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Mask Campaign Chapter 9f: One More Trick to Play
The party, and hopefully a few dwarves, have
just survived an avalanche attempt by the goblins. Questioning any
prisoners will reveal nothing the players do not already know. The
goblins are desperate now, they believe the players magic is too
strong to fight. They only have one last tactic to try and one last
trick if that doesn't work.
After the rock climb Regner
will inform the party that they are nearly out of the goblin's normal
territories. He believes the area on the player's map is only a
week distant and the ground is more level than previous areas. The
remaining dwarves are too frightened and demoralized to feel excited
yet. They feel certain the goblins will follow them till they are
all dead.
The day will pass without incident. Davrus,
or his replacement, is forcing his remaining worg riders to pass
the players position for 1 last ambush. His remaining goblins will
not be able to catch the party before they can escape. He has sent
runners back to his tribe to tell them of the possible escape of
the dwarves. The next day the players will spot a group of approximately
30 goblins at a far distance to the south. These are the remaining
forces of Davrus. The party can tell that they are at least 1 or
2 miles behind.
Approximately 1 P.M. Davrus's attack will happen.
A group of goblins mounted on worgs will ride out with the sun at
their back. There are 6 worgs, each carrying 2 goblins. The first
goblin is armed with a crude lance of sorts, the second goblin will
jump off when the worg gets close to the group. The mounted goblins
will keep far apart to avoid area effects spells but will try to
keep characters engaged while the goblins on foot go for the dwarves.
3 rounds after this a second group of goblins on worgs (6 worgs
with 1 goblin each) will approach from the opposite direction. These
goblins will attempt to grab a dwarf and ride off. Likely they will
go for children or the injured. These riders will not stop for combat
unless they are unable to grab a victim. If they grab a dwarf they
will not stop until well away from the combat at which point they
will kill their victim.
This should end up a very confused melee. The
first group of worg riders will refuse to stand and fight, constantly
moving so as to present a hard target and possibly make a charge
attack on a player from behind. The goblins who jump off the worgs
will wade into combat attempting to distract players or kill unprotected
dwarves. The last group of riders will present a real problem for
players who do not have enough mobility to catch a sprinting worg.
Several things to remember for this fight is that ranged attacks
may have a chance of hitting captive dwarves and the goblins fight
this battle without fleeing or surrendering. They believe they are
doing this for the survival of their tribe.
Any worg riders who escape with victims may eventually
come back for a second but they have been instructed to meet up
about 1/4 mile ahead of the party.
If the party succeeds here, then Davrus is forced
to admit failure. He calls for a parley about 1 hour later. He is
accompanied by 2 goblins, and any survivors form the last mission.
If he is allowed to live long enough, he bows his head in defeat
and tells them he will let the dwarves go with no more attacks.
"Too many of my people have been kill
to continue this battle." he states with a shrug. He
actually attempts to flatter the players with praise of their battle
prowess and cleverness. He then offers them gifts to cool their
anger against his people. He has his 2 assistants bring forth 3
crude necklaces, leather straps with small colored stones imprinted
with goblin symbols upon them. They are valued at 5 gp. each. He
also offers them a barrel of Aleate wine. Brewed from certain fungus
his people cultivate. He goes on to say it is very potent and has
been known to give visions.
Note: The wine is poisoned, this is Davrus last try. He
is hoping the players will be poisoned and then the dwarves will
die without the players aid. Detect poison spells or perhaps detect
lies will reveal his intentions. If the players let him live to
this point, he wishes them well and with an air of defeat sets off
to the south to rejoin his people.
The players will have no more trouble from Davrus and indeed the
necklaces will give the players a boost in dealing with other goblins
they might come across. If the dwarves are all dead before this
point, Davrus will not bother to meet the players since he will
consider his job finished.
Now all the players have to do is find a new home for their ragged
friends...
continue...
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