Session 11 - Over Their Heads

Arc: Arc 2 - Dual Fronts
Log: Session 11 Log - Over Their Heads
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Active Organizations

  • Scarlet Circle [d4]
  • Sapphire Torch
  • Bremoor Thieves Guild [d6]
  • Kosj worshippers [d8]
  • Princess Jade [d6]

Session Points

  • One more orc combat (can we have some people built to help the PCs?)
    • Need to balance off the extra strength
    • Need to have a single leader-y enemy that the PCs can kill. This will be the leader of the offshoot of the clan
    • Need to also add a little bit extra to this camp, a nursery, a church, etc.
    • Can we fit some roleplay in here? Maybe make it the whole session?
  • At this point, it has to be obvious that there are more orc camps on the horizon... many more, though they're a fair distance off
    • Detail the fires they can see, the clouds of campfire smoke rising up into the sky

The Sapphire Torch

Need to put together some builds (or at least ideas) for them, if they're going to fight with the PCs

  • Freyja (Fighter)
  • Astrid (Medic)
  • Calder (Enforcer)

The Next Camp

The next camp is ready for them. If sighted, the orcs in their battlements will start by loosing arrows on the party, and then sound the alarm.

  • They will continue to shoot arrows until the party is close enough to be targeted by spells, where a cleric will attempt to sling some spells from behind the wall
    • [Archer Statblock]
      AC 16 (FF 13, TA 13)
      HP 23
      Longbow +6 1d8+2
      600 xp
  • There are a handful of ways inside.
    • The gate can be forcefully opened with an accurate enough shot - shooting the ropes that hold the gate up [AC 20]
    • The wall can be scaled at [1/4 speed - Climb DC 15] or [1/2 speed - Climb DC 20]
      • Need to make another [Climb DC 15] check every time you are hit (you only have your [flat footed AC] while climbing)
      • Failure by [4 or less] means no progress
      • Failure by [5 or more] mans falling
        • You can catch yourself at [Climb DC 35]
        • Someone else can catch you by making a [melee touch attack] then [Climb DC 25]
          • If you succeed, if their [total weight] exceeds your [heavy load], you both fall
          • If you fail by [4 or less], you fail to catch them, but are still climbing
          • If you fail by [5 or more], you both fall
    • The back gate is open. If the party starts going that direction, it will be raised in 2 rounds.
    • Do they have fire? :thinking:
    • Definitely other ways

Once inside, the battle differs based on their path:

Inside by Force

The full force of the orc camp is going to be waiting for them, since they weren't exactly sneaky, and the orcs already knew they were coming.

Unnoticed

They likely made their way into the back of the fort, or got inside some other way without taking the front. Good for them.

  • Some of the combatants from the above case are still wandering around, waiting for the action, and a little anxious, but the players might be able to get the drop on them.
    • If so, they can only get the drop on one group unless they're careful about it, sounds of combat are pretty easy to hear, not to mention the orcs calling out for help and everyone's on edge besides
  • The party could also literally just sneak to the end: the target they're looking for is near the center of the camp, in the biggest, reddest tent

Obligatory Feeling Bad Times

Describe the altar to Nulgreth, the blood god
There seems to have been a recent sacrifice here - there is blue-green blood staining the altar, also there are bright but rough gemstones scattered around the altar
Don't forget to run the [Nursery] here
Running across the nursery. There are 3 toddlers inside and an orc nanny, who only has NPC levels and will defend the children with her life if needed.

[WHEN WE START HEADING TO NEXT AREA]

  • Calder takes off to look around and search the rest of the camp
  • Astrid keeps a good distance away - She's running low on spells

Shamar's Tent

Inside the tent is Shamar Pruushnak as well as two other combatants:

  • In all likelihood, he's come out to see what the hell is going on, but if the players have been sneaky enough, perhaps he hasn't
  • He's obviously pissed, but more about being betrayed. When he sees the players, he should shout out Lucien's name, and even though the rest of the words are in Orcish, its pretty obvious that he's not thanking the man.
    • If interrogated (who am I kidding), Shamar can tell them about his dealings with Lucien in the past, otherwise there's the note from Lucien in Shamar's pack
    • [CR 10 (9600xp)] - Reduce this if they're running low
      1x Orc Chieftan
      2x Orc Scout
  • Inside is a table with a map of the area. There are a few POIs, but in general the players can make out some regions
    • Shamar's holdings, the smallest of the regions, smack between everything
    • Kaledorei and the path surrounding it, mostly to the west
    • His brother (Sargulg Pruushnak's) holdings, mostly to the east and south
    • The mountains to the north, and a dot marking one of the larger mountains

Aftermath

They just genocide'd a whole community of orcs, so that could be sitting on peoples' minds after the adrenaline wears off.

  • Freyja has done horrible things like this before, but regrets having to do it again
  • Calder is still having an alright day, but after he sees everyone else is unhappy, doesn't make that obvious
  • Astrid is pretty aghast of it all
    On the plus side, the only people likely to go after them are all the survivors, women and children, most likely... unless the group dealt with them too :)

If they look, the group can make out more fires of more orc camps in the distance, but with a successful [Perception check] (ask for one, give it to them unless they super fail), the group can see that the flags on those camps sport a different symbol - a black icon of a skull