Previously they had encountered a large, shambling horde of zombified undead, surrounding impressive looking golems which disappeared north, scattered splinter groups left behind by that horde, and displaced trolls. But then, in Flamerule 1351, they discovered something different...
Mindful of the implications of their most recent skirmishes with these armoured and orderly undead, and at the behest of the Dukes of Baldur's Gate, the Hellriders approached Kraak Helzak with news before circulating far and wide a copy of the report they prepared.
Lord Revenark and the dwarves of Kraak Helzak.
Thankyou for your welcome.
Our scouting reports are compiled. We have circulated this to the Dukes of Baldur’s Gate, and at their request the various factions fighting the undead menace.
Here is how things stand:
Yellow Area: Rough area of the shambling horde.
Green Line: Picket line of Undead soldiery.
Green Question Mark: We do not know what lies behind the picket line.
Blue X: Narrow Pass
Orange X: Ambush site
Pink Area Area: Open Terrain
Red Circle: Kheldrivver
Dark Green X: Kraak Helzak, estimated. Our maps of the Trollclaws are incomplete.
Scouting reports relating to the various sites marked on the map follow. Suggested uses of each terrain appended. If you have plans which require specific terrain, we can try and find suitable ground for you.
Yellow Area
This is the estimated area that the shambling horde of undead has reached, given its last known line and speed of march. The prediction is several days old and contact has not been maintained with this horde, given its direction heads into the wilds.
Green Line
This is the line of “pickets” of organised undead. Although there is not a solid line of undead, the distance between each picket of undead is that you cannot avoid one band without falling under the eyes of another, without the use of great stealth. The frequency of pickets therefore depends on the terrain.
The various pickets are all formed of ten or less armoured skeletons, each with a sunburst around the letter ‘T’ emblazoned on their chests. Their armour is archaic in form. When the skeletons are brought to battle they fight in close order as disciplined soldiers. No controllers are visible. These are presumed to be with the reinforcements. They fight defensively and await for reinforcements which always come within ten to thirty minutes. We think that this time variation represents local terrain. Reinforcements are numbered in scores, perhaps a hundred or more. We have not engaged these in force.
The picket line is moving slowly in the direction of Kheldrivver and the Trollclaws. Advance appears to be methodical but intermittent. If it remains at its current intent, it will also infringe upon the northern Fields of the Dead.
Green Question Mark
We do not know what occurs behind the picket line. We think this is the intent of the picket line. We have a proposed plan for taking a look behind the picket line below. The other option would be to send stealthy scouts to sneak between the pickets.
Narrow Pass
A simple plan to use this pass would be to hold it with heavy troops and see what comes. A small, heavy detachment would cause anything advancing behind the picket line much difficulty.
Ambush Site
It would also be possible to fight a straight up pitched battle in the valley.
It would also be possible to try and delay superior numbers in this region, although risky to hold for a long period as it would be easier for an attacker to send flanking forces through foot hills rather than mountains.
We have identified a site, however, which would allow for an ambush to be undertaken once the pickets reach this place. It is a suitable site to allow us to breach the picket line. The plan would be for any picket to be destroyed once it reached the site, to provoke the reinforcements that always come. Then, use hidden troops and the terrain to destroy the reinforcements. At which point my Hellriders can ride hell for leather into the open plain and have a thorough look, before we retreat behind the ambushing party once more.
Open Terrain
Should the pickets reach this area, the terrain will allow my men to harry them, and what lies behind them from horseback. However any attempts to slow what lies behind would require the fighting of a set piece battle.
Kheldrivver
If there is a need to block, rather than delay, the advance towards Kraak Helzak this would be a good choice, as it is not only suitable for defense, but also harbouring troops to sally forth. The only worry outside of this would be an advance up the river. We have not scouted this possibility.
