves, a wizard without a spellbook. Silver Elf Wizard, Level 6

Oxido is a member of the reclusive Silverene Elf race. He joined a secret society and trained in the Golden Citadel, learning the art of being a wizard without a spellbook.

Shifting Sands (Sandy) is a wanderer from the east, bringing her knowledge of nature and dwarven weaknesses to bear in the new war. Human Mystic Ranger 6

Shifting Sands is a wanderer from the east, bringing knowledge of nature and study dwarven weaknesses to bear against her foes.  Her homeland is lost to myth; even Sandy doesn’t remember all of the barriers and wilderness she traversed on her journey west.

William is a mighty cleric who shares his faith and healing with the companions. Fighter 1, Rogue 1, Cleric 4

William was a mighty human priest at the gnomish court. When the heroes came to town at the request of the king, William offered to aid them against the Ogre raiders. So far, he’s led them to many victories… and has found valuable companions.

Talisin is an elven rogue who hung out in Felixis for the last few years. He has taken up arms in defense of his adoptive city. Wood Elf Rouge 4 / Warblade 2

Talisin is an elven rogue who journeyed from his homeland to the east a few years ago. His first stop was with the Vartains along the river. After staying with his cousins for a little over a year and a half he realized that the cultural gap between them was much stronger than he was lead to believe by his forest dwelling brothers. Although he felt some racial kinship with the Vars their existance was too tame and compromising for him. Unable to return to the forest, he has since set up residence in Felixis, and seems to enjoy socializing with everyone. When the crisis struck, he took up arms in defense of his adoptive city.

Denia Fasilro is a gnome Beguiler, long a native of Felixis. Denia took up arms in defense of her city, but is now retired to her people’s court. Denia has taken up arms in defense of her city, joining with the elves and humans to investigate the fall of Gleyn.

Gawain, a human Cleric and member of a secret resistance society, who journeyed north with the PCs on their first raid.

What has passed

Session One:

In the kickoff session, an exhausted gnome warrior reached Felixis and warned them that an army had sacked the encampment town of Gleyn to the north. The PCs picked up weapons and started to the north, scouting to ensure that the dwarves weren’t also marching on Felixis.

The encountered a skirmish party of clay dwarves and slaughtered them while they concentrated on shackling Sandy. They released the homing pigeon to warn the town of their encounter. They also seized the skirmish group’s whistle and blew it, drawing in a second heavier group, led by a stone dwarf. The battle was brief and decisive; while a few of the PCs picked up wounds, the fallen were all dwarves.

They asked a captured enemy mage (or warlock) about the attack. While he tried to lie, persistence paid off and his earlier estimate of 10 legions was revealed to be an exaggeration. With the sun setting, they moved away from the battle site and setup a cold camp nearby.

After a quiet night, they set off towards Gleyn in the morning. After an hour they encountered a detachment of about 25 dwarves and 10 gnomes in shackles felling lumber and building a wall. They circled around the work camp and continued to the north. Soon they were nearing Gleyn, when they were ambushed by a small squad of clay dwarves. When the full size of the group was revealed, the dwarves fell back and called for reinforcements.

A pack of dogs closed from the east; the two riders were shot and fell off their mounts, while the pack closed and started tearing at the companions. Though they picked up a few dog bites, but they remained fully functional. Unfortunately, by the time they finished with the dogs, the dwarves were marching down from the north. Since there were 20 dwarves, they decided discretion was the better part of valor.

Attack Plan

he die roll came up a 2, meaning disaster for the Crierwy group.  Next session will start off with some of the consequences…

Below is what was written when the attack plan was written out:

Here’s how the attack is going to play out next session.

Before next session, on this page, you’ll iron out the “if everything goes right” plan for each of the three forces. We’ll play through with the PCs like normal until the day before the battle, when we’ll roll a d10. The d10 roll will correspond to how well the plan goes; 1 means the plans only go about 10% right, while 10 means things work out almost exactly (100%) per the plan. Intermediate numbers reflect intermediate amounts of chaos and plan disruption due to unforseeable events.

Odd numbers mean problems are with group 1 (the by sea group), while even numbers mean problems with the attack from Crierwy (group 2).

Below I’m sketching out the timelines for the three attack groups as I understand them. Modify the plans for everyone as much or as little as you like to reflect your discussion with the mayor and captain. Whatever version of the plan is on the wiki Friday will be what you agreed to during the breakfast meeting, and is what everyone is expecting the plan to be.

Group 1: By Sea

Day 1: After breakfast the group of about 50 troops (mostly gnomes saved from slavery and equipped with dwarven arms and armor) board the ships and sail north

By evening, the troops disembark on the beach and setup camp

Day 2: The troops march east along the previously cut road. About 5 miles from Gleyn, they will circle north and bed down for the night, preparing for the next morning. (This should be an easy march for them.)

Day 3: Rise before dawn, march the last few miles in from the north west and strike around dawn.

Battle Goal: Harass and distract. If the enemy are still in their tents, Group 1 will try and get whoever they can while they’re sleep, but if the dwarves are alert, they’ll just harass them with light crossbow fire and skirmisher duels.

Group 2: From Crierwy

Day 1: The troops marching on the road should reach Crierwy by nightfall. A small party of mounted troops from Felixis, including a messenger and the town warpriest, will try to reach Crierwy with the attack orders agreed on at breakfast in Felixis.

Day 2: All of the troops from Crierwy (the 25+ Crierwy homeguard, the 50 troops sent from Felixis on the day of the attack on Gleyn, and the 50 or so troops who will arrive at the end of day 1, total about 125) will rise late and march west along the Gleyn/Crierwy path. About an hour east of Gleyn near the road, they’ll set up camp and prepare for battle in the morning.

Day 3: They’ll rise early (before dawn) and march on Gleyn shortly after sunrise.

Battle Goal: Harass and distract. If the enemy are still in their tents, Group 2 will try and get whoever they can while they’re sleep, but if the dwarves are alert, they’ll just harass them with ranged weapon fire and skirmisher duels.

Group 3: The PCs and Felixis’s Rangers (about 10)

Day 1: Finish strategizing over breakfast. Finalize equiping themselves, load up the horses and ride north to near the 2 walled fort where the rangers stayed when you returned to Felixis.

Day 2: The rangers gather up and join with the PCs, get briefed on the plan for tomorrow. Advance at an easy walk to about an hour south of town, settle in for the night.

Day 3: Rise early and sneak in to Gleyn while the troops are away fighting groups 1 and 2.

Battle Goal: Kill the leaders, free any prisoners in town.

Contingencies to consider (brought up by the Captain, if you don’t bring them up first):

What if the dwarves don’t bite– they just let their skirmishers fight our gnome/allies skirmishers and don’t try to reinforce them with troops from town?

What if the dwarves have already marched before day 3?

If a group can’t do what they are supposed to because they’re out of position, the boats sink halfway, whatever, is there a way to let others know?

(Kevin) My thought is that group one should be a distraction, harrassing force, start with a 10 man(gnome) group going in, getting spotted (on purpose) and then running, drawing forces out into the rest of the mass to be ambushed and cut down….once that stops working they should just focus on pining down what forces they can with crossbow fire. I’d recomend that they all carry as many crossbow bolts as they can. Force 2 should have the strength to assault fairly straight forwardly, especially once group one has drawn some troops off.