Signed
Captain Raman, Hellriders
A pair of adventurers took it upon themselves to find out what lay beyond the picket line of undead. With stealth and wit they succeeded.
chad878262 wrote:To the powers that be in the Gate and surrounding area's,
Know that I, Cranston Birchbrew along with my traveling companion Laira have managed to sneak by the picket lines which the Hellrider's were unable to pass. It was a difficult task, but we managed it without alerting the undead to our presence and what we have found is nothing short of catastrophe for the region. The green question mark on the map provided by the Hellrider scouts is a third undead army...and they are legion.
After spying a group of reinforcements behind the picket lines, we skirted around them and climbed a large hill; crossing a bridge we looked out at the valley below to find scores upon scores of companies of undead. I say companies because that is what they are; not a hoard of mindless, shambling corpses, but a true military force. They appear disciplined, orderly, and able to employ battle tactics. We must not underestimate the danger posed by this new force. The soldiers all had the markings of a sunburst with the letter "T" and in the midst of this army was a blue glow. Within the glow appeared a monstrosity of a skeleton, twice the height and breadth of a man. We dared not linger as this unnatural behemoth appeared to be searching for us, and it was only a matter of time before we would be found.
We made our way back as quickly as we were able and now leave it to you to begin planning for a defense against this army. I will make myself available as a scout, but I am no military commander or soldier and haven't the slightest clue how to defend against this new enemy. I only know that we must gather our forces and act as one if we are to have any chance, for if we allow each Race or City or Nation to fend for itself, we will surely all perish.
- Cranston Birchbrew
Ranger of the Sword Coast
The heroes of the land, drawn from a diverse range of local factions and adventurers, discussed this new threat. A plan of action was formed.
Darkcloud777 wrote:*Flyers are set along the coast to be seen by all individuals. The flyer bears the insignia of Phoenix Company*
To All the Hero's of the Realm,
We are conducting a mission to retake Keeldriver from the undead hoard. For such an undertaking I am calling on all able bodied hero's of the realm to step forward and volunteer. Please sign below if you are interested in participating.
Our job is to retake the keep and secure the supplies. Other factions willl handle other aspects. once I have a time and date established I will forward this to you
Signed,
Terri Lalani (Administrator of Phoenix Company)
OOC Send PM if you are interested in participating.
Darkcloud777 wrote:*A Pheonix Company Agent would travel up and down the coast and add an attachment to the flyers*The current plan as I understand it.1. Organize a group and set a time to retake Kheldriver. (check)
///DM Golem has set a date and time of Saturday Aug 22 at 20:00 GMT
2. Establish a Base camp or way point somewhere along the ford. Clear this area and fortify it.
3. Continue on to Kheldriver and retake the fort and secure the supplies.
4. Hold the fort until the EDE and the dwarfs arrive to secure the fort and relieve us.
The Sword Coast Commercial Exchange has stepped forward and offered there support to this endeavor. I call again to all others singly and as groups for aide in this endeavor offering guards, scouts, archers, healers or supporting magicians.
We will organize our efforts in the Eastern farmlands across from the Radiant Heart Headquarters. If there are any questions or suggestions then I ask that you do so promptly as plans are already set in motion and last minute changes are always difficult to accomplish. Thank you all for your help. Let us fight today so our children can see a free tomorrow!
Signed,
Terri Lalani (Administrator of Phoenix Company)
///ooc section
DM Golem has set a date and time of Saturday Aug 22 at 20-00 GMT (3-00pm CST, 4-00 EST) Lets all meet at the Eastern farmlands across from the Radiant Heart headquarters
Quote from Archmage Kael.(invoker)
Quote:
The phoenix company should create a camp in troll claw ford. The camp you will create is the most important action for the operations in the north, and is contemporary with my doing in kheldrivver and the passes: none of us can do both.
Can that be added to the list of objectives?
Quote from Sveta Asperan
Quote:
17:32] [PiaMang] Sveta Asperan: [Talk] *she looks to Terri* Will the Pheonix Company, and Circle of the song be able to attempt to reclaim Kheldrivver and reclaiming these supplies? The Hellriders noted there was only minor contest to the city.
Concerned about the severity of the threats to the north in light of the recent disasters in the Reaching Woods, the Dukes ordered General Scar of the Flaming Fist, and Captain Raman of the Hellriders, to lead a reinforced company of Flaming Fist soldiers as well as the Hellriders in support of any efforts against this threat in the Troll Hills.
Its rumoured that Duke Eltan himself had a hand in the penning of the strategic analysis which was sent to the adventurers planning the northern effort.
Even now, efforts to investigate and counter this undead army gather pace.DM Golem wrote:Phoenix Company and the Kheldriver Expedition Forces
We have the authority of the Grand Dukes of Baldur’s Gate to reiterate the promises of aid last given when a move on Kheldrivver was first discussed. Namely the aid of the Hellriders and a reinforced company of the Flaming Fist. The Hellriders are expert scouts and skirmishing cavalry, but unsuited to heavy combat (current strength approximately 180. Current commander Captain Raman). The Flaming Fist are some of the finest heavy infantry in Faerun, best suited to heavy combat or the assault or defence of fortified positions (Strength of 150 with support from mages and engineers. Current commander Captain Bresco).
Tactical analysis and composite scouting reports from the Hellriders suggest the following comments on your plans:
Trollclaw Ford
This area is well known to be infested by large numbers of trolls, who aggressively assault every settlement built there. So far these trolls are unaffected by the advance of the undead and it can be expected they would vigorously assault any fortification built. A temporary camp would have to be well garrisoned and stocked for troll fighting.
The difficulty of fortifying a camp against the trolls alone should not be underestimated. For any camp to be worthwhile in battle in the near future it will have to be made of wood, although the existing Hamlet can be incorporated. Supplies of wood would have to be brought on site as there is nothing locally and someone with siege expertise would be best called upon to devise the fortifications. Establishing a camp will require a garrison beyond the one off effort to clear the area. The Flaming Fist could achieve all this with their engineers and soldiers, but would be unavailable for other duties.
Our tactical analysis suggests Kheldrivver would act as a better base for forays into the Troll Hills or defending the passage into the Trollclaws due to its prexisting stone fortifications, and that supply convoys might be better safeguarded by vigorous escorts. Convoy escort could be undertaken by the Hellriders or the Flaming Fist, but they would be unable to undertake other work while doing so. Convoy escort duty might be better fitted for less well trained troops. Nevertheless a camp at the Trollclaw Ford would protect from any flank advance down the Winding Water.
Kheldrivver's Current State
Hellrider patrols pass the ruin frequently and have even spent the night there from time to time. Most of the village is undamaged. There was some damage to the fortifications during the last undead assault. Repair will require stone and expert craftsmen, although temporary repairs can likely be effected by rubble and wood. The Flaming Fist would be of assistance in repairing Kheldrivver’s fortifications if required, but would need supplies of stone for high quality repairs, which would also take time.
The village is currently haunted by stray trolls and disorganised bands of undead, possibly left over from the last attack. Resistance is not likely to be heavy but any sweep will need to be thorough to catch all the undead. If repairs are planned a sweep will need to include the surrounding area, as the undead in the hinterlands tend to be drawn to activity in the ruin.
The supplies left in Kheldrivver are quite old now. Hellrider patrols have been subsisting on them when they visit the area. Current reports are that it is difficult to find anything that has not been spoiled or eaten by trolls.
Undead in the Troll Hills
The undead picket line previously reported by the Hellriders began to move three days ago. When the Hellriders began to scout the picket to monitor its movements, the patrols were attacked and driven off. One, however, failed to return, and is presumed wiped out. For some reason after this engagement the picket line stopped moving. It advanced a total of four miles before halting.
The Hellriders are able to keep a detailed knowledge of the movement of the undead picket line but only if they are not called away on other duties.
Queries on this report may be left at the Flaming Fist Headquarters.
Signed
Duke Eltan, Flaming Fist
General Scar, Flaming Fist
Captain Bresco, Flaming Fist
Captain Raman, Hellriders
Meanwhile, the sinister intelligence that commands this host of undead bides his time and gather's his forces. His first aim, to learn of his foes - so they can be properly punished for their transgressions.
The image was perfect. The thin, blackened frames of burned out buildings, the layers of ash and charred matter which crunched underfoot, sending up little gouts of dust that marked the passage of the General’s armoured form, and those of his hyspaspist bodyguards. Ahead lay the Temple of Mystryl, a mere shell of soot-stained stone, gutted by fire. The fire had consumed most signs of the battle, but here and there the tarnished arms of the combatants could be seen. Each time the General saw one of the crude axes and cleavers of the orcs, the rage boiled in him once again.
The doors lay broken and warped, the heat having marred their beautiful, gilded form. The General held up his hand, bidding his retainers to wait outside, and stepped through the doorway. Little was left inside of the temple’s grandeur, the flames having scorched away the murals, and the claws of the orcs having snatched away the treasures. Yet still, the General saw far too much. He descended on one knee, his hand resting on a shattered, cloven skull, his eyes boring into the evidence of the massacre around him.
Here, where they had learned magic as children, and prayed to the goddess when adults, a great crowd of the people of Seventon had sought refuge from the wrath of the orcs. And here, while the General’s troops were away fighting on the borders, and while other soldiers gave way to panic and despair, here they had died.
It was then that the General’s hope died, and he understood what sacrifices he would have to make. His hand clutched the broken skull in rage, the shards of bone cutting into his pale flesh. It was here he made his promise. “Never again.”
The General’s gauntleted, bony hand closed around the gemstone, bringing the programmed illusion – the memory – to an end. This was all he had now, these enchanted images of the past, recorded when he still had all his senses, when he could still fear, still weep, and still feel. He had thought the memories would remind him of his purpose, and they did; staving off the madness that claimed so many who made the change. But each year they seemed more distant, more removed from him. Each year he felt the Netheril of old slip further away.
But my duty remains, despite it all. Orbedal will be protected.
The clatter of armoured boots was heard outside his tent. A hyspaspist stepped inside. Asmoniath. With me from the start. “My General. One of the captives was pure enough.”
“Bring him in.” The General eschewed the telepathic bond, so that the captive could overhear.
Let the man know his fate is in the balance.
Two more hyspaspists brought him in, shackled and chained. Trailing behind was the Logistician, Hieronaima, cradling his stave ready for the ritual to come. The captive thudded to his knees as bony hands forced him down. There was defiance in his gaze, but it wilted as he looked up to the General’s towering, armoured form, and the soulless swirl of his eyes.
“I’ll tell you nothing!” The man barked, voice shrill with fear.
“Incorrect.” Said the General, a bone hand reaching out to clasp his chin in a vice like grip, turning his head first left, and then right, as if examining a prize specimen. Then his eyes flared as he began to probe the man’s mind with magic, sifting through memories.
It was not a pleasant experience. The man – Godrin of the Hellriders of Elturel – squirmed, crying out in pain as the General moved beyond the surface, beyond the tactical data of recent days, beyond the quickest routes south towards the General’s objective. Such information was valuable but not why this man was chosen.
Instead, the General went deeper into the man’s psyche, looking through memories of a wife, a child, a sister, a mother, a father. He examined the man’s love of horses, and his joy at the freedom of being on horseback. He examined the man’s excessive gambling. He examined the mans dislike for a local mage in Elturel. He watched the man hurl curses at the mage. He watched the man befriend a half-elf tailor. Godrin was weeping by the time the General released him, no secrets left.
A base mind formed for simple pursuits. Tolerant of elves. His culture is not remotely Netherese, despite his watered down ancestry.
“Phalangite.” Said the General.
Hieronaima did not speak, she never did. ::A shame he was fit for nothing more:: Her voice echoed across their telepathic link as she raised her stave, a green glow appearing upon its end.
The General opened his palm and blasted Godrin with negative energy. He withered, his life drained, while Hieronaiman chanted the Soldier’s Binding. Imperfect Godrin may have been, but he would make the perfect footsoldier. He may have known nothing of Netheril in life; in death, he would protect its last vestige for eternity.
((This thread functions as a summary of the Eternal Army plotline and also an IC RP thread for engaging with the plotline